- Update 1.0.6 - 24 June 2018
Update 1.0.6.A As always, this patch will be delivered in two parts. Skill Tree The skill tree has been consolidated to one large skill forest again. Full pathing between different classes is now available, however some skill passives don't function properly (namely those relating to critical strikes). Unallocating skills from the skill tree have been disabled, however a skill tree reset button has been made available. Skill tree point acquisition is disabled, but for alpha testing purposes players may freely take skills throughout the passive tree. Testing of the pathing and node dependence is at the core of this round of testing. Thank you for your participation. If you find bugs, please report them in the bug reporting forum. Added Weapon Slot Unlocks from the skill tree. Selecting an unlock slot from the tree will allow your character to equip weapons in that equipment slot. Each ch…
- New Capital Ship - 1.0.5 Patch Notes - 29 October 2017
1.0.5 Patch Notes Upgraded to Unreal 4.17. Features Linux Distribution and initial Linux testing. Starting Classes: Players will have access to three starting classes: Soldier (existing skill tree) and Operator (Sword & Pistol) and Engineer (100mm Turret). Commander did not make the cut for 1.0.5, and will be deployed in 1.0.6. Tutorial: Basic movement, world & UI interaction. Players are given a brief tutorial on the skills provided to them with the starting classes. Players can restart the tutorial by accesing the Artyaphim. New Ship: Assault Carrier will now act as the starting area. While the layout is complete, some of the envisioned functionality is not. The bridge currently functions as mission hub, the computers in the docking area are currently only used to open and close the hanger doors. Later trading will be available here. The bar is intended as a hub for NPC interaction, b…
- New Capital Ship - 1.0.5 Patch Notes - 29 October 2017
1.0.5 Patch Notes Upgraded to Unreal 4.17. Features Linux Distribution and initial Linux testing. Starting Classes: Players will have access to three starting classes: Soldier (existing skill tree) and Operator (Sword & Pistol) and Engineer (100mm Turret). Commander did not make the cut for 1.0.5, and will be deployed in 1.0.6. Tutorial: Basic movement, world & UI interaction. Players are given a brief tutorial on the skills provided to them with the starting classes. Players can restart the tutorial by accesing the Artyaphim. New Ship: Assault Carrier will now act as the starting area. While the layout is complete, some of the envisioned functionality is not. The bridge currently functions as mission hub, the computers in the docking area are currently only used to open and close the hanger doors. Later trading will be available here. The bar is intended as a hub for NPC interaction, b…
- Patch 1.0.4.b and 1.0.5 Visioning - 20 July 2017
Features Changed the way players eqiup weapons. Clicking on the weapon slot in the weapon panel now displays a list of available weapons in full detail. Clicking on a weapon will equip it and close the menu. The menu can also be closed by either hitting escape, or on the close button on the window itself. Bugs Fixed a bug where scoped weapon skill icons were not displaying on the equipped weapon Visioning With regards to the starting of the game for new players, 1.0.5 will give them option to pick one of 4 starting classs which has a completed base skill tree (Soldier, Commander, Operator or Engineer) and assigned skills and items. I feel this is a good mechanic to quickly get players familiar with the different skills and equipment available to them, as well as providing 4 extra character slots to play with. I'm also planning on changing the starting area and advancing the time story o…
- Patch 1.0.4.b and 1.0.5 Visioning - 20 July 2017
Features Changed the way players eqiup weapons. Clicking on the weapon slot in the weapon panel now displays a list of available weapons in full detail. Clicking on a weapon will equip it and close the menu. The menu can also be closed by either hitting escape, or on the close button on the window itself. Bugs Fixed a bug where scoped weapon skill icons were not displaying on the equipped weapon Visioning With regards to the starting of the game for new players, 1.0.5 will give them option to pick one of 4 starting classs which has a completed base skill tree (Soldier, Commander, Operator or Engineer) and assigned skills and items. I feel this is a good mechanic to quickly get players familiar with the different skills and equipment available to them, as well as providing 4 extra character slots to play with. I'm also planning on changing the starting area and advancing the time story o…
- Update 1.0.4 - 22 June 2017
1.0.4 is now live. Thank you to everyone for your feedback in 1.0.3, several core features of the game have been completely rewritten based on the feedback from the community. Testing of this patch focuses on the first boss fight against the Scarcrow Sentry guarding a Restricted Area which contains several upcoming content previews as well as a direct route to the Frigate, which is where the rest of the story will progress from. You might find the restricted area barren. The tarmack of the level is divided into 16 smaller level sections which are capable of loading random building sized tiles which have yet to be completed. If you'd like to see an example of this, I've loaded a random tile from the Underground Storage Facility into the basement of complex, which is capable of housing any random tile of this size. My apologies on the poor landing job of the Matamata on the Frigate as I n…
- Update 1.0.4 - 22 June 2017
1.0.4 is now live. Thank you to everyone for your feedback in 1.0.3, several core features of the game have been completely rewritten based on the feedback from the community. Testing of this patch focuses on the first boss fight against the Scarcrow Sentry guarding a Restricted Area which contains several upcoming content previews as well as a direct route to the Frigate, which is where the rest of the story will progress from. You might find the restricted area barren. The tarmack of the level is divided into 16 smaller level sections which are capable of loading random building sized tiles which have yet to be completed. If you'd like to see an example of this, I've loaded a random tile from the Underground Storage Facility into the basement of complex, which is capable of housing any random tile of this size. My apologies on the poor landing job of the Matamata on the Frigate as I n…
- 1.0.3.b - Russian Language Support - 30 March 2017
Added Russian user interface support. Current and future audio translation will occur in upcoming patches.
