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Miner Wars - Changelog
Miner Wars 2081 - Current Status
PUBLIC BUILD
PUBLIC BUILD - DEMO
TEST BUILD
1st mission EAC Survey Site
AVAILABLE
AVAILABLE
AVAILABLE
All 31 missions
AVAILABLE
DISABLED IN DEMO
AVAILABLE
Solar Map Travelling
AVAILABLE
DISABLED IN DEMO
AVAILABLE
Editor (your sectors)
AVAILABLE
AVAILABLE & SAVING IS DISABLED
AVAILABLE
Multiplayer - Deathmatch
AVAILABLE
DISABLED IN DEMO
AVAILABLE
Multiplayer - Co-Op
AVAILABLE
DISABLED IN DEMO
AVAILABLE
Peer-to-peer auto-updater
AVAILABLE
AVAILABLE
AVAILABLE
March 21th, 2013: Steam version of Miner Wars 2081
Fixed geometry blinking that was present only Nvidia Geforce 2xx series
March 14th, 2013: Steam version of Miner Wars 2081, Public Build & Demo
Full game and engine (VRAGE) source code released for easy modding (360,000 lines of code) -
http://www.minerwars.com/Programming.aspx
Rendering engine has been rewritten from XNA to DirectX (better stability and performance, no more alt-tab crashes)
Cooperative game saves inventory even for a non-host player (visitor)
Normal and easy difficulty got a bit easier, hard difficulty got a bit harder
Czech language localization
"Miner Wars 2081 Demo" released on Steam
January 17, 2012: Steam Build & Public Build
Offline mode: Steam version of Miner Wars 2081 doesn't need internet connection to start and play the campaign. User doesn't need the internet at all (there's no login).
All known script and mission bugs, crashes, invalid checkpoints, inconsistencies are now fixed
Reduced lags in various areas (this issue was visible mostly on dual-core systems)
Fixed - Performance issues caused by too many bots in an area (Templar sector, Junkyard, etc)
Fixed - Marcus small ship visible in sandbox map during his time in prison
Fixed - Crashes in Pirate Base - after re-spawning from death
Ad-dons "Cheats" and "2.5D Experiment" are now available for free (to see Cheats, press Ctrl+F1 in game)
Changed LOD blending algorithm - we don't use two buffers anymore. It has increased the performance by 5-10%
Fixed - Various hardware compatibility issues, mostly with ATI graphic cards
December 20, 2012: Steam Build
"Chinese Escape" mission - decreased difficulty, it was almost unplayable (even I was unable to finish it -- Marek Rosa). Decreased amount of enemies and removed missile launchers. To be honest, I don't know when this mission got so hard. We tested it a few days before release and it was fine.
Fixed - "Bots in multi-player didn't explode and kept spinning around"
Fixed - "Cheats were enabled even in multi-player" - Again, I don't know when cheats got enabled in multi-player.
Fixed - "Wingman Marcus didn't follow the player if checkpoint with new mission was loaded"
December 19, 2012: Steam Build
New or updated features:
Major optimization for voxel triangle rendering (better call it a fix) - there was a bug which caused rendering of hundreds of thousands of voxel triangles even if they were not visible. You could "feel it" in that hangar area in EAC Survey Site, in Russian Warehouse while in station, etc
Major tweaking on turrets - now they shoot on you only if you see them on HUD. Before we made this change, their visibility and shoot range was 1 to 2.5 km, but your HUD displays only items that are within 1km distance - so there were situation where turrets kept shooting at you and you didn't see nothing on HUD
Lazy AI spawning - there are situation when the game spawns AI enemy. It's useful for performance, because the game doesn't need to simulate hundreds of bots. We use it in situations such as this one: player enters a station, that triggers AI spawning in near rooms and these enemies start guarding or just attack the player. Disadvantage is that sometimes our designers made a mistake and bots are spawned too close to player (e.g. you just cleared a room, you turn back, and then suddenly there's a bot in that room and he shoots at you). This new "lazy AI spawning" will make bots wait for a couple of seconds before engaging in an attack. Player has more time to prepare.
