Patch 1.03, v2.0 and much more

Afternoon all,

So, with a great launch behind us, we've made excellent progress.

Patch 1.02 fixed a majority of problems for people, but some are still experiencing issues with the Time Dilation caused by broken Flux Capacitors.

As the number of bugs has severely reduced, we may roll out a small patch for this issue alone, or hold off until Version 2.0...

So, as penned, the mod will release in 3 waves. Wave one allowed you to get your hands on the TARDIS, and introduced you to a mysterious story set one year later for the Courier...

Wave 2 picks up where that storyline left off and introduces The Time Lord player race, containing many, many unique traits including a Class Path system and upgradable perks and abilities.
It also introduces a couple of new rooms, nifty craftable items and a rather interesting relationship feature which we'll go over nearer the time.

Expect a quicker release turn around for Wave 2, as most of it is already finished and simply needs tweaking.

As we work towards getting this ready, it's important to note that we'll be mainly neglecting bux fixing on Wave 1 unless something serious crops up.


Demeggy

27 comments:

Anonymous said...

I'm so excited right now! You two are my new favourite people.

Chris Griffin said...

thx for the update kris :)

Mr. Greedy said...

Well, I know this is too much to ask but I can't stop thinking about it for days...

I find the Tardis a tiny bit easy to fly, and I had a thought. What if instead of the messages that tell you what to do, there would be audio/visual effects that indicate your next move and/or using the round screen for clues(?)
Don't get me wrong your work is fantastic I just had to get it out of my system !
If I had any modding knowledge I'd try it outmyself

Best regards.

Kris said...

Thanks Greedy, we were initially going to have shaders apply to the controls required, but the test plays found it too difficult so we went for the given approach.

Something we might consider though...

Dionysus said...

I do have a small question. How do you start this "mysterious" story?
I found the Tardis, repaired it and lifted off, so the "One year later" quest is done. Was that it?
Or do I need to randomly zip around in hope to discover a new location?

Also, I feel like the leveling is a bit too grind-y, especially for engineering levels. I just sit in front of the workbench and refine tons of crystal while watching a movie on the side. So... it's boring.

Kris said...

Bear in mind there's a lot more items to come, so don't feel like you need to grind immediately...

If you've completed One Year Later, that's the first chunk of the story delivered. There mightn't have been any answers, but it's set the stage for v2...

DoctorWhose said...

So what about the thing I mentioned on the forums Kris? The thing about making random events like in LCoG during flight? Is that also to be released for Wave 2 as you said?

Because its indeed a bit easy right now to fly the TARDIS, because it becomes very predictable.

Kris said...

Potentially, we'll see. There is a brand new flight mode due for Wave 3, which will most definitely include unique events, otherwise we have some ideas for wave 2...

Chris Griffin said...

it all sound great

DoctorWhose said...

I assume that will be the fixed point flight?

What I am talking about is really something that breaks up the monotonous button mashing.

Dont get me wrong, the Context Sensitive Flight system is awesome, just not random enough.

Imagine you do your normal flight checks but suddenly a component explodes randomly and "The Engines are in danger of phasing out of existence" so you either have to (like in LCoG) memorize some specific patterns to prevent that or do a crashlanding to repair.

Things like that also always lead to some sort of adventure, just like in Doctor Who :D

Kris said...

That'll be the intention. You'll also experience unique events that require decision making; you've come across a Life Pod, do you materialise around it and check for lifesigns? Is your perception high enough to notice the blaster scarring around the edges insinuating something of danger inside? Or do you let it float on by and continue onward? That sort of thing.
We'll be adding additional System mechanics with wave 2, nothing too drastic...

Raverbane said...

Just wanna say I am loving the mod, to be sure. I happen to like the Piloting as is. Only tweek I might would be interested in is uses for Pilot skill after level 5. If you do decide to 'spice up' flying the TARDIS. Perhaps have an 'old school' option for those of us that are happy with the procedure as is.

Thanks and keep up the great work!

DoctorWhose said...

Sounds awesome wow :O

I promise I will make the 2013 Console Room extra awesome ;)

Anonymous said...

Will Ye Be Updating The Police Box.

Anonymous said...

doctorwhose can you make a picture of what your console looks like now

Anonymous said...

This is great and all but where the exterior is invisible no matter what now i have lost it and have no previous saves to get back to it and my sonic doesnt have the recall feature.. :/

An Avid Fan. said...

I believe there is a console command that can take you to the control room, look around for that. You will probably find it in the proboard forums somewhere

Kris said...

Have you parked it and lost it? Or did you suffer the 'invisible police box' bug? The fix for this is made clear in the readme, on the forums and the Nexus page.

Save
Close
Reload

An Avid Fan. said...

I think what I love most is the fact that the TARDIS interiors dont look like they are part of fallout, you would think you are stepping into another game.

But that leads to a question was there any consideration into changing the default console interface design on the console screen in the TARDIS?

Just a suggestion I am not a modder or anything so I don't know how hard that could be.

DoctorWhose said...

If you want to see my work on the 2013 console room you should check out the forum thread:

http://falloutwho.proboards.com/index.cgi?board=generalprojecttalk&action=display&thread=242

MassRelay Normandy said...

Kris will there be outfits like the doctors coming soon

Chris Griffin said...

im not sure if kris is making the costumes or not but ive been starting to make some

if you look on the forums

http://falloutwho.proboards.com/index.cgi?board=generalinanechatter&action=display&thread=221&page=1

MassRelay Normandy said...

cool outfits hope these are out soon they look amazing.

Chris Griffin said...

lol some of them are out there a link on the front page

MassRelay Normandy said...

i know i tested the codes and they didn't work

Chris Griffin said...

there in the post box outside doc Michaels house its in the pictures

MassRelay Normandy said...

Chris Griffin The Doctors outfits keep Glitching Can You try Fix it If U Can