Hello everyone! Welcome to the 250th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. We've got big news this week. The Capital Update is nearly upon us, and is now entering the open beta stage. This stage is where our dedicated community members get to help us patch up the last few bugs remaining undiscovered before we announce the big release. Keep in mind that this is a beta version, and might not work right, but that's ok - nothing can be perfect the first time. To celebrate this important occasion, we'd like to go over all the features added in this new update, for those who don't follow the newsletters religiously, or those that see them every week and aren't quite sure what's considered new. Let's go! The first set of new features players will see are the revised modification menu systems. The original menus, while functional and concise, were very difficult for new players to pick up. Stuff like clicking the ship name to switch to a new ship was very user-hostile and was never intended to be the final method but got overlooked as we pushed for the Fighter Update to get released in a timely fashion. The old menus also couldn't support new features, like weapon classes or skins, without significant reworking. Included in the menu updates is the Loadout capacity system. Now the armament stats that faction shipbuilders have been so carefully selecting will actually apply to the number of weapons ships can mount at once, as well as the size of the turrets - you'll only need one turret, if its a biggun. The most obvious set of features involve the titular Capitals of the Capital Update. From custom turreted weapons to special Capital TDM gamemodes, these behemoths will be front and center to the most exciting battles the dogfight has to offer. Ship skins are also now available. While you might want to hold off on purchasing any skins that cost Robux until the Beta becomes a Release, Skins that cost credits should now be fully functional, including the long-touted Golden ship Skins for Cycle Grand Champions. Cruise through the skies in a ship that is colored like your favorite superhero today! Included in the update are some new maps, from a Cysov-themed superstation to the wind-swept ocean surface. Other features include Faction-themed hangars when previewing ships, a new type of Outpost in the Outpost Strike Gamemode, better help menus for figuring out controls, energy shield damage effects, Loadout saving and loading, Ship selection filtering, to help you find the ship you're looking for in the haystack, ...and many more. Follow the link below to check the Beta out, and if you find any bugs, drop them in #bug_reports in the Discord community. Remember, if anything weird happens, use the F9 button to open the console, and find anything in red, and report that with a picture and description of what happened. This week in the dogfight there were 404 kills, 7 with auto, 0 with beam, 2 with laser, 1 with plasma, 0 with railgun, and 394 with torpedo. The most dangerous ship was the VSa1-2_Spirit_Kazan with 186 kills, followed by the VSa1-1_Kazan with 152. The most dangerous map was Blue_Spaceway with 229 deaths, followed by Pillarum with 116. And now, the moment you've been waiting for... The three players that topped the leaderboard were FangABXY, with 343 kills and 6 deaths and a 57.16 KDR; redknight378 with 40 kills, 11 deaths and a 3.63 KDR; and JeyBlakeston with 9 kills, 3 deaths, and a 3 KDR. They have unlocked the exclusive ship Odonata Anisoptera in the Alpha Dogfight. Nice work pilots! If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Week 94) Calexian Community Challenge Before the end of Cycle 13, the community must strive to complete the following two challenges to unlock a Calexian ship for all to use. We're right on schedule for gatecrash points, but we've got to keep the pace up. Distance is falling short, but we should be able to make it up in good time. The challenges are: 1000 Gatecrash points, and 3,000,000 studs flown. Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall or in the Community Discord Server. Be sure to join if you have any questions about RoVerse: ROBLOX Group: https://www.roblox.com/My/Groups.aspx?gid=2948290 Discord server: https://discord.gg/npxBGwJ Q1: Can we have special commodities that are faction-specific, like Cysov thirium or Akatanan eggs? A1: We might be able to fold custom faction commodities into the 'goods' system we have planned - goods being items that don't have a direct use in building structures or ships, but support metaphysical activities like colony city expansion or structure repair. Q2: Will every fighter be able to warp? A2: Most likely, yes. Out warp system isn't entirely free-range - you have to be around an already-built structure and warp towards another one - so it wouldn't be the game-changer you might expect from letting little ships zipping around everywhere. Wild, undeveloped space will require flying at normal speed, so a quick exploration ship will still be useful, even if it can warp around in other situations. This is the compromise between making systems very large, and letting players traverse them in a reasonable timeframe. You can support us by joining our Community Group or Discord server! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! If you want to catch any of our developers streaming, you can always follow our official Twitch channel here! Remember, we are always looking for new, talented builders, scripters and artists! If you’d like to help us you can always get in touch with us through RoVerse_Official on the ROBLOX website, or by contacting an Administrator in the community Discord! Don’t worry, we don’t bite! Comments are closed.
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |