Report to the Bridge!
Artemis is a multi-player, multi-device networked game for IOS devices. IT IS NOT A SINGLE-PLAYER GAME; IT'S FOR FRIENDS IN THE SAME ROOM TOGETHER.
Artemis simulates a spaceship bridge by networking several computing devices together. One device runs the simulation and the "main screen", while the others serve as workstations for the normal jobs a bridge officer might do, like Helm, Communication, Engineering, and Weapon Control.
Artemis is a social game where several players are together in one room ("bridge") , and while they all work together, one player plays the Captain, a person who sits in the middle, doesn't have a workstation, and tells everyone what to do.
Artemis now has a deeper game experience, with several new player and enemy bases, and new game modes like Deep Strike and Border War. Many bugs have also been stomped.
Fixed the data so the game works for ipad 1 and iphone 3gs. Other ios devices should also experience more stable play.
The UI art has been completely replaced, new crisper fonts, custom screen controls torpedo controls, and
significant changes to every game screen.
Artemis 1 had distinct enemies and friendlies. This was inflexible, especially for multi-ship games (which are much more popular than we originally assumed). So a lot of underlying structure was changed, so that any ship could take on any role for any side.
Artemis 2.0 can now support up to eight simultaneous bridges (48 players). Multi-ship games got special attention, with lots of bug fixing and UI changes.
Science scanning now has much more data displayed about NPC ships, and this information has more mission ramifications.
By popular request, there is now a full-fledged PVP mode, where any number of sides and teams can battle each other in arena sectors that can be tuned to limit torpedo and ship types, as well as the number of NPC ships on each side.
four new NPC non-combatant ships now ply the spacelanes, offering many new scenarios for Artemis crews. These ships can be broken down, hijacked, blinded, held hostage, and more.
Pathing AI has been added to all NPC ships. No longer can players rely on the stupidity of enemies that blunder into black holes and minefields.
Artemis ships play in real 3D now, with climb/dive controls. Players can fly OVER a black hole, and come up underneath enemies.
The Skaraan enemy race has always bedeviled Artemis players with cloaking, warping, and other special abilities. Now these abilities have doubled, including tractor beams and drone launchers.
As with any major release, there are also many, many bug fixes, corrections, and adjustments, thanks to the feedback of our awesome fans.
All references to USFP have been changed to TSN.
Engineering damcon systems have been adjusted, so they (hopefully) don't fall out of sync with the server.
Collisions have changed, from a soft bounce to a hard bounce. This changes how space objects bump against each
other, in a subtle but
Vector normalizing code was changed to trap a zero-normal condition
Removed "invisible to sci" from Skaraan abilities
Changed the way torpedo unloading is handled. "tube lock" should no longer exist.
Enemy fighters often showed up with USFP textures and science details. This has been fixed.
The ship option controls on the Helm and Main Screen consoles (when NOT playing) have been changed. there's no
longer a "submit"
button; changes are automatically submitted.
Show/hide arcs in weapons now also has the option to show player arcs only.
Made drones fall into black holes.
fixed problem with comms text color over time.
DAMCON Team Replenish message always poped up when docking, even if no teams took casualties. Fixed.
The warp slider has been recalibrated, so you have to drag it all the way up to reach warp 4.
Clients and servers both now have a toggle button called "3d Chase Camera" that lets you choose a chase cam OR an "out-the-window" view.
On the client login screen, there's now a bit more information about the status of the login attempt.