
Steam news
Full Steam announcements and update articles for this title.
Hello captains,
A quick fix for some savegames not loading.
Fixes
- Fixed error thrown by some savegames
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello captains,
Just a bunch of fixes and some Quality of Life stuffs :)
This update is still under active development. As such, it is only available if you switch to the beta branch of Vanguard Galaxy to test out these new changes. Instruction on how to install the beta updates can be found at the bottom of this post.
Added/Changes
- Added ability to view hull upgrades when not in dry dock (personal hangar and sidepanel)
- Favourite now works properly on stacks
- Information panel shows more stats and more accurate calculations
- Signals for the same boss can stack
- Ships will be a bit smarter in engaging targets in range rather then chasing one that damaged them first
Fixes
- A few memory cleanup improvements
- Fix for boardable sometimes dissappearing after a failed boarding attempt, causing the mission to not succeed or fail
- Fixed Stella's special skill
- Fix for opening the shipyard when the UI is stacked
- Fix for stats properly calulcating at the moment that officer levels up or is assigned
- Another pass to fix jumpgate passes
- Fixed close button showing up in filter list when in hangarloadout screen, added close button to that screen itself instead
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello captains,
A bunch of fixes and more story for you all to enjoy
This update is still under active development. As such, it is only available if you switch to the beta branch of Vanguard Galaxy to test out these new changes. Instruction on how to install the beta updates can be found at the bottom of this post.
Added/Changes
- Fighters gain refit XP, carriers gain the same amount if their fighters gain XP
- Ctrl + click for fighters in the hangar view opens the personal hanger and shows the fighter
- Personal hangar as a clear label showing if a spaceship is assigned to a carrier
- The ship filter list will now keep into account if there is screen space available to properly show and shift down if there is not enough space above. Added close button for easier closing of this panel
- Increased availability of different crew types for the personnel centers
- Added aggro for allies of the target when the player boards / attacks a ship that has support in the POI. Transponder won't save the player in this case either. It only prevents rep loss
- Supporter Pack names added
- Added some story missions for the Umbral Reach
Balance
- Increased Armory max capacity, we added a 0 somewhere :)
- Improved Armor and Shield resonant booster values to bring them closer to the others
- Investigation events triggered after capturing a boardable no longer damage ship integrity, so a captured ship stays captured
Fixes
- Fix for error during travel causing the spacestation to sometimes not be there on arrival
- Fighters will no longer dump credits items in the player's ship cargo, they will be consumed right away
- Fixed fighters not properly releasing their target when docking with the carrier
- Fix for fighters not leveling their own resonant boosters, these impact the fighter stats, but required kills and such for unlocking the bonus only were affected by the carrier
- Fighters will now level their own hull upgrade XP
- Fix for upgrading an engine in the workshop causing it to lose the extra stats for side and rotational thrust, making it kinda hard to move afterwards
- Having the same aspect twice in one item now properly stacks
- Fixed the state of some UI elements in the space station that show weird values after opening and closing the map while looking at them
- WeaponsFree ability will only trigger on real combat, not on arriving in any POI
- Potential fix for missions getting stuck on too few kills, causing ECHO to get stuck too
- Fixed Tracked Drifter and other missions that need to drop specific loot to not have their targets become boardables, includes gamepatch to fix current open missions without a target
- Fixed indicator for ally faction on capture pirate base missions
- Added refresh in refinery UI when job completes to update the available resources
- Improved light following beams (tractorbeams, lasers, railguns) to scale better and be more performant
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello captains,
Big balance change this patch and also a rework on the engines. See balance for details. And of course we are looking forward to hearing your feedback / experiences with these changes.
This update is still under active development. As such, it is only available if you switch to the beta branch of Vanguard Galaxy to test out these new changes. Instruction on how to install the beta updates can be found at the bottom of this post.
Added/Changes
- New Ship: Redemption-Class Size 6 Battlecruiser (Spirit Design)
- New Ship: Decrodan-Class Size 6 Battlecruiser (Varlis Construct)
- Changed some UI elements in the HUD and hangar overview
- Added Medium Hangar Bay recipe
- Destroyer size and higher now have different side thrusters, better suited for their size
- Added smoke trails to main thrusters
Balance
- Big balance change: We removed the existing formula that reduced damage output of extra turrets beyond the first. We felt this current calculation was not clear to the player and also hard to explain why having more turrets reduces damage output. So in order to balance this change we instead increased HP levels of enemies, asteroids and salvage. Early game is still the same, but from level 10 an increase of HP is introduced that will presist all the way to the higher levels. The player receives the same increase in HP, so the intent is that battles will be the same length as they are currently. We of course look forward to your feedback on this change. For those with high level patrol and bounty levels, this could have a big impact on the current performance. Let us know what your experience is for the level of your patrol.
- Engine thrust stat and working reworked. Engines also get a rotational and side thrust stat. This will make carriers fly a lot better, but it might also lead to some crazy fast ships. :) Even sized ships (2,4 and 6) also get a new hull bonus representing them having extra engines and thus a buff of their thrust stats. Let us know what you think.
- Ammo restocks more items per tick based on cargo size
- When escaping a failed boarding attempt crewpods will hold more crew which will reduce the total number of pods to pick up
- Added 1 medium hardpoint to ship: Absolution
Fixes
- Fix for unkillable Monsoon and its decals, also caused issues for salvaging wreckage of this ship
- Fix for error causing repair to go crazy in personal hangar
- Fix for selling a spaceship assigned to a carrier, also fixed assignments to carrier when selling carrier itself
- Fix for officer rename not surviving save / load
- Fix for spacestations not appearing, including on escort missions
- Fix for abandoned installations still having ambushes. Only automated defenses can still fire
- Fix for merc not respawning after repairing in some situations
- Fix for some shops refreshing into identical content
- Fix for Battlecruisers / Carriers not playing nice with the fast travel
- Fixed some abilities not working properlty (Battle stations), their effect is now also shown in ship information while active
- Fix for larger mass ships getting easily pushed around by smaller ships
- Fixed Faction skirmish warzones where hostile flags are not properly set on enemies
- Fix for jumpgate passes not always surviving a shop refresh
- Dreadport systems that are still locked without the player having a jumpgate pass will regenerate a new conflict zone for that system
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello captains,
A few fixes after dropping the Battlecruisers :)
This update is still under active development. As such, it is only available if you switch to the beta branch of Vanguard Galaxy to test out these new changes. Instruction on how to install the beta updates can be found at the bottom of this post.
Fixes
- Fix for carriers travelling through jumpgates, their mask made them play tricks on themselves
- Fixed ship Monsoon not being able to be bought
- Performance fixes for switching layers in the galaxy map
- Fix for traffic around jumpgates, when jumping or arriving ships should not avoid eachother
- Fix for drones and deployable turrets having the same tractor mechanism as spaceships, causing the dronecarrier to wait before picking up loot
- Fix for ECHO creating missions it cannot do if the activity override does not match the loadout of the ship, it will show a message instead
- Fixed ECHO detecting and using fighter loadout properly
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello captains,
Size 6 ships have arrived (the first couple, more will follow shortly)! Quite a bigger than Size 5, some of these new ships also introduce Hangar Bays. Launch your own Size 1 ships assigned in the Personal Hangar, using pilot crew members.
This update is still under active development. As such, it is only available if you switch to the beta branch of Vanguard Galaxy to test out these new changes. Instruction on how to install the beta updates can be found at the bottom of this post.
Added/Changed
- Added the first few size 6 ships, some have Hangar Bays which will fit your own size 1 ships (can be assigned in the Personal Hangar). Pilots are needed to fly these ships out of the bays.
- New Ship: Absolution-Class Size 6 Battlecruiser (Spirit Design)
- New Ship: Monsoon-Class Size 6 Battlecruiser (Akai Armory)
- New Ship: Manglor-Class Size 6 Battlecruiser (Marade Wharf)
- New Ship: Assayer-Class Size 6 Mining Barge (Mindus Holdings)
- New Ship: Loxagar-Class Size 6 Salvaging Barge (Utixon Corp)
- New Ship: Vicerak-Class Size 6 Salvaging Barge (Utixon Corp)
- Esc and space/enter can be used to navigate the yes / no popups
- Added categories to ECHO's log so its easier to understand where credits are going
- Smaller ships will now spawn in higher level shipyards, previously they were excluded after a certain level
- Added list / filter option to personal hangar, shipyard and dry dock
- Improved threat response if player ship is idle and allies (merc, drones, fighters) take fire
- Adjusted tractorbeams for units, they now have a grace period in which to pick up their own loot. If its not picked up within that timeframe other same faction units can pick it up
- Internal rework for shipinformation, since an earlier rework moved stats to data layer, this display didnt need to reinit the player ship. We'll add more stats soon too. Noted here so you guys can check if you can find any inconsistencies there.
Balance
- Increased the number of items ECHO can unload for each tick, this number goes up with higher cargo size
- Adjusted the boss spawn for bounty board missions, this was currently limited to max frigate size due to us not paying attention to this little bit of logic
- Adjusted crew complement, larger ships will carry relatively more marines
Fixes
- Docking improvement, ships in docking states will no longer block other spaceships
- ECHO checks for max danger level before creation of capture ship missions
- ECHO no longer gets stuck buying fuel when out of credits
- Fix for duplicate names in officers / mercenary lists
- Fix for parameter not properly being set in some log messages
- Fix for Extraction ready showing in invalid situations sometimes
- Fix for ECHO getting stuck in an installation docking position if the location was destroyed before the docking actually completed
- Fixed several aspect effects not working and also not properly showing up in ship information
- Fix for Craft One Maybe Get One Free skill sometimes producing the exact same item
- Fixed issue where finishing a patrol or industry ops mission but leaving after that would lose the player a rank
- Fixed trying to board a ship while already travelling
- Fixed targetting docked ship with tracking bot which would then not travel away properly
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello captains,
A bunch of fixes to clean up the items we have on the list :) And importantly another fix for the shops not regenerating properly with different content from other systems.
This update is still under active development. As such, it is only available if you switch to the beta branch of Vanguard Galaxy to test out these new changes. Instruction on how to install the beta updates can be found at the bottom of this post.
Added/Changed
- ECHO will not purchase crew automatically by default (this kinda breaks early game) and ECHO can easily get stuck without credits
- Mining and salvage weapons will hold on to their target position on their targets until a piece breaks off
- Added ECHO stat for crew lost count to make it easier to track how often it happens (does include crew lost due to hull damage and in boarding / installations)
Balance
- Boosters have been tweaked a bit to be more balanced across levels. Early game they were relatively strong
- Adjusted max defenders on boardable ships, they cannot go past max capacity anymore
Fixes
- Another fix for the shop inventory refresh, part of them were still generating the same content
- ECHO will no longer try to keep purchasing crew when credits are too low
- Fixed a few occurences of echo not being able to move properly due to the avoidance mechanism (docking with mercenary, boardable approach, small weapon range)
- Fixed changing ship at a spacestation that doesnt have a docking pad for that size (mostly switching to medium pad)
- Fixed Plasma beam using Plasma Microcells instead of Plasma Cells
- Fixed Steam not registering the game exiting if done through main menu. Also saving the game when closing the window in windowed mode
- Fixed a few icons (dry dock, aspect)
- Fixed sprite restoration when repaired in the field
- Fixed range buffs not being picked up properly. Also lead to fixing a few other skills: Combat milestone 1, Mining and Salvage milestone 1, Warpath, Weapons Free, Fire Control Officer, Defense Mastery, Sharp eye, Extraction focus
- Fixed defected/bought crew magically ending up in the player's reserve instead of on the ships crew
- Fixed possible int overflow cases in stat calculations
- Fixed popups layering on top of each other in some cases
- Fix for droneselection not picking up on the extra drone from hullupgrade
- Fixed issue with ECHO's auto detect for loadouts involving drones
- Fixed ECHO looping when boarding is enabled but max danger level is safe
- Fixed Cores for bosses dropping at levels lower then intended
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello captains,
A quick fix to correct a mistake in shop inventory generation.
Added/Changed
- Hover in the personal hangar Board button
Fixes
- Fix for shops seed not being set correctly, causing all shops in the conquest area to have the same content. Shops will be refreshed when applying patch
- Fix for a case where shop refreshing caused duplicate items to appear after save / load
- Fix for little spoiler in the shops :)
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello captains,
Important: Don't overwrite your old savegame when saving after this patch, so you have a fallback in case something breaks.
