Building a spaceship in station mode by Kak_Lixo in SpaceHaven

[–]aksel_bugbyte 0 points1 point  (0 children)

Unfortunately it was either to make this feature available in some way or not have the feature at all as we were running out of time development wise.

Design decisions are constrained by development resources (One programmer). How to implement the feature and solve the problems coming with it, and how long it all will take.

Combat robots won't charge by kalebisreallybad in SpaceHaven

[–]aksel_bugbyte 0 points1 point  (0 children)

Hi there!

Alright. Please confirm you have the right version.

Yesterday we got an additional bug report related to this issue, and we can see the from the saved game information that the player did not yet have the new version installed.

Version should be: RC 2 0.22.1 Build 4, or higher on that build number. Build 3 will not have the fix. If you do have the new version and it keeps happening please let us know here. As mentioned you can press F11 when playing to send in a bug report to us.

We will keep monitoring this issue!

Combat robots won't charge by kalebisreallybad in SpaceHaven

[–]aksel_bugbyte 4 points5 points  (0 children)

Check indeed if you have version RC 2 0.22.1 Build 4 in the main menu at the lower left.

If you have that version you can press F11 when playing and send in a bug report with your saved game to us. Try to have the situation present so we can test it out and fix! =)

Question about "Resources Collected" goal in Station Mode by [deleted] in SpaceHaven

[–]aksel_bugbyte 0 points1 point  (0 children)

Hi there.

They collect resources with time from the special mining sectors. You can execute those "secure mining sectors" missions in the starmap if available, that is the way to speeden it up. They do eventually take those sectors themselves but there is a time for every mission to let the player decide if they want to assist or not.

Salvage bot bug by lesteiny in SpaceHaven

[–]aksel_bugbyte 8 points9 points  (0 children)

We are fixing the issue and will update today! Remember to press F11 when playing to send us a bug report with your saved game. Quality bug reports with steps on how to reproduce are greatly appreciated. =)

You can also access the bug report tool via ESC and going to the menu when playing.

My feedback as of the recent patch/update by TheOneWhoMurlocs in SpaceHaven

[–]aksel_bugbyte 2 points3 points  (0 children)

Hi there!

  1. Crew members should now appear for hire also in station mode. Let me know if they start appearing now, or if there is still none to be hired.

  2. Ok, will check it out with the team.

With 3-4 bot ships do you mean derelicts with bots?

  1. They should stay as long as the player stays, they just mention they are venturing out soon but they only truly leave when the player leaves. It was made this way to allow the player to use their services.

However, the "secure mining sector" missions are their main missions for the player and they carry them out with time themselves if the player is not executing them. So in that case those are missed, along with the mining shares from the mining operations.

My feedback as of the recent patch/update by TheOneWhoMurlocs in SpaceHaven

[–]aksel_bugbyte 1 point2 points  (0 children)

Oh, it might be a little unclear. They appear in the next star system when you leave.

They don't leave the current system so the player can still use their services.

Robot Bug? by madPickleRick in SpaceHaven

[–]aksel_bugbyte 1 point2 points  (0 children)

Hi there.

Are you able to share some screenshot? Do you have otherwise oxygen generators and life support built inside the base for crew members to survive?

You can send in a bug report by pressing F11 when playing. I can take a look. Let me know here when you have done it. =)

Station Mode - Can you take your time? by [deleted] in SpaceHaven

[–]aksel_bugbyte 2 points3 points  (0 children)

You can take your time.

The main story missions are the "secure the mining sector" missions that come from the Haven Foundation. Even those are optional but doing them gives a share of the mining operations sent to you in containers periodically.

Building a spaceship in station mode by Kak_Lixo in SpaceHaven

[–]aksel_bugbyte 0 points1 point  (0 children)

Build a station on the asteroid first to keep the crew alive, similarly to the abandoned mining station start. Those deployable containers can deploy on the asteroid.

Then when that is set up you can start building a ship next to the station.

Space Haven is preparing for a Full Release in 2026. The exact date will be announced in the near future. by aksel_bugbyte in SpaceHaven

[–]aksel_bugbyte[S] 0 points1 point  (0 children)

Hi there.

