We took some early steps to correct this issues by having stronger enemies, and slowing ship progression by having ships drop weaker / less loot at the beginning. We took some time to sit down and actually play the game for fun (not testing) these past few weeks and we came to the same conclusion a lot of you came to as well, the game is far too easy. Games names are now separated from ship names, pretty straight forward. We’ve added an inherent ship qualities system to the game, we think this will be a really useful way to not only differentiate all of the ships we plan to have, but also help balance them. Roland-Class Starship! You can see some footage of what it looks like in Devlog 58. So first off there is a new ship to fly! The C.U. The current Hand-held scanner is a bit glitchy, it may or may not point to all the drops.Today we are releasing Beta 1! To clarify: Beta is where the majority of PULSAR’s content will be added, systems and mechanics we didn’t consider to be “core” will also be added, and all of the game’s current systems will continue to be improved as development continues! Hope that’s clear, we’ll be happy to answer any questions about why we are going this route if there are any!
During or before a jump remember to set your shields to modulate, you may be able to remain hidden. If you think that you've been boarded, quickly glance at your Hand-held scanner to check. Nebula's might occasionally have enemy's hiding in the cloud. Look to see if the enemy has any programs to watch out for, their cyber-defense status, and any note worthy spec's.
When running a targeted component scan don't just check the weapon type. It's better to be low on fuel than to be dead. Don't be afraid to ask for a fuel capsule boost! This goes double if it's for a shield boost. Remember to notify your Captain (respectfully) if you notice a program that you could use. When your team members have boarded, remember to ask them to shut down the cyber-defense (on the Engi Aux power console or by blowing it up). But if your team members boarded the enemy and disabled their cyber-defense, then fire away. Know when to use your programs, if the enemy is routing all of their power to their Science Station it might not be the best time. I think you get three pips per fuel pod, so you may need to use more than one pod to completely restore everything.
#Pulsar lost colony intrepid manual
Go to Engineering, load a fuel pod, and throw the Manual Program Charging Switch. Make sure you have turned power back on to Climate Control and/or get into an exosuit.Ĭomputer programs get recharged on jump, but you can sacrifice fuel pods to recharge your computer programs while still in a battle. If your screen goes desaturated (gray, loss of color), you're suffocating. You can still warp out and even maneuver in there a little. If you warp into a crystalline geode, don't panic. If you're playing with bots and trying to repair your ship at a dock, the bots will keep raising the shields (and prevent repair) UNLESS you're in Condition Green.
Just remember to set their Man Station priority back to 3 or whatever when you're done. They'll step aside and let you take the controls. If you're playing solo as Captain and need to take over piloting from the PiBot (like to fly though a jump gate), go to Tab > Overview and set the PiBot's Man Station priority to 1.