In this update we heavily focussed on some performance and savefile size reduction. The big changes are that shipstats, including temporary effects that influence the stats, are now kep track of in a much leaner way. So this should improve performance in bigger battles and is of course important for what is yet to come :)
Also, the savefile size reduction is a big change, this mainly hits shopinventories and the way we store data for NPC's, asteroids and salvageables in the world. The change will be noticable for the first load after saving a game in 0.8.1.14. If you care a lot about your current savefile its a good idea to create a newly named one when saving after this patch. Just in case :) We tested a lot already, but there might still be some issues we missed. Please let us know if you run into anything strange.
This update is still under active development. As such, it is only available if you switch to the beta branch of Vanguard Galaxy to test out these new changes. Instruction on how to install the beta updates can be found at the bottom of this post.
Added/Changed
- Improved prediction of installation and boarding difficulty, ECHO also uses this for which activities to persue
- Bulkheads, hull beams en computing units no longer show up in the refinery
- Added reason why an operation failed/ended to the operation log
- Reworked Support miner mission a little bit, player will now always get any ore that was mined but not fitting the mission. Ore owner of any remaining ore is the original miner when the mission is completed
- Changed data drop chance in certain comparments (boarding mini-game)
- Added timeline/lore entries to some of the found data items (Historical Records)
- Big refactor of how stats, buffs and debuffs are tracked and calculated. This should improve performance in POI's with more units
- Big refactor for reducing the size of savegames. Biggest changes: shops, spacestation parts, NPC's, asteroids and salvage are all seed based and more lazily loaded. Statics in each system (sun variables, planets) are now also seed based and regenerated rather then stored. This should dramatically improve loading speed (noticable on second load). What was not touched: player and ship inventories, player ships, trade info, story missions.
- Corropult uses new ammo type: NUC-3 Round
- In preparation for the carrier/battlecruisers the Pilot crew member has been added (no functionality as of yet)
- Spaceship pathfinding added, they will try to avoid collisions now
Balance
- Increased potential enemy count on higher level missions
- Morale in installations and boarding will decline if player losses get too high relative to the chance to win. ECHO should use this to bug out a bit earlier too rather then throwing all crewmembers into the meatgrinder
Fixes
- Fixed weird smoke offsets that sometimes happen on debris
- Fixed recipes for Small Plasma Lance and Medium Laser Repeater
- Aspect Shield X can be slotted to small and medium shields as well
- Fixed Warpath triggered ability icon
- Fixed incorrect drag and drop behaviour (Vanguard Marks/Blueprints)
- Fixed support miner doing a weird lap around the POI
- Fixed player ship staying stationary
- Locator beacon cannot be dropped in Industry Ops mission location
- Ships will properly chase lootitems if they have no other active target
- Fixed blueprints/fragments dropping in cargo when doing dungeons, will go in data now
- Fixed salvage/mining drones also dropping hull upgrade materials
- Fixed the milestone for Mining 10 not producing 3x the ore for core ores
- Fix for reentering the same installation again after a failed run or manual extraction
- Fixed some translations
- A few fixes for ECHO getting stuck in dungeons
- Improved behaviour for salvagegrinder turrets
- Fixed rep loss in dead drop missions
- Some improvements to the very first prologue missions to make sure the player cannot get stuck there by being too agressive on lootcontainers early on :)
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello captains,
We want to give an update on our current plans for the future of Vanguard Galaxy.
If you've been following our updates most of this won't be new to you, but we feel that its good to emphasize our dedication to the project. And specifically to some important features that we want to add sooner rather then later. Over time we have built quite a long list of our own wishes for what we want to add to the game mixed with your feedback. So we needed to prioritize and this update is a result of that. :) We are very happy with how the game is progressing and are even more happy with all of you giving feedback. Don't let this stop you from giving feedback and bug reports. We appreciate all of you and your ideas a lot!
Currently a beta version is available in Steam, which you have to actively select for the game in order to play it. The current plan is to give this beta another few weeks to a month to mature and get ready for the merge to the live branch of the game.
This version of the game currently adds:
The beta introduced crew in the form of deckhands, miners, salvagers, gunners and marines that each have their own strength, giving the ship they crew a relevant bonus.
Crew can also be used to enter other ships and if successful claim the ship as your own for a material cost. Or you can scrap the ship to gain materials needed for a better target.
They can also be used to infiltrate installations scattered across the galaxy in different forms. Industrial Stations, Military Outposts and Research Stations are just a few examples. You can enter these and find all kinds of loot there.
The Dry dock also serves as the new facility in the space stations to facilitate Hull upgrades for your ship and as a longer term goal the option to increase the rarity of your hull, making it possible to push the hull upgrades even further.
This beta we also introduced a way to lure impressive bosses to the system you are in and if you manage to kill them they will drop some interesting new loot. With these bosses a bunch of new weapons were also introduced, like the Corropult that leaves corrosive damage over time areas in your wake. Or the Cryo lance that freezes your enemies with a constant beam of ehm, freezing cold stuff.
Besides all these changes we remain focused on bugfixes, performance improvements and quality of life features.
The story currently stops halfway into the conquest area, so it will pick up where it stopped to setup the entry for the next area that will be introduced. There might even be some interesting technology uncovered here, Fast travel is already quite helpful to get around quickly. But we do want to expand the quick travel options even further.
Destroyers are already in the game, so a logical next step is the big brother of these ships. A big step up again and an even bigger challenge to try and engage in combat.
Ever wanted to hold on to those beautiful smaller cutters and make good use of them? Now you can, place your own size 1 ships in a carrier and let them loose on whichever target you please.
We want to make sure the game can be enjoyed in full as soon as possible, we really want the player to enjoy the entire levelling process. The max player level cap right now is 60, but we want to get this up to 100. Restrictions to levelling further will not be hard capped and the player will be able to push as far as possible, with the goal to reach infinity. The existing map will become bigger and more areas will be added. Maybe we will find out where Meridia's Chosen have their base of operations...
It is currently possible to hire a mercenary, this has been introduced as a very first iteration of how fleet mechanics can work in Vanguard Galaxy. When fleet mechanics land you will be able to train your officers to become captains in your fleet. With the players ship as flagship and your new captains at the helm of ships selected from your own collection.
With proper fleet mechanics we will also introduce RTS controls and formations.