- 1.0.3.b - Russian Language Support - 30 March 2017
Added Russian user interface support. Current and future audio translation will occur in upcoming patches.
- 1.0.3.a Hotfix 1 - 28 March 2017
1.0.3.a Hotfix 1: Fixed a bug where Raiders were immune to damage. Thanks Anti Madder.
- 1.0.3.a Hotfix 1 - 28 March 2017
1.0.3.a Hotfix 1: Fixed a bug where Raiders were immune to damage. Thanks Anti Madder.
- AGP 1.0.3 Alpha Live - 26 March 2017
1.0.3 Alpha With update 1.0.3 players can acquire a small capital ship which becomes their base of operations, with up-coming updates to further flush out this section of the game. Players also have access now to a one their first one-off mission: Underground Storage where players gather Deuterium fuel for their ship. Upgrades Upgraded to Unreal 4.15 Features Players now have access to a Frigate Class Capital Ship. After securing your ship in Deep Orbit, this will become the default staging area for players after logging in. Missions, and soon Navigation, can be found on the Bridge. New Ship Station - Ops & Tactical Accessing the Tactical Panel on the ship's bridge will provide you with basic helm control and intel about the planets in the region. New Level - Underground Storage Raid a supply depot for much needed Deuterium fuel for your ship. Completing this mission in conjunction with…
- AGP 1.0.3 Alpha Live - 26 March 2017
1.0.3 Alpha With update 1.0.3 players can acquire a small capital ship which becomes their base of operations, with up-coming updates to further flush out this section of the game. Players also have access now to a one their first one-off mission: Underground Storage where players gather Deuterium fuel for their ship. Upgrades Upgraded to Unreal 4.15 Features Players now have access to a Frigate Class Capital Ship. After securing your ship in Deep Orbit, this will become the default staging area for players after logging in. Missions, and soon Navigation, can be found on the Bridge. New Ship Station - Ops & Tactical Accessing the Tactical Panel on the ship's bridge will provide you with basic helm control and intel about the planets in the region. New Level - Underground Storage Raid a supply depot for much needed Deuterium fuel for your ship. Completing this mission in conjunction with…
- Dev Diary – Walkable Capital Ships 1.0.3 - 13 February 2017
Things have been quiet since the last patch and 1.0.2 update. I’ve been prototyping walk-aboard capital ships for several years now, but now it’s time for that feature to come out and shine. ***Content Spoiler Video *** https://www.youtube.com/watch?v=yL1zy3uTN2A Let’s put the breaks on the hype-train before it leaves the station: This isn’t Star Citizen and this isn’t No Man’s Sky. This is the AGP and as most of you who’ve played have noticed it’s a different type of experience all together. This product is being released early before being feature complete is so that you can play & feel the new features as they’re developed and provide feedback on them in both single player and multiplayer. One step at a time. Player HUB After departing the Shipyard, players will start the game in their captured ship and will be able to more freely explore the solar system. Not all worlds are availabl…
- Dev Diary – Walkable Capital Ships 1.0.3 - 13 February 2017
Things have been quiet since the last patch and 1.0.2 update. I’ve been prototyping walk-aboard capital ships for several years now, but now it’s time for that feature to come out and shine. ***Content Spoiler Video *** https://www.youtube.com/watch?v=yL1zy3uTN2A Let’s put the breaks on the hype-train before it leaves the station: This isn’t Star Citizen and this isn’t No Man’s Sky. This is the AGP and as most of you who’ve played have noticed it’s a different type of experience all together. This product is being released early before being feature complete is so that you can play & feel the new features as they’re developed and provide feedback on them in both single player and multiplayer. One step at a time. Player HUB After departing the Shipyard, players will start the game in their captured ship and will be able to more freely explore the solar system. Not all worlds are availabl…
- 1.0.2e Released - 11 January 2017