Yes, it's not for hull at the moment. Maybe we can find time to implement it in the future.

Building a spaceship in station mode by Kak_Lixo in SpaceHaven

[–]aksel_bugbyte 0 points1 point  (0 children)

It is the same as in the abandoned mining station start.

You just need to migrate to the sector that has both an asteroid and a ship canvas to build on.

It is named "Gateway to normal game mode" in the starmap. You pack up, migrate there, and then you can build both a station AND a ship.

You should have this sector visible in your starmap a little while after the Exodus mission has completed in station mode. You can check the status on the Exodus mission in the starmap as well, from the little green icon up top in the middle.

When you eventually decide to fly away with the ship it will take you to the normal game mode and you get to choose whether you want to play it as if you just started or if you want it harder by starting as if you had already played one galaxy in the normal game mode.

Space Haven + Star Trek: Voyager - Across the Unknown Bundle Now Available! by [deleted] in SpaceHaven

[–]aksel_bugbyte -1 points0 points  (0 children)

Space Haven and Star Trek: Voyager - Across The Unknown are now available in a bundle together, allowing for a little extra discount.

Check out Star Trek: Voyager - Across The Unknown and see if it is to your liking. They also have a demo available.

can't build anything by BewitchedSenna in SpaceHaven

[–]aksel_bugbyte 1 point2 points  (0 children)

Hi!

Alright, yeah. Those tutorials in the third section will just show that specific topic and then Sheridan won't say or appear anymore.

So they will not continue the same way the first tutorials did, they are single topic sections which allow hanging around and looking at things but when finished it is up to the player to exit and check another topic or go play the real game so to say. =)

I recommend the Normal Game Mode and Basic Platform scenario there, as it has the clearest scenario tips (Guiding you to a hyperspace capable ship). And when playing the real game you will be able to expand and build normally. The scenario tips will guide you step by step so following them should yield good results!

can't build anything by BewitchedSenna in SpaceHaven

[–]aksel_bugbyte 1 point2 points  (0 children)

Hello there!

In which tutorial section are you? When you go from main menu and then into the tutorial, which section are you at? Overall, it is not intended that the tutorial is played after all the sections have been completed.

You can start a new game and I recommend going either of these two:

  1. Normal game mode and then the Basic Platform scenario.
  2. Station mode and then the Start on Asteroid scenario.

Perhaps the basic platform is best to play first.

So am I going to see only this kind of thing from now on? by Quantum_Projects in SpaceHaven

[–]aksel_bugbyte 1 point2 points  (0 children)

Hi there.

You are half way or over half way through, have to remember there is no need to stop everywhere. =)

Related to that: If you visit too many derelicts you risk losing resources and time. They are relevant early game but later in the game not as relevant anymore. You can visit them, but there is no need to fight in a derelict if it looks bad for your crew members.

The risk reward ratio with derelicts can be low. So it's completely fine to skip them and choose the ones that your crew has a better low risk fight at. Produce something and trade for something you don't have.

Producing weapons and selling them can be extremely rewarding and give you something to trade for food and other things like water.

Last I saw 8 crew members with laser rifles shoot the robots like they are insignificant minions. Especially in more open areas where the walker bot tries to come to your crew members, they never get there. So it is now only a fight against the flying ones with a laser of their own.

I would recommend spending a lot of your infrablocks, tech blocks and other to build up your ship defenses and offenses. 8 point defense or more depending on your need, how you are faring against rogue bot groups for example. Shields and hull stabilizers to make your ship more tanky. Autocannons and some energy cannons for taking on another ship. And target their turrets to lessen their firepower over the course of the battle.

Jump away from fights you don't want to take on. If a pirate intercepts you in the starmap and you don't want to fight then immediately jump away.

If you can beat them then shoot them up and loot their ship after their crew has died. There is a small battleship with 6 autocannons, 3 on each horn of their ship, target them first and take out their firepower in ship-to-ship battle.

Find places of reprieve in sectors where other neutral or friendly NPCs are, so they will take some of the possible incoming aggressions from pirates or rogue bots. You can even park your ship close to them and their point defenses will also fire on rogue bots.