Set up supply lines to ferry materials from one space station to the next. Manufacture products that can be shipped to a location of choice where it can be sold or used for the next product in line. Build your own spaceships and spacestations to increase your dominance. Rather then support a faction of your choosing, become your own faction in the expanded conquest that will engulf the whole galaxy.
The current beta will introduce battlecruiser sized ships (size 6), but we want to go further. Get ready to captain even bigger ships...
Expeditions that allow you to chain different activities into a longer campaign
Increase the opportunities for all ship sizes by adding size restricting portals
A robotics skilltree that will enhance the utility of deployable turrets and gear
Expansion of the torpedo systems to expand the utility of this weaponsystem
Further upgrades for the captain and officers
Economy/Trading improvements
Salvage space stations
ECHO improvements
More mining/salvage weapons and expanding upon these systems
More worldbuilding, story and lore
If you made it all the way here, thank you for reading :) And we thank all of you for following, playing and enjoying Vanguard Galaxy.
Join the Vanguard Galaxy Discord
Cheers,
Bat Roost Games
Hello captains,
Just a bunch of fixes for pocket bosses and their aspects and the usual installation movement changes. :)
The structural grinder works again too!
This update is still under active development. As such, it is only available if you switch to the beta branch of Vanguard Galaxy to test out these new changes. Instruction on how to install the beta updates can be found at the bottom of this post.
Added/Changed
- Added pickuphint to Signal in the dark mission
Fixes
- Fixed some turrets not showing their EMP value in the tooltip
- Fixed wrong output for the large Laser Repeater recipe
- Some other fixes to beam turrets
- Fixed armorbreaker aspect not being translated correctly
- Fixed aspect Space Horse not fitting on a module ( Can be fitted on Engine modules)
- Fixed Signal Fragments being different levels
- Fixed aspect icon
- Fixed Structural Grinder no longer functioning
- Fix for ECHO getting stuck on dungeon without docking option
- Further movement in boarding/installations improvements / fixes
- Boardables no longer block projectiles
- Fixed reputation loss being correct when boarding ships
- Fixed display of boss HP hud to only show when the player is in the boss POI
- Fixed units regenerating HP while in boardable state
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello captains,
We added pocket bosses with some special loot and new weapons. A bunch of fixes and some visuals are added to the events that can happen in installations.
This update is still under active development. As such, it is only available if you switch to the beta branch of Vanguard Galaxy to test out these new changes. Instruction on how to install the beta updates can be found at the bottom of this post.
Added/Changed
- Added courier option for ECHO so its now possible to keep ECHO in the same system
- Boardables are more recognizable as they get an effect similar to the salvageable wreckage
- Added 6 new weapons, Corropult, Laser Repeater, Cryo Lance, Plasma Beam, Rad Cannon, Microcell Swarm
- Started adding Signal Bosses (spawnable bosses which drop unique aspects, around 12 new ones added, 3 per boss) - Currently there are 3 bosses, we will be adding more and we will be expanding upon this system.
- More UI cleanup for boarding, added hotkeys to be able to more easily issue commands
- Added visual effects to the installations / boarding minigame to display different events as they happen
Balance
- Locked containers are also scaled to relative level of captain vs POI level
- Morale in installations and boardable combat takes a hit when friendly units die (within that compartment)
- Reblanced event damage in installations / boarding, specialist prevention chance and damage non specialist damage take from events
Fixes
- Fixed Installations stale level not updating with conquest leveling, causing these installations to have much lower level loot
- Fix for small units no longer using their evade ritual
- Fix for the Gattling and Scatterbeam potentially dealing too much damage sometimes
- Fix for displaying correct amount of credits in a lootcontainer
- Fix for exploit allowing free clones of crew
- Upgrade kits in armory are actually consumed
- Another fix to speed up undocking at docking tunnel
- Fix for automove in installations and boarding, some functionality was only used when ECHO is active
- Fixed blueprints in the result panel and operation log of installations being added together, rather then showing their seperate result
- Performance improvements for chunks created on damage and related texture cleanup
- Fix for ECHO not respecting the max danger setting for the extra activities (Capture ship and Clear pirate base)
- Fixes for mercenary movement and targetting, or rather, for fleet members, wink wink
- Boarding and installation combat request will now properly search for units with the best boarding power, rather then grabbing some random dudes nearby
- Fixed some incorrect travel tips
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello captains,
A quick fix to load save games with recently acquired blueprints.
Fixes
- Fixed saves not loading due to not blueprints not being saved properly
- Fixed boardables having the same level restriction as installations
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello captains,
A whole bunch of fixes, hopefully ECHO behaves now when involving herself in boarding and all that fun stuff. :)
This update is still under active development. As such, it is only available if you switch to the beta branch of Vanguard Galaxy to test out these new changes. Instruction on how to install the beta updates can be found at the bottom of this post.
Added/Changed
- Added an amount popup to splitting stacks in inventory
- Added officer upgrade items to lootboxes
- Mining- and Salvage Claims now have a confirmation popup explaining older claims will be removed
- On Exit Game confirmation popup
- Changed lootcontainer (the ones spawned in worl) loottable, added standard blueprints and should hold more value on average
- Added Installations to salvage mission POI's
- Militaryoutposts now spawn in their own POI in conquest and they switch sides with the system
- Blueprints are data, so when found in installations will also be directly uploaded to your data inventory
- Search in inventory also looks at booster substats
- Added live update for ore count to tooltip of asteroids
- Drones better follow the players primary target selection
- More supporter names added
Balance
- Reduced torpedo ammo cargo volume by 50%
- Increased Autopilot mastery exp gain
- Removed the increase in time for investigations for relatively higher level, instead installations 10 levels above that of the player cannot be entered
- Increased morale drain for boarding / installations a big portion of the units is wounded and the enemy is stronger then they are
Fixes
- Fixed incorrect booster sizes on some ships
- Fixed crew capacity not being shown correctly in several places
- Reinforcements for boarding now works in the same way as initial selection and boarding. Ship needs to be in range and launches pods
- Units in boarding cannot move past contested compartments for priority orders
- Fixed ECHO entering friendly dungeons or boardables in some situations
- Armor substat was missing on armor modules, added
- Fix for aspects not updating correctly when installing in the workshop
- Properly setting ship refit to player when the job finishes
- Fixed blueprint sell value (was too high)
- Fix for boarding sim not using the specialist for unlocking rooms if its in the staging area still. And grabbing a specialist also looks at closest available.