Fixed - "Crash after launching in-game editor"
December 11, 2012: Steam Build
New or updated features:
Faster loading (especially when player dies)
Fixed multi-monitor issues on some AMD/ATI graphics cards
Fixed equipment on bought ships
Fixed junkyard crash
Minor fixes and optimization
December 7, 2012: Public & Steam Build
New or updated features:
Fixed a lot of crashes
Fixed networking issues
Fixed some issues with AMD/ATI graphics cards
Ship health, fuel and oxygen are increased to 50% after loading game
Performance improvements, especially on lowend CPUs
Big visual improvements on very-low settings
Minor visual improvements on other quality settings
November 28, 2012: Public Build
New or updated features:
Official launch - game released
November 15, 2012: Public & Test Build 01.092.000
New or updated features:
Intro video
Steam integration (activate the game on steam, more info:
http://www.minerwars.com/ForumTopic.aspx?id=2876
)
First mission is much more easier, more suitable for inexperienced players
Bugfixes and optimizations
1st November 2012, Public & Test Build 01.091.000
New or updated features:
Voice-overs for all missions
Chapters are saved on each checkpoint (until now chapters were generated only on mission start)
On-screen and HUD notification can be disabled in Game Options
Bugfixes and optimizations
12th October 2012, Test Build 01.088.000
New or updated features:
Voice-overs for more missions (up to 12th or more)
Ambient sounds tweaked
Credits screen
10th October 2012, Test Build 01.087.005
New or updated features:
Tweaked peer-to-peer updater
Voice-overs for more missions (up to twelve I guess)
Fixed "Fort Valiant" stealth mission
Ambient sounds at many places (although they may be too loud right now)
5th October 2012, Test Build 01.086.000
New or updated features:
Peer-to-peer updater - read more:
http://www.minerwars.com/ForumTopic.aspx?id=2766
3th October 2012, Test Build 01.085.002
New or updated features:
6th mission "Barth's moon" - fixed "drone / hacking tool" crash
Joystick select / disable
Developer keys are now available to everyone who purchased cheats (skip objective, jump to mission, spectator mode, teleport, and more)
You can copy your public build save files to test build folder (you don't have to re-play the game from start)
1st October 2012, Public Build 01.084.003
New or updated features:
Bug-fix for "new story" crash problem
6th mission "Barth's moon" - fixed faction matrix, sensor in Nazi lab should trigger attack
Non-story sectors shouldn't initiate new mission and stuck player inside
26st September 2012, Public Build & Test Build 1.083.002 --- Closed Beta Launched
New or updated features:
Moving to BETA development stage!
Completely playable first 6 missions (EAC Survey Site, Laika, Barth's Moon, etc)
Co-op multi-player
Death-match multi-player
merchants
mining
drilling
turrets
terminal screens
over 50 weapons
15 default death-match sectors
you can always build your own death-match sectors in the in-game editor
Hall of Fame death-match sector with banners of our Community Contributors
31st July, Public Build 1.080.014 and Demo Version
All updated features from Test Build (see below) + fixes and improvements
10th July, Test Build, 1.079.061
New or updated features:
Completely playable first mission (Russian Assault)
Moving to ALPHA development stage!
Full voice acting by Tori Kamal (Apollo), John McCalmont (Marcus) and JJ Aaronson (Madelyn)
Several polished weapons and enemy types
Redesigned GUI
Numerous improvements over the past months - Miner Wars 2081 now seems like a brand new game!
18th April 2012
Brand new website design from Michael Heald for www.minerwars.com!
23rd March 2012, Public Build 1.078.019 and Demo Version
23rd March 2012, Test Build, 1.078.019
Numerous bugfixes and optimizations
First mission updated and balanced.
10th February, Test Build, 1.077.003
New or updated features:
Extension to the first mission (destuction of generators)
HUD notifications for damage, incoming enemy, solar flare, low fuel.