Upgrades: Joining a fireteam in the multiplayer menu will now do the following: Display the player name, location and distance from you When quest rewards are being granted, other members of your party will also receive credits. This is intended as an increase to reward quantity for playing together. Respawn system has been reworked ahead of schedule. Bloodbursting now happens immediately (and more graphically!) and the menu gives a variety of options which are either captured (free) or locally available (not free). This should fix the immortal-yet-useless bug. Respawn menu has a 10 second countdown. If you experience issues and are unable to respawn, you will respawn automatically at the start of the map after 10 seconds. This is also precursory to Medic Skills which are not yet implemented. Fast travel system can be accessed by clicking any of the nodes on the map, and then their loca…
- 1.0.2e Released - 11 January 2017
Upgrades: Joining a fireteam in the multiplayer menu will now do the following: Display the player name, location and distance from you When quest rewards are being granted, other members of your party will also receive credits. This is intended as an increase to reward quantity for playing together. Respawn system has been reworked ahead of schedule. Bloodbursting now happens immediately (and more graphically!) and the menu gives a variety of options which are either captured (free) or locally available (not free). This should fix the immortal-yet-useless bug. Respawn menu has a 10 second countdown. If you experience issues and are unable to respawn, you will respawn automatically at the start of the map after 10 seconds. This is also precursory to Medic Skills which are not yet implemented. Fast travel system can be accessed by clicking any of the nodes on the map, and then their loca…
- Patch 1.0.2d Released - 4 January 2017
Upgrades: Added a main menu for creating multiplayer sessions and providing players with a basic overview of core game mechanics Steam -> Right Click -> Join game now works (2 player max for now), browse games through the in game super menu is also working. Added tracer fire to bullets Bug fixes Fixed a bug clients couldn't shoot due to replication Fixed several spawn points which were under performing Fixed a bug where the weapon inventory would fill beyond capacity Players no longer start holding invisible weapons HOTFIX 1- Fixed a bug where shotguns stopped working HOTFIX 2- Fixed a bug where the Host button on the main menu wasn't working Known Issues A bug has presented itself where players die and cannot shoot or use skills, but are invincible. (Thanks Stoffel and Mister Maow) This has to do with the way that AGP handles dying and will be addressed in 1.0.3, as it requires a good…
- Patch 1.0.2d Released - 4 January 2017
Upgrades: Added a main menu for creating multiplayer sessions and providing players with a basic overview of core game mechanics Steam -> Right Click -> Join game now works (2 player max for now), browse games through the in game super menu is also working. Added tracer fire to bullets Bug fixes Fixed a bug clients couldn't shoot due to replication Fixed several spawn points which were under performing Fixed a bug where the weapon inventory would fill beyond capacity Players no longer start holding invisible weapons HOTFIX 1- Fixed a bug where shotguns stopped working HOTFIX 2- Fixed a bug where the Host button on the main menu wasn't working Known Issues A bug has presented itself where players die and cannot shoot or use skills, but are invincible. (Thanks Stoffel and Mister Maow) This has to do with the way that AGP handles dying and will be addressed in 1.0.3, as it requires a good…
- 1.0.2b is live - New Basic Tutorial Included - 29 December 2016
Upgrades Added a basic tutorial system which will guide you to key locations throughout the start of the game. Menus Hoard UI now loads through the Super Menu, and all buttons are available. Click the picture of the weapon to collect it, the credit value to sell it. Additional fixes to come. Bug Fixes Respawn menu now works properly Fixed a bug where the Recycler wasn't working. Selecting a weapon in your inventory and then accessing the Recycler will allow you to sell that weapon. Fixed a bug where the Skill Tree would not reset for hardcore characters Fixed a bug in the Artyaphim where Quest and Orders were not loading properly Fixed a bug where the Artyaphim would become undocked from the Super Menu Fixed a bug when the server would reset on Hardcore mode and areas would become inaccessible Fixed a bug where quest objectives would swap names and Raiders would not be marked during ass…