- Fix for scanner drones not checking for depletion of their target
- Fixed slow job progression for refinery and forge at spacestations where you are not present
- Fixed painter drones effect stacking, that was never intended. Sorry :)
- Fix for multiple installations potentially spawning in POI's, also cleans up current POIs with more then one installation
- Fix for installations potentially spawning already recieved blueprints
- Fixed scaling for milestone for ship size only showing in UI and not being applied for the actual milestone
- Courier missions can no longer pick a hostile station as delivery station
- Fix for ECHO looping when boarding for a mission failed
- Fix for mission trigger to kill enemy units missed occasionally
- Fix for ECHO getting stuck in some installation / boarding states
- Credit count for installations is properly counted towards the total credit value of the LOOT!
- Fix for the ship carousel being weird when ships are removed from it while displaying
- Fix for brig conversion overcharging for recruiting multiple in one go
- Fixed UI for dialogue not matching the position of the character in space stations, clicking the character again during dialogue would cause all sorts of issues.
- Fix for spacestations that don't have a medium docking pad, causing the player to not be able to dock. The ship will now use the docking tunnel
- Added some cleanup for painter drone effects
- Unnecessary delay removed when undocking from dockingtunnel
- Future proofing asteroids as higher level ones get crazy HP
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello captains,
Thanks all for your feedback on the game, we want to keep moving the game forward with you. And crafting is one of the things we do want to improve upon further. So stay tuned for more.
Added/Changed
- Standard, Enhanced, and High Grade gear blueprints now craft at your captain level (how it was)
- Returned the Forge Overdrive I & II skills, these will now boost High Grade and lower equipment
- Returned Standard, Enhanced and High Grade blueprints to the shops
Balance
- Wounded units in boarding operations go to staging area and slowly recover there
Fixes
- Further improved movement in boarding
- Fixed reinforcement button not showing when crew is available
- Fixed dungeon state properly persisting between runs
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello captains,
Quick hotfix for some scaling issues
Fixes
- Fixed a bug with stats scaling a bit too high
- Fixed an issue with blueprint not being the correct level
- Some movement fixes for units in boarding minigame
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello captains,
A nice new blueprint system update to give you crafters out there some more incentive. And a bunch of fixes on top.
And as always, if you run into anything, lets us know here on the Steam forums or Discord. Thank you all for enjoying Vanguard Galaxy. :)
This update is still under active development. As such, it is only available if you switch to the beta branch of Vanguard Galaxy to test out these new changes. Instruction on how to install the beta updates can be found at the bottom of this post.
Added/Changed
- Recommisioning ships at the dry dock cost takes the captured ship's hull upgrade level into account
- Introduced a cancel button above a boardable in world, so the boarding operation can be canceled while still on approach and it wont get canceled when moving the ship around
- Blueprints now have an item level, when you obtain one, you unlock that item at that specific level
- Blueprints are now stored in the Data inventory, separate from cargo (on load it migrates existing ones to the correct inventory)
- Activating a blueprint unlocks that item at the same level for all lower rarities as well
- Workshop changes, removed Upgrade Level and added Upgrade Quality, items can now be upgraded up to 25 quality levels at Legendary rarity (lower rarities will go to 15 and 20), each level boosting the item's substats
- Added a retreat from compartment order to the movement orders for boarding
- Cleaned up UI a bit for boarding
- Player crew is prioritized when returning after boarding. If there is space left over side switching units will be added and otherwise spaced (in a comfy pod of course)
- Removed Industrial skills: Forge Overdrive & Forge Overdrive II
Balance
- Removed equipment Blueprints from shops
- Increased NPC HP (due to all the recent player buffs)
- Supporting fire in installations and boardables prevented from staging area. This made it really easy to pull enemies back to the airlock and overwhelm them
- Added chance for specialist to prevent a negative event during boarding
- Increased survival chance of crew once a ship starts to fall apart. When the reactor blows crew will retreat as well and some can make it to an escape pod
Fixes
- Fix for ECHO getting stuck in dungeon with a locked room and no specialist (or specialist could not get to the locked room)
- Fix for boosters and items showing up different from the received item in result and operation log for installations/boarding
- Fix for playership still attacking installations where an operation is ongoing
- Fix for exterior damage not showing if installation is falling apart due to internal event damage
- Fixed loop for ECHO where she is not allowed to purchase new crew and they are not available in reserve
- Fixed indestructible spacestation part
- Fixed error for ECHO when no asteroids can be targetted anymore
- Fixed loading error migrating from live to beta with a certain active mission
- Fixed Escort missions to be more robust. Includes gamepatch for those that are stuck at these type of story missions
- Fix for ECHO created missions not counting towards the milestone bonus requirement
- Fix for other factions then those intended having scuttle events like blowing up the reactor
- UmbralUberTool is now a mission item and cannot be sold / jettisoned
- Fix for NPC's targetting player while still travelling into the POI causing them to sometimes fly off into the distance
- Fixed Hull Upgrades Milestones being unlocked without being active
- Fixed Dronebay Module showing wrong Drone Power, will be improving upon this
- Fixed emergency travel (or manual travel) not working properly while at a spacestation that is enemy controlled. Especially if that space station is also the home station. Causing the player to get stuck there
- Fix for surrendered enemy crew joining your crew as well as the brig.. quite a party that
- Another pass at clearing old NPC flags from player owned ships captured before the previous patch
- Fix for Fanatic Removal mission if it is actually complete. Will complete on game load after patch
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello captains,
Another Beta update for you all with a decent amount of fixes. Hope you enjoy!
And as always, if you run into anything, lets us know here on the Steam forums or Discord. Thank you all for enjoying Vanguard Galaxy. :)
This update is still under active development. As such, it is only available if you switch to the beta branch of Vanguard Galaxy to test out these new changes. Instruction on how to install the beta updates can be found at the bottom of this post.
Added/Changed
- New music added: Remember (by Firefly) - Of course also added to the Soundtrack DLC
- Added new Utility Drones (skill unlock in Drone tree); Painter (-15% damage Reduction on target ship, more drones won't stack the effect), Scanner (increase yield on target asteroid/salvage wreck, won't stack) and Shield Repair drone (shield repair will need some balancing, let us know how they feel, too strong/too weak...)
