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Interceptor Change Log
- Version 25, last changed on 2/5/2023
- Implemented full speech pack support like that introduced in Expanding Known Space
- Fixed bug where game would not realize an enemy ship died and would continue performing moves until it ran out of them and then error out.
- Learn Sounds menu has been updated mostly so we could get it to play sounds from the sounds folder and be able to get those sounds out of the speech packs so speech packs didn't need coppies of them. Although I haven't yet fixed the menu load tip to say so, space bar is now a toggle whether to loop the sounds or just play once, always set to play once by default. You'll probably notice that there are many more actual sounds played for those items that have more than just one sound since we don't have to have two coppies of everything now.
- fix a freeze bug that was introduced in common code after version 20 final release that was to do with computer speech. This changelog entry shouldn't appear in the public changelog.
- rewrote the main menu backend code with far simpler and easier to read modern code utilized on all other games.
- Updating quick mode choice menu by utilizing existing menu system we have for that exact scenario. Testers will notice a difference.
- Version 20, last changed on 7/8/2015
- Fixed bug allowing interceptor's high scores to be stored in the wrong folder. This will probably cause loss of high scores for existing testers.
- move a lot of code to central folder that is accessed by all our games, should make no noticeable difference to end users.
- added ability to reset existing high scores
- ported game version management code in from yellowbonnet.
- can now press enter on activation item in main menu to open the interceptor page on guidedog website, also improved the reading of activation status on this menu item.
- Version 19, last changed on 4/17/2015
- added all the new comercial versions of the sounds to the learn sounds menu
- bug fix for crash when an alien dies by waste disposal damage
- bug fix where an ememy when killed could die several times in a row until the game decided the level was completed
- the cut scenes at the beginnings of some of the levels will no longer play on top of the game voiceovers
- lots of improvements to guidedog support, including new verification against guidedog server directly
- this shouldn't be important to testers, but it is mentioned here just in case. Sounds now play out of public release folder when we run from source. The sound directory is adjusted to be in the same directory as the executable when the game is running compiled. If there seem to be missing sounds please notify us which sounds and when it happened.
- the game haults during the startup process if focus is not on the game window. This affectively causes the game to wait until any actions in guidedog are finished. Once focus is placed on the interceptor window the game will continue startup. The only reason for this is to decrease the voiceover verbiage in a situation where a screen reader would need to be used.
- Reactors can be silenced when taking focus out of the game window by alt+tabbing or what ever other means. An option to or not to do this is added to settings menu and this setting is saved on the guidedog account.
- When reactors are silenced or unsilenced, it does so by gradually fading, not strictly necessary but a nice affect. This is used for the new game window in and out of focus event as well as when loading or closing the learn game sounds menu.
- Version 18, last changed on 3/10/2015:
- speech when introducing new opponents is re-aranged
- speech when announcing damage is re-aranged
- quite a few speech file changes
- fixed bugs with emergency system replacement
- fixed bugs with break off pursuit
- can no longer activate the energy menu item in computer assisted shot
- new keystroke, o, reports ships in current combat experience
- new AI containing 3 modes standard, normal and aggressive. Modes are changed based on given conditions. All ships have all 3 modes though some have the same decisions available regardless.
- range finder sounds updated to make it easier to tell the difference between them
- speaker test is now a more reasonable volume
- fixed minor bugs affecting how game status menu is read out
- voiceover script general bug fixes and changes,
- all sounds that we were demoing have been updated so that we are using all legally purchased, professional sounds
- slight edit to the text that you get when coppying game statistics to clipboard
- Version 17, last changed on 1/0/2015:
- Drastic change in level builder system to make combat experiences more portable, and thus easier to use in mission experiences.
- absolute rebuild of the menu system allowing for more efficient and predictable results
- Lots of work on mission code
- lots of work on guidedog interface, now has support for new beta permission
- the activation menu item is much smarter
- voice over can now speak via SAPI, setting to do this is available in settings menu, note that at present it only does this as a fall back, i e when it can't do so with recorded speech. If enabled, it will use SAPI instead of spelling things it doesn't have files for.
- Version 16, last changed on 12/24/2014:
Merry Christmas- Changed the range finder sounds, again lol
- new ability to hear the 5 most damaged systems (not destroyed) in order of most damaged to least damaged added. This is available by pressing the letter i, or by listening to the report spoken after the name of the interceptor status menu item located at the top of the combat menu. Btw, the number of destroyed systems should be heard at the end of the report, letting players know when there are completely shot off systems that are not being reported here.