New faction-specific prefabs for Russia, China and Fourth Reich.
Prefab and missile explosions now damage all objects nearby (area damage).
New server code – you need to connect to our server only when loading a mission or checkpoint or saving/loading your sector in the editor - other than that, you can stay offline.
Many optimizations, minor improvements and fixes.
19th January, Test Build, 01.075.010
New features:
Ore detector (radar upgrade for detection of various ores and minerals)
Improved auto-updater for faster downloads (enhanced data compression)
Solar map allows for easier long-distance travels
Improved snap points in editor (perspective, resizing, selection of multiple prefabs)
Added several basic functions to foundation factory (create prefabs from resources)
Journal screen / Quest-log (overview of guests, global events like political issues etc.)
New 3D models for building prefabs: temple, hospital, church, recycler, hydroponic farm, biological facility.
Minor 3D renderer improvements (added glare for light sources)
Fixed harvester device + numerous other minor fixes
9th January, Test Build, 01.074.006
10th January, Public Build, 01.074.006
Major Editor Update:
Massive improvements to editor (build your stations from prefab modules; save up to 27 sectors; hundreds of ready-made prefabs; snap points for easier manipulation with objects; improved voxel hand; selection groups and more)
Importing user-made 3D models
Fully destructible prefabs - blow them out!
Survival gameplay - keep an eye on fuel and electricity levels
Inventory screen
Foundation factory - construct prefabs and place them in in-game builder
Radar detectors, radar jammer - no-one will hear you cry
Aiming helper
Builder mode
New particle effects (explosions, sparks, smoke etc.)
Numerous fixes and minor changes
29th November, Test Build, 01.000.061
Minor Improvements and Fixes
17th November, Test Build, 01.000.060
New features:
P2P Downloader
Minor tweaks, improvements and fixes
8th November, Test Build, 01.000.059
New features:
Improved editor GUI, more intuitive controls, toolbars, tree view.
Updated textures and ship models.
New asteroid models.
New prefabs (buildings, bridges, beams).
Improved spotlight shadows.
Voxel optimizations and blending.
Improved light effects (HDR+glare).
25th October, Public Build 01.000.056 and Demo Version
18th October, Test Build, 01.000.056
New game and editor features:
Modular mothership weapons - large weapons and turrets that can aim and shoot at enemy!
Third person camera (attached behind your spaceship).
Many new prefabs for the game and editor – tunnels, chambers, armor, rooms.
Special prefab types – lights, kinematic prefabs (doors).
12 new playable space ships (that means 22 playable space ships in the current build).
Improved mouse and keyboard controls, allowing for more intuitive gameplay.
Improved and fixed explosions with more debris.
Holographic semi-transparent markers to show true scale proportions of the in-game objects (size of a ship, man etc.) – apart of their practical function, they look great, especially with the implemented HDR and emissive textures.
Many other fixes and enhancements.
New rendering engine features:
Image-Based Anti-Aliasing (FXAA).
Screen Space Ambient Occlusion (SSAO).
Real spot lights (ship reflectors) with shadows.
Sun light with much better precision.
HDR, environmental textures, bloom/blur.
Multiple monitor support.
31th August Public Build 01.000.053 and Demo Version
30th August Test Build 01.000.053:
First release after 8 month of silence!
The in-game editor implemented and hudreds of prefab modules available.
New game and editor features:
Completely new GUI including lots of cool HUD icons.
New player weapons.
Improved AI (added waypoints, guard mode, more realistic combat behavior).
New physics engine with multi-core optimizations.
New rendering engine features:
Image Space LOD (Level of Detail) – seamless LOD with no popping artifacts.
Deferred rendering with unlimited light sources.
Dynamic shadows / Cascade Shadow Maps (CSMs) with blended cascades.
Improved ship lighting from engine thrusts.
Upgraded shaders, looking even more gorgeous.
New render quality setting - EXTREME – designed to take advantage of newer hardware.