- Added the amount of hull upgrade kits the players has to the Dry Dock Hull Upgrades section
- Increased default size for the panel showing the boarding minigame (this can be resized and moved by the player, so if you played before this patch it will remember the old size)
- Boosters can now compared whilst hovering over a booster item (like turrets and modules)
- Improved how crew bonuses (such as salvage/mining/combat power) are shown in the Ship Information tab
- Missions generated while the player is max level will now add an XP reward
Balance
- Ship and Installation integrity are now dependent on the size of the ship/installation. This should improve durability for larger ships and installations
- Corridors in boardables are quicker to secure
- SpaceStation HP back to normal for most places, modifier for installations remains, this will be revisited when it actually has a gameplay purpose
- Corsair Cyndicate will try to scuttle less, the player gets a warning when the enemy is about to scuttle, so it can be responded to
Fixes
- Fixed issue with officer upgrade item having a reputation demand in shops
- XP for regular activities (kills, mining, salvage) are now also counted towards ship XP when the player is level 60
- Fix for ECHO tripping on locked rooms and repeatedly pulling the same loot out of an installation
- Fixed Dry Dock Upgrades not looking at Armory for Upgrade Kits
- Fixed Dry Dock Upgrades upgrade cost not always showing the right amount in the buttons specifically
- Blueprints for hull upgrades won't be found again if the player has these already activated in the forge
- Officer name regeneration improved in Personnel Center and should not be duplicate anymore
- Fixed an issue with certain ship types spawning incorrectly
- Fixed ships in dry dock being able to be dismantled incorrectly (multiple times)
- Blueprint items are shown in the loot result and log for installations
- The playership properly undocks from installations if the player moves while on approach
- Fix for units in boarding operations being able to stack over capacity of a compartment
- Another fix to prevent mission items from spawning in installations
- Fix for ECHO getting stuck in calculcating due to an error with structure grinders
- Fix for ECHO getting stuck in a loop when homestation does not support her loadout while open missions elsewhere do
- Fixed captured ships keeping flags from their old NPC days causing weird behaviour when Recommisioned
- Fixed clickthrough issue with Bounty and Patrol Portals (mostly noticable with the boarding panel)
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello captains,
A few more fixes
Balance
- tuned down the difficulty for non standard Capture Ship and Clear Pirate Base missions
- Regular missions where the spacestation needs to be destroyed / defended won't have the beefy spacestations for now, we need more changes to get where we want the spacestation interaction to be.
Fixes
- Fix for starting travel while an operation was in progress but also completed, this will now properly extract instead of retreat
- Fix for counterattack by the defenders in operations causing them to pile up past compartment capacity
- Fixed an issue with poi level incorrectly increasing over time
- Fixed the currency display (in station) resetting after opening and closing the map
- Fix for ECHO getting stuck on locked rooms and continuously trying the same installation
- Fix for opening lootbox with Strange Dust in them
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello captains,
With this update hull upgrades and hull rarities are introduced. Note that NPC's can spawn with these too, so difficulty could spike for a bit while you need some time to catch up with upgrades of your own. Although generally the player level is very strong, especially towards the end game. We'll also keep our eye on the HP scaling of asteroids and salvagewrecks.
Likewise the operations (Installations and Boarding) we will keep a close eye on to keep on improving it in the short term.
And let us know how you experience this, we love hearing your feedback. And we hope you enjoy the possibility to become ever more powerful. :)
Added/Changed
- Added a new sidemission: Lost Gatepass
- Stats will be shown more accurately in the item tooltip (using 2 decimals)
- Reworked Booster items (removed most of the old boosters from shops/forge)
- Boarding/Installations: Manually issues orders are shown per compartment and a clear button added to revert them
- Changed the fleeing of higher level ships to simply not allowing them to become boardable above level 80
- Reworked movement code a bit to make ships fly better when on autopilot
- Added extra activity options for ECHO: Configure if she can enter Installations or Boardable ships. And a danger level setting to let her decide how much risk to take
- ECHO can always stock up on crew to prevent her getting stuck. Will be revisited in the future.
- Missions Capture Enemy Vessel and Clear Pirate Base can now be done by ECHO if the required options are enabled
- Captured ships have limited modules that survived the boarding, more modules can survive if ship integrity is high enough after boarding completes
- Installations can have locked rooms that contain better loot. But you need the specialists there to unlock them
- Added end stage to dungeons where the player has to click extract if ECHO is not on, so there's time to look around a bit
- Reaching ship integrity of 0% will be bad news for the boardable ship, it triggers a staggered retreat with some more events. Retreating will take a bit longer.
- Added operations log to the sidepanel view for the captain. It displays the boarding and dungeon operations performed with a few stats and loot gained
- Added Hull Upgrades to ships (Milestones are still WIP)
- Added new items for hull upgrades: Strange Dust, Upgrade Frame and Parity Fragment, these can be found through different activities, 2 of them can be crafted. Blueprints can be found through installations.
- Added Hull Upgrade Kit and Ship Type Upgrade Kit
- Dry Dock dismantling of captured ships will also yield Hull Upgrade Kits
Balance
- Data recieved a level, is worth more based on that level
- Tweaks to how morale of units in boarding and installations work, they have a low recovery rate outside of combat and won't lose morale depending on the ratio of friendly controlled territory.
- Increased HP of SpaceStation parts, including Installations
- Reduced difficulty of higher tier Clear Pirate Base missions
- Increased difficulty of higher tier Capture Enemy Vessel missions
- General rebalance of loot in dungeons
- Increased Asteroid (ore) HP and salvage HP's at higher levels
- Reduced the chance to spawn boardables
- Changed the ammo choices for boarding to be a little bit more interesting. Hollow is better vs soft targets, AP better vs hard targets
Fixes
- Changed incorrect travel hint
- Fixed chance to spawn abandoned dungeons
- Dungeons with low hostility rating have a low chance to have enemies rather then always having some enemies
- ECHO will no longer spend credits and empty space station crew while trying to fill a full crew complement
- Fixed some translations
- Fixed situation where dungeon loot overflows the cargo of the ship. Overflow is jettisoned for now.
- Fixed ECHO spewing infinite crewpods on dungeon completion. Added cleanup to remove excess crewpods in POI's to make sure the game loads if this happened
- Fixed the spaceship not saving its docked status with a dungeon
- Units in Boarding/Facility that are panicked are no longer eligible for player assigned tasks.
