Tale of an Unlikely Super Hero, part 1 published

In a shameless bit of self-promotion... I've just published a (free) short story about a teenage girl on the FHS Justice who barely survives an horrific accident in which she is smothered in Unobtanium dust. The resulting changes to her DNA result in her gaining some awesome super powers.

This is part 1. The rest of the series will be written when Alice actually has a ship to call home. More details on lunawisp's blog.

Alpha Test Combat Features

A newsletter and a new short video have been released by Heroic Games giving us a flavour of things to come.

Here's an interesting quote:
The next major event on our milestone schedule for 2018 is to upgrade from 4.16, our current Unreal Engine version, to 4.17 and then 4.18.  That will allow us to continue integrating the engine improvements Epic Games builds.  After that, we will likely begin planning a closed raid test using a mix of supporters and devs.

And a list of recent improvements which they say show the current state of the game but are expected to change as a result of further development and from feedback from the upcoming alpha.
  • Power trays can be added, can be vertical or horizontal, are moveable over the screen, and are lockable. In addition, most of the UI is resizable.
  • Game volume is now adjustable in the settings.
  • Enemy nametags are coloured, now showing the difference between the enemy’s level and your character’s level.
  • Intelligent tab-targeting now accounts for both proximity, and which direction your character is looking.
  • Auto-targeting in combat is enhanced, as is retargeting once an enemy is defeated.
  • Auto-rotation to face a new target now occurs only on power use, and is slowed down to prevent motion sickness.
  • Combat against groups of enemies is now smoother.

You can read the newsletter on the Ship of Heroes website.

Latest Ship of Heroes Schedule

Spotted this on the official forum and decided to share it... bear in mind nothing is fixed in stone, the game is in an early state of development and dates are liable to change.

Current schedule, although this may change;

Limited Combat Alpha - REALLLLLLLY SOON! probably within two weeks. They will get as many people as they can into this phase, but sadly it will probably be less than 100, including press tours.

More general alpha should be Q2-Q3 this year.

Beta testing (this will be paid beta to finance finishing the game) will probably start as an early Christmas present.

Open beta will be sometime in Q2 2019. The length of this phase, or how long before release is unknown.

Release date is currently scheduled for July 4th 2019, although this is tentative - that is Consultant's birthday, and I really really really think he wants the game release that day as a super birthday present!

It's worth mentioning that Consultant said "No dates in 2019 have been even roughly penciled in yet."
So don't go marking any firm dates in your diaries just yet ;)

Also noted, on the same thread...
If you donated to at least the $25 level, you will have access to the character creator two weeks before release! You will be able to fuss and fine tune as much as you want, and when the game releases, you will be one button click from joining into the fun!

SoH Alpha Test News

We've learned that the first escorted alpha tests are due for the second half of February, they will be run in teams of devs and 3-4 of our donors, supporters, and members of the press. Together they'll run through the Science Park area of Apotheosis City and fight a series of enemy mobs. It's expected that the fights will be recorded and there's a possibility that one of more of the fights may be live streamed.

Quoting from the newsletter:
An alpha test is more than just the first shot at playing Ship of Heroes – it is real work, and we appreciate the help we’re getting from our supporters.  This is not a balanced combat scenario.  Instead, we’re testing how people think combat should “feel” in Ship of Heroes, and we have deliberately eliminated some important elements for now.  For example, accuracy is set to 100% for both players and enemies, so every attack will land. 
In many MMOs, combat against a mob of enemies is brief – 5 seconds, give or take.   Instead, we’ve set the difficult level to provide fight durations in the range of 20-30 seconds so that videos of the fighting will show more action, and allow players to exhibit more complex tactics. So, these alpha runs are not an indication of how difficult ordinary (street sweeping) combat is going to be in Ship of Heroes.

This isn’t a typical early alpha.  We’re taking an inclusive approach to get meaningful feedback.
We have mixed teams of devs and supporters, and we’re taking feedback directly from the community during combat. We’re showing you how the latest build looks, live.
Even if something goes wrong, we don’t want to hide it from you. We’re not waiting until we've decided the final DPS numbers to let third parties try the combat. Don’t expect the relative strengths of powersets to be the same as the alpha when we launch, or even in three months.
Some aspect of the balance changes every week. We’re showing hard fights to demonstrate roles other than doing damage, but we’re also showing them in Apotheosis City, because the city is now optimized enough to do that. An indoor map would be easier, but we think this is more exciting.  In the post-launch game, you’ll have to go into hazard zones to find enemies this tough… or crank up the difficulty settings.

Heroic Games are asking for feedback on the overall feel of the combat, even well before the balancing is decided.  How does it look?  How does it sound?  What do people think of every enemy group having different powers and tactics? How about the idea that enemies will have in-combat regen? They want feedback on their forums from everybody.


Additional alpha activities, and a second test of the character/costume design tool, and at least one big raid event are planned for 2018.