A roguelike in spaceIn an unexplored sector of space humanity is trying to establish a permanent presence. Megacorporations employ freelance prospectors to find exploitable resources and map unknown planets for them. The player commands one of those scoutships, trying to become filthy rich as a prospector.
Here are some gameplay videos:
Down the wrong wormhole
The last adventure of captain jerk
'Do you really want to drop the alien bomb?'
Trading 101 with horace bury pt1
Trading 101 with horace bury pt2
Prospector now has its own forum. If you got questions or comments, thats propably a good place to post them. You can find it here: http://prospector.freeforums.org/index.php
0.1.10a: Bugfixes
Fixed a bug in saving and loading (Shipweapon shops would not load) Fixed a bug in space combat critical hits Fixed post mortem unique planets list Fixed autoselling Fixed sickbay Fixed resources Buying augments for all now starts with the first redshirt (you need to do officers by hand) Armor is more effective now Fixed several minor bugs and glitches
Changes in 0.1.10
3 new alien artifacts 2 new ways to die 3 new goods to trade several new modules to add to your ship 1 new unique planet cosmetics: Tiles that require jetpacks or hoverplatforms to pass get a background color Reptiles are now L(izards) to distinguish them from R(obots)
Upper case Monsters have more HP, color depends on Armor, Red monsters have weapon>2
upped chance for gold/dark yellow monsters(still the strongest standard critters)
Balancing: Asteroid mining yields more resources, Wormholes do less damage, Live animals get a bonus Fixed 2 Unique Planets Stock market bugs fixed Pirate refit is now buyable and actually works some item bugs & typos fixed forgot to add descriptions for the 5 new unique planets 4 of the new uniques could cause wierdness on the map. Fixed if your ship lands on critters it hurts them found a bunch of tiles that should have been shootable yet were not managed to fight savegame bloat a little
Above: Fighting off hordes of aliens in a cave
Changes in 0.1.9
6 Biotech augmentations to buy for your crew added Prefixes for weapons, armor and some misc equipment More resource variation Critters behave minorly more intelligent Random Critters get stored after generation (Allowing to do some neat new things with them) Comments to make the logbook a little more usefull You can now assigne favourite weapons to awayteam members toughness talent works now Fixed some bugs in quests a certain alien scoutship now displayes the correct statbox Fixed a bug in space rescue Audio alerts now work with aux. oxygen tanks too
Changes in 0.1.8d
fixed a bug that made collecting quest rewards impossible fixed a displayglitch fixed a bug with plasma streams fixed comments The wrong ship was landing on the pirate planet fixed a bug that caused a crash when viewing shipstatus with too big an inventory some balancing attempts in space combat added anti ship mines oxygen tanks don't stack anymore as they were supposed to
Above: Exploring the famous micky craters
There were some rather critical bugs in 0.1.8b, so while i haven't caught them all i decided to put out a bugfix version anyway already. Here is what I caught so far:
Changes in 0.1.8c
Fixed a Talent mixup Fixed Alien naming bug added some saveguards concerning item&monster buffer overflow fixed some pirate problems fixed a bug that could cause a crash when the restart option was on fixed a bug with sensors yes key is now bindable added a flat 500 cr reward for towing in ships that have run out of fuel fixed a unique planet Creatures born on airless worlds are now adapted to their environment E now shows all your stuff, W doesn't exist anymore fixed jetpack fuel added distress beacons New position for system maps (But you can put them back on the bar in options) Changes in 0.1.8b
Savegames are not compatible with 0.1.8a! added some saveguards so that you don't stay sick if you aren't finally got visibility+lighting right rewrote FOV, adding an option to mark actually visible squares Crew talents Stations now pay less for goods Fixed some map generation bugs Tries to save the game if encountering an error fixed (yet another) door bug Added teammember overview fixed the black market fixed a bug with shop rerolling fixed an autoequip bug fixed some bugs with catching life monsters
Changes in 0.1.8a
Added sickbay to station Toning down of Diseases and Quarantine Moved some external files to a data directory added a quest and upped the chance of getting one fixed the black market fixed minor to medium sized bugs
Changes in 0.1.8
new unique planets more quests New things to plunder in space New possible end for pirates New atmosphere type: corrosive New Officer: Ships Doctor Diseases W shows all items you have not equipped and their descr. E does the same with equipped items. O opens/closes the helmet switching from suit air supply to atmosphere and back A lets you chose wich officers join you on the awayteam new item: auxillary jetpack fuel tanks Mining drills ignore damage reduction of walls Added day/night cycle to planets Suffocation damage ignores armor Gasclouds come in different densities (low density is less dangerous than in earlier versions, high density clouds are more dangerous) Pilots can save your life! (financially speaking) (I hope that is cryptic enough) Lowered basedamge & increased to hit for ground combat, making weapons and tactics more important fixed a bug when picking up artifacts fixed a bug that caused locked doors to be harder to open by better science officers fixed a bug with smoking geysers fixed a bug with loading savegames & autorestart option fixed a bug with binoculars and portable sensor sets fixed a bug with finding random points (thanks to xenomorph for the hint to find it) fixed a bug in damage routine fixed a bug in highscore rewrote awayteam HPs slowed monster respawning, speeded up pirates
Changes in 0.1.7a
One planet type was supposed to have alien artifacts on it Asking for number of items to buy should have used plural minor display glitch when landing from scanning screen fixed Display glitch with insect warriors+scout ship rescue fixed "Water" in planet display now counts all liquids &frozen water (And i was wondering why it wasnt snowing ever...) some tweaks to rogue planets discovery/display planetside trading bugs fixed beefed up pirate ships a little vi keybindings included in zip now
Changes in 0.1