- Fix for priority switching in boarding/facility unit movement that didnt unset orders for previous priority setting
- LootContainers are properly targetable again, fixes Prologue for combat
- Improved undocking time from dockingtunnel. Dock and undock now properly resets the tunnel animation as well
- Fixed ECHO blowing up a dungeon in the background while the crew was busy with their investigations. The troublemaker...
- Fix for some loot not showing up in the cargo inventory after a succesful installation run
- Fixed issue where the same crew could be used to board two ships at the same time
- Fixed the issue with ammo effect being dependent on grenades in operations
- Fixed issue with Onexel having a value of 0, causing missions to want infinity amounts
- Fixed Vanguard Marks being added to the inventory when buying or receiving them, VM's in inventory will now on load be added to the currency
- Existing missions the player has with older commendations will now be swapped for Vanguard Marks
- The currencydisplay now correctly "animates" (flickers a bit) when credits or vanguard marks change, in the spacestation
- Fixed Personnel Center crew section not being correct when opening/closing map
- Fixed max ship capacity not showing correct numbers in the Personnel Center
- Fixed issue with salvageable targets having items, but no structural content. Causing salvage grinders to not attach to the target properly.
- Fixed the possibility of having items in your inventory with count of 0, it will skip these items on load. Specific bug was a lootbox that did not do anything on opening
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello captains,
A few more fixes
Fixes
Fix for Nueral patch in shop giving reputation to low notification, it should also only appear in shops of Omnitac Agency, which was the intended effect
Boardables that are forced fired won't respawn after save load
Fixed ECHO trying to keep picking up the same crew pod if crew and or brig is full and getting stuck doing so
Boardables no longer spawn in Industry Ops
Boardable dronecarriers no longer spawn drones
Potential fix for Retreat from boarding spewing a lot of crewpods
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello captains,
A few more fixes for you beta players out there. :)
Fixes
- Fix for travel not working when sitting in a jumpgate POI, also caused the prologue getting stuck very early on.
- Installations no longer spawn at jumpgates (this will clear out over time)
- Removed the possibility of Installations spawning at Bounty or Patrol missions
- Fixed bug where taking shield or armor damage could cause you to lose crew (this should only happen on hull damage)
- An active transponder prevents rep loss when entering a friendly facility or ship
- Potential fix for the cargo inventory scrolling down on open. Let us know if you still have issues with this
- Fixed boardable ship not fleeing after boarding failed / retreated from
- Fixed ECHO getting confused by a boardable in combat and getting stuck in a loop between the mission and the spacestation
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello everyone,
A quick hotfix to calm ECHO down, she was trying to fill up crew even though it was at capacity already.
Added/Changed
- ECHO will only get new crewmembers when the total dips below 50%. We'll introduce an option to adjust this in the near future
- Panicked units in a boarding operation will try to flee if possible. Player units go back to the staging area
- Ships with level above 80 will flee the area when the boarding operation is going bad for them. This is a temporary measure untill we get rid of the final level cap. (yeah we cannot wait either :)
- Some text readibilty improvements
Fixes
- Loop where ECHO gets stuck buying new crew members fixed
- Fix for ECHO trying to travel from a position in space that no longer has a POI resulting in it not being able to travel and spawning the notification "We are already here".
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello everyone,
The new beta update is finally here! We look forward to receiving your feedback and further improving upon these changes and newly added systems. Have fun!
This update is still under active development. As such, it is only available if you switch to the beta branch of Vanguard Galaxy to test out these new changes. Instruction on how to install the beta updates can be found at the bottom of this post.
Officers have been reworked, gaining several new skills, a passive bonus when equipped on a ship, and an idle income, they have to be doing something while not on board. Officers can now also be trained at Omnitac Agency Personnel Centers, upgrading their rarity and unlocking new skills.
The Personnel Center is a new facility available at most stations, and serves as the place to browse and hire new officers. You'll also find Crew here!A new addition is the crew mechanic, unnamed crew members (grunts) who help increase combat, mining, and salvage power. There are different types of crew: Deckhands, Gunners, Miners, Salvagers, and Marines. Deckhands repair the hull of your ship but offer no specialized bonuses, while the others are more focused in their roles. Marines for instance are great at Boarding... To complement both Officers and Crew, we added the Leadership skill tree to increase their effectiveness.
Enemy ships now have a chance to become boardable. This is where your crew comes in especially useful, boarding the enemy ship, conquering its compartments, and sending the newly acquired vessel to the Dry Dock. The Dry Dock is a new facility where you can choose to recommission captured ships, strip them for parts, or sell them for a profit.
Combat takes place on its own little map where you can send your crew into the different compartments to fight for control of the ship.
Next to boarding, are the installations. They function is a similar way to boarding, but you explore stations which you find throughout the world. There are Different types of stations which you can dock with and explore. Your crew will find loot, data, enemies and... more!
Added Vanguard Marks (replacing the Commendations we had as items, now this is just a currency like credits)
Added some more interesting bar patrons
Backgrounds have gotten a bit more vivid (different colors)
HUD changed slightly to also accomodate Crew/Officers
Some better Drone Controls/Behaviour
Asteroids generation changed, they will look more like asteroids probably
Data is now a new inventory type. Currently used for loot out of the installations. But we can rework other aspects of the game to work with data in the future. Like jumpgate passes.
Added/Changed
Sliders can now use the scrollwheel to change the value
Added Crew to ships, giving different bonuses depending on type
Added new spacestation facility: Personnel Center where you can find the new Crew and Officers (+Training Center at Omnitac Agency)
Officers have been expanded upon, more rarities, added idle income (when not on board of one of your ships), and a passive buff
Added Leadership skill tree
Ships have a chance to become boardable when almost destroyed + a new mission to board and capture a ship (easy way to test boarding)
Weapons have received an EMP stat that can accelerate an enemy ship to become boardable. The value for this is shown on combat turrets below the range indicator.
Added a boarding simulation where you have to try and take over the enemy ship compartment by compartment.