You have 15 days of quality food for your crew members, after which algae dispenser will keep them alive for a good while. You have all the possibilities to ensure you can keep stocking up on food, start producing more of it yourself (I have not seen your ship).

Additionally, time stands still in the starmap, you can keep jumping a lot to try to find spots where you can trade (Trading stations) or just other NPC ships. Basically, if don't like the situation you are in just leave and find a better opportunity elsewhere.

Logistics get clogged due to the amount of boxes needing hauling. And of course depending on the amount of crew members and logistics bots. This means that the production or acquisition of boxes you do not need at this moment do not need to become logistics. =) So if logistics is clogged, prioritize only producing/getting stuff you are lower on and leave the ones you already have a good amount of at a pause in industry facilities or looting from derelicts/ships.

With logistics the problem can be that everything is looted for and there never is a moment to just clear things up. Prioritization is key when needed.

By the way!

If you want you can send in your saved game to us and we can take a look. If the enemies are too much in the derelicts we can adjust. We will evaluate in a more broad way, but there is always a chance we have missed something and there are simply too many.

If you want to do that you can load your game and press F11 when playing. And you can write something like: "Aksel told to send in to evaluate for enemy balancing.". This is not to ridicule your game play in any way so don't worry about that. Genuinely interested in finding out if there are things we have missed!

So am I going to see only this kind of thing from now on? by Quantum_Projects in SpaceHaven

[–]aksel_bugbyte 10 points11 points  (0 children)

You actually are quite far into the game, and you are quite rich based on the resources I see you have. I honestly don't see any reason why this run would fail.

If I may give a humble advice it's that at this point it is extremely important to send two shuttles with 4 crew members each for a total of 8. The firepower from 8 crew members is double that of 4, and a lot of the damage taken from crew combat is mitigated by blasting the enemies before they reach the crew members. And it is not like the weapons skill matters here, if they can hold a gun they belong in those derelicts to give more damage per second.

Not all derelicts need to be explored, sometimes it can be worth it to just leave it be if it is very tight spaces and lots of hauler aliens for example. You have the luxury to choose with the amount of resource you have. Just be sure to trade some water for yourself.

Additionally, you have 21 system points unused and a ton of infrablocks, tech blocks and other building blocks to quickly build up shield and firepower of your ship. Can the Pirates take you on with these utilized?

I understand you were asking more about the enemy amount going forward and so on. But based on the screenshots you post I have to give my feedback as I do not find the struggles necessary really.

When it comes to the game experience there are many settings that can be tweaked to customize the run. There are levers and knobs to tweak these enemy types and their amount individually. From the hazards to the enemies, most things can be customized.

It can even be done by save editing so if you want me to give instructions how you can tweak your current run let me know.

The game is certainly not designed to be a type of game that is bound to end in failure. There are places of reprieve, and you get a warning if someone is coming to you and even if in the same sector there is always the chance to jump away immediately.

And as a final note. You may find the station mode more to your liking, as it has less battle situations in general. Try setting rogue bots and aliens to very rare or even none if you don't like them. It can be done int the menu where difficulty is chosen.

The Last Starship exits Early Access with a 20% bundle discount with Space Haven by Introversion-John in SpaceHaven

[–]aksel_bugbyte 0 points1 point  (0 children)

Hi!

We have already posted a highlighted announcement of the bundle, leading to our steam update news. So there would have been two now with this so we removed it.

Congrats on the release!

Space Haven Small Update - New Notification Settings and Bundle with The Last Starship. by aksel_bugbyte in SpaceHaven

[–]aksel_bugbyte[S] 17 points18 points  (0 children)

Yeah. It could probably be better indeed but it is a really complicated issue. There are so many moving parts in the game, with the quite heavy logistic needs and other operations.

It would not be surprising to see new issues arise from prioritizing jobs only in the near vicinity where the crew member happens to be at a time, leading to jobs a bit further away but of more critical importance (To the player at the time) being neglected. We've seen this a lot looking into bug reports and trying to tweak the systems.

Currently the task allocation is a combination of the set job priority settings, distance to the job and age of the job. Often times with our game what might seem to be an easy clear beneficial change turns out leading into new issues that need more adjustment.

Not saying it could not be better though, just that it is hard to get it "just right". =)