Fixed oversight bug - allowing leaving mission area using gravity drive Fixed crash bug - recently added crash in check to fleet missions Fixed crash bug - odd duplicate accepted mission issue. The controls and movement of the ships are also really good. Unlawful factions wouldn't respond if cargo pod was stolen from their platforms. Blockade changes - Bases can be blockaded by overworld combat Cannot auto dock to blockaded bases -- Owned bases - Can be abandoned. This should also help new players with early ships being hard to control due to players not knowing not to turn to the max. As it stands within the week of its early access launch, Void Destroyer 2 is a very solid and fun game, but the knowledge that it is only going to get bigger and better the longer it is out and the more people buy it, makes this game a worthy investment of time. Your first ship is just a step on the path to a massive fleet, from tiny fighters to massive capital ships.
Will use secondary burn to do so ships are slowed down while in combat - so this will still be a bit slow. Crash bug fix - crash due to bad code handling torpedo being hit by a projectile 8-30-2018 Bug fix - buying ship with attached ships - after owning a different ship with attached ships yielded anomalies. Predefined Sets the marker color. Meaning that many features and polish already exist. Put in safety nets to prevent crashing if active upgrades of similar types are installed on a ship as a result of me rebalancing ships for example. You can be a pirate and hijack ships in order to loot them, or you can focus on mining asteroids and making a living that way.
A bounty hunter who will settle scores for a price. After you follow this Void Destroyer 2 guide, you will not face any Void Destroyer 2 game errors and issues. The fact that you can build, research and upgrade them opens up even more possibilities, which is great. More solid - story missions near bases - shouldn't allow the player to dock before completion of mission for a more consistent outcome. Far platforms won't be built outside of 3. This was on my list - so it's actually good that I've waited to work on this some more before the update as now I've got a pretty clear issue to resolve. I've added a new mechanic to again support the story and change the dynamics of the game world in relation to the story.
Really strange issue that shouldn't happen, put in some safety nets. Avoiding anything major to ensure stability wouldn't want to introduce last minute bugs. Commands are for owned ships. After a brief testing exercise, a mysterious figure contacts you, expressing how impressed they are with you. Eventually being able to build up a fleet of combat and non-combat ships. Then you can either manage the carrier in terms of building ships or switch to the pilot's seat and personally fly like any other ship. Fixed unintended feature - some Stub faction ships having much higher capture resistance than intended.
Platforms will now build their own defense platforms. Altered story mission early text to give hint where next story element takes place. In regards to the new sandbox elements - the current state has the majority of the basics of the game play, though some are in very early and rough stages. As your wealth grows you'll upgrade your ship, then purchase new more powerful ones. Tiny fix to prevent picking up roid chunks while launching a pod resulting in anomalies 9-27-2016 Trading level - only increases when using own ships doesn't increase on selling cargo via hired ships - this is to prevent hiring tons of shisp and getting tons of money supre fast, super early.
It spares you from searching everything inside existing scripts and shall provide you all informations needed to create your first own mission s. Trading level still applies when selling cargo - even with hired ships - just doesn't increase when selling via hired ships. Each stage has a number, a set of triggers for certain things and an objective. Missions have a Novice difficulty level, to begin with. You use this screen for travelling longer distances. Safetynet for an early auto generated pirate mission added to prevent empty mission list.
It gets even better when players play the actual game, give feedback, criticism and we improve the game together. Designers of Void Destroyer 2 strive to make it more proficient and playable game in World. Selecting a owned transport ship and right clicking on a production base will initiate trading runs aka - auto trader. Like in most space sandbox games - in Void Destroyer 2 you start with a single ship then work your way up in the world. The enemy tracking and hit detection is spot on with the primary fire.
Easily switch direct control from ship to ship. Looking at YouTube vids you guys seem to be missing these more than I'd like. It too varies with each ship. Criminal acts raise indie pirate faction score. Who will you be and what will you do? It can be hard to find locations that are far from your current location. Easily switch direct control from ship to ship.