Changed the name of the Recruitment Center to Mercenary Guild
NPC ships at stations have a random change to come in with damage and repair or unload crew
Added a new spacestation facility: drydock where captured ships can be repaired, scrapped or sold
Changed ship name (Kamin > Bulav)
Changed ship Name (Skrap > Rezak)
Removed Officer offer in bars
Added ore/salvage/equipment traders in bars, giving you a premium for trading in ores/salvage and equipment
Added icons to the spacestation menu buttons (will get other icons)
Added several sorting options for Officers
Added a delete option to save/load overview
Changed holding left click to move to Right-click (dragging still works with right-click as well)
Changed the HUD slightly, crew/officers has been added
Removed Industrial officers for now (does not make that much sense to have buffs for crafting on stations while officers are on your ship) - will revisit later
Changed how asteroids are generated, reducing the weird shapes they can form sometimes and making them a bit more like asteroids
Changed all existing commendations to be Vanguard Marks, and moved it to data (no longer an item)
Added more interesting/vivid colors to systems/sectors (background)
Added facitlies to the game that can be entered and cleared for loot! Events and combat inside these facilities will make life difficult sometimes. So come prepared.
Added new mission types, capturing a ship and clearing a pirate base
Balance
Part of the officer changes: changed the amount of skills Standard rarity officers have (from 3 > 2)
Changed Officer skill Efficient Miner (10% > 5%)
Changed Officer skill Harvester (5% > 2.5%)
Lowered the Frozen Core aspect's debuff
Fixes
Changed ship Stinger's manufacturer, (RedStar Forge > Marada Wharf)
Systems with umbral infestation will show the correct faction icon on the map
Our next priorities
Improving and balancing the mechanic for boarding and installations. And we want to integrate it better in the rest of the game. Like the story missions and umbral activities.
Currently ECHO is not compatible with boardables and installations. This will be added soon.
Hull Upgrades, the Dry Dock will function as a place where you will upgrade your ships
Pocket bosses and Expeditions
More torpedo types
Activities that require a specific size of ship
If you find anything that should not happen or just want to give your opinion. Let us know. :)
You can find us on Discord and we will of course keep an eye on the Steam forums.
Join the Vanguard Galaxy Discord
Cheers,
Bat Roost Games
Make sure to keep an old save game when switching to the beta, just in case. We always make sure that your save games will keep working, but as long as the beta is ahead of the release, the beta save game won't work on the release version until it catches up.
To take part go to Manage and select Properties for Vanguard Galaxy in Steam:
And select the open-beta under Game Versions & Betas as shown below.
Hello captains,
We have a very small update today with an update to bring the latest supporter pack names to the game. We thank you all for your support.
In the meantime we are hard at work to prepare the next beta phase. So stay tuned for news on that soon.
Added/Changed
- Added more supporter pack names
If you find any annoying / interesting bugs or just want to give your opinion. Let us know on Discord or the Steam forums. Thank you all for enjoying Vanguard Galaxy.
Cheers,
Bat Roost Games
Hello captains,
Another update with a few fixes and we released the soundtrack today!
Added/Changed
- New music added: Sunlight (by Firefly)
- New music added: Event Horizon (by Firefly)
- Added supporter pack notification in main menu
- Added more supporter pack names
Fixes
- Fix for structural grinders releasing the target too soon if the ship also has surface turrets and the target still has surface left to salvage
- Fixed mission markers being shown in a few spacestations in the same system
- Workshop refreshes properly when its open and the map is opened and closed
- Ares Armament Core rarity fix for the blueprint
- Drone kills no longer give reputation loss when this should not happen
- Fix for non standard rarity blueprints ignoring the minimum level to be available
- Fixed the skills Precision Scraping and Harvester to have their intended effect on yield
- Fixed Always on top checkbox having too large dimensions for the click detection
- Potential fix for cargo inventory sometimes showing scrolling down by default
- Torpedo bay als has the armor repair aspect now
If you find any annoying / interesting bugs or just want to give your opinion. Let us know on Discord or the Steam forums. Thank you all for enjoying Vanguard Galaxy.
Cheers,
Bat Roost Games
Hello captains,
We are happy to announce that the Vanguard Galaxy Soundtrack is now available for purchase on Steam. All tracks are composed by Firefly.
As of the moment of release there are 13 tracks available and more will be added as they become available. Two of these have been added to the game today.
Check out the Soundtrack
With the release of the soundtrack we also created a bundle which includes the base game, the supporter pack and this soundtrack.
Go to the Captain's Collection bundle
We thank all of you for playing and enjoying Vanguard Galaxy.
Join the Vanguard Galaxy Discord
Cheers,
Bat Roost Games
Hello captains,
The first update with your callsigns is here! And a few fixes thrown in.
Added/Changed
- Added the option to change an officer's name
- First batch of Supporter names added
Fixes
- Cancel travel fix, ship could get stuck in a weird state currently.
- Fix for Locate button throwing error on experimental map when the POI is behind locked gates
- Fixed a station clipping issue
- Fix for higher level enemies only dropping max level loot
- Fix for NPC ships calling inventory full when using ECHO, causing the player ship to travel back to a spacestation
Next up, Soundtrack release and in a few weeks time a new Beta branch will kick off. Thank you all for your support and for enjoying Vanguard Galaxy.
If you find any annoying / interesting bugs or just want to give your opinion. Let us know on Discord or the Steam forums. Thank you all for enjoying Vanguard Galaxy.
Cheers,
Bat Roost Games
Hello captains,
Quick hotfix for some missions getting stuck on units that cannot be killed
Fixes
- Fixed active missions where Faction was not properly set for some ships, which caused these missions to get stuck
If you find any annoying / interesting bugs or just want to give your opinion. Let us know on Discord or the Steam forums. Thank you all for enjoying Vanguard Galaxy.
Cheers,
Bat Roost Games
Hello captains,
A quick update with some fixes.
Added/Changed
- Added horizontal scrollbar functionality to the Refinery items overview
Fixes
- Fixed an issue where economy skills (sell value bonuses) incorrectly increased the cost of blueprint extraction at the workshop
- Fixed a performance slowdown during structural salvage, the game was repeatedly attempting to break pixels from an already-empty sprite texture
- Fixed structural salvage grinders sometimes getting stuck on a target with no remaining salvageable content
- Fixed structural salvage drones not flying close to their target, causing the harpoon grinder to never start dealing damage
- Fixed large mining lasers using the correct turret sprite
- Fixed NPC's not being assigned the correct faction (such as Support Mining Mission NPC being the Player)
If you find any annoying / interesting bugs or just want to give your opinion. Let us know on Discord or the Steam forums. Thank you all for enjoying Vanguard Galaxy.
Cheers,
Bat Roost Games
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Vanguard Galaxy, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Vanguard Galaxy statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.