Post news RSS Dev Diary #13: Escapism

The fallibility of release dates and the new Escape Pod mechanic.

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...The Somewhat-Exorable March of Progress...

As I'm sure many of you have noticed, our Mod Database profile is currently claiming that the mod is going to release on December 31st. We've been attempting to put the finishing touches on the first version of the mod for the last few weeks, however work and other factors have been trying to mess us up as much as possible. The dates we've put on Mod DB (the 18th and the 31st) were determined based on the assumption that I would be working 3 days a week for the end of November and December, and that I'd be taking the 14th to the 27th off. What ended up happening was I worked 6 days a week, and didn't finish until the 22nd, which as you can imagine severely disrupted the modding time I had scheduled. Either way, we're almost ready to start putting it out for feedback and balancing; all that remains are abilities and a few scenarios, as well as some cleanup. This first version will not include the Empire of the Hand. As the faction where we have the most freedom to explore different options, we want to make sure we don't rush it, however we don't see the point in delaying letting everyone play with the two other factions that are done, or nearly done, and iterating on the feedback there while we finish the Empire of the Hand.

Don't worry, you'll be able to play with (or kill, whatever floats your boat) a bunch of Clawcraft soon enough, you'll just get to play with X-Wings and TIE Fighters even sooner. Along with other stuff...

Bombing Run

...Survivor's Quest...

We'd also like to use this opportunity to talk about another feature we're implementing to the game; Escape Pods. These are primarily related to the New Republic as the faction most concerned with saving as many of their own lives as possible although they do make some appearances in the other non-Saurian and non-bioship factions. Their key role is as part of a passive ability for all New Republic capital ships and cruisers. Upon the near-destruction of these ships, their surviving crew will escape in the aptly-named Escape Pods. These pods cannot hyperspace, can be destroyed, and are somewhat slow to manoeuvre. They have the ability to dock with allied ships in order to provide several bonuses, including a temporary damage bonus credits, restored health, and restored supply. Essentially, in order to maximize the cost efficiency as the New Republic's lategame ships, you'll need to recover as many pods as possible. As ever, the exact bonuses are subject to change as we go.

No Soldier Left Behind

...Further Information...

FAQ Thread - Progress Thread - Tester Signup - Mod Wiki

...Follow the mod...
Forums - Facebook - Steam Group - Youtube

Comments
FISHMAN_PRIME
FISHMAN_PRIME

I did not expect getting a release this soon. Awesome news.

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Trooper_
Trooper_

So as a Imp player I'm guessing stopping a reb player from gethering escape pods would be a good idea.

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.Corey. Author
.Corey.

Definitely something worth considering.

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wheelmandan
wheelmandan

sorry corey im reding this right something will be comning out ?

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wheelmandan
wheelmandan

by something i mean is part of your mod going to be playable your hold to hold off wand wait for more to come out?

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MrBitey
MrBitey

The New Republic and Imperial Remnant are gonna be playable.

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powercramp
powercramp

You need to make sure there are life signs onboard first though. No point in firing on empty pods, right?

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pincuishin
pincuishin

Had to make some cut backs they pay by the Bolt now

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AuroraBorealis
AuroraBorealis

YAY! I am so excited to Kill people!!! ...That came out wrong...

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wheelmandan
wheelmandan

still too far away 31 grrr

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wheelmandan
wheelmandan

(buried)

i dont know i think it will be the end of January, that my bet if it comes out be for that i would be shocked.

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ConnerJB
ConnerJB

Excited!

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