- Fixed issues where in certain cases the mothership, and the command and control vessel, would be spoken with the word vessel or ship added onto the end. That made sense for all other ships, but you just got duplicates with these, so it should now be fixed, at least in game status menu and when points are awarded.
- Fixed stupid bug causing the game to spell out the points awarded message when someone got lucky and destroyed mothership in less than 4 attacks.
- Tanker and Command and Control vessels can now appear with existing damage. That leaves the only ship that never will the mothership.
- the settings available in the settings menu are now saved to and loaded from the current guidedog account if available. The settings are still backed up locally in case guidedog isn't available to load settings from. So instead of reverting to default settings, we will instead use the last used settings that were stored locally. If that too is unavailable we can still generate default settings.
- Removed the old activation system and bolted on preliminary Guidedog support (still needs much work). Testers will not be able to test until they have Guidedog accounts and until we give beta permission to those accounts. Talk to us to get that looked into.
- redid the property that holds the energy value on the ships. Some bugs arose. If testers notice that energy is 0 at any time, we need to hear about it.
- Added initial list of mission awards. Since missions don't actually work yet this isn't really any use.
- Loads of code is put in as we work toward the big goal of having missions in the game. The very basic foundation is in, but there is plenty of work to do. At present there isn't much for a player to see in the way of missions.
- Fixed a bug when evading on the last move of the player's turn causing the failure message, if the player failed to evade, not to be spoken until after the AI took it's turn.
- Fixed the decimal places that could appear on turns taken item in game status menu. It should never have any decimals for the percentage.
- Delay after AI scans the player is cut in half
- the dramatic affect delays before and after enemy fire are reduced a bit to help speed up game play
- AI will not do vessel movement for the last move of it's turn. Makes it more likely to do something nasty to the player instead
- Version 15, last changed on 10/26/2014:
- New setting, "Announce Menu Indexes", added
- The new sounds for range finding and scanning are added to learn sounds menu
- Fixed a bug causing electrical system condition to affect weapon firing only when in quick mode, rather than only when in normal mode as intended.
- When the tanker gets blown up by the interceptor, but the interceptor is close enough to take damage from the resulting explosion and actually itself gets destroyed as well, the player now still gets credit for distruction of the tanker. I am not sure of this, but this may have also allowed for getting credit when a ram results in both the computer and the player blowing up together.
- Break off pursuit functionality is added. When the enemy is more than 250km away, this item is available in the combat menu and allows to let that enemy go ignored and begin engaging with a new, closer, opponent.
- When using Emergency System Replacement we now get the next opponent, not the next level. Of course if it was the last ship on the level the next level still occurs.
- range finder sound is a little different for approaching than for retreating, allows to tell whether range is decreasing or increasing
- Vessel Movement menu no longer says energy twice on the first menu item
- Version 14, last changed on 10/18/2014:
- An emergency system replacement, allowing to replace any single ship system without having to wait for the end of an even numbered level, can now be obtained once one receives 25k points. The option to use this will be added to combat menu. When using this, the current level's remaining shipps will be lost, so this forces the next level to occur.
- A sound when any movement of vessels is happening was added. This can be thought of as the sound of the ship's range detector, but its useful in knowing when another ship is moving while it is too far out to hear it's ram jets.
- New sound added that is heard when scanning other vessels. The same sound is also heard when other vessels are scanning the interceptor. This is because the interceptor's scanner opperates in situations like this too, working to block the incoming scan attempt.
- Updated the text input responder to use the same code we built for Traders of Known Space. Note this appears in Interceptor when pressing enter on approach or retreat in vessel movement without having first scrolled with right arrow to a distance. Compared to previous version of Interceptor, the only difference this change brings forth is to the way the request for the distance is worded in the input box.
- Updated the left right scrollers used in vessel movement menu to be the same code that we have built for Traders of Known Space.
- For consistancy with other games like Traders of Known Space, sub menus are now announced as such.
- Added and updated some speech files.
- Splitting level up code to make sure activities associated with reaching new levels is separate, allowing for the same code to be used in future mission code.
- Game version information is saved immediately after loading to help prevent possible version information loss if game crashes.
- Version 13, released on 6/3/2014:
- Game now announces upon launch when it has been updated to a new version.
- Now can press f4 within the game to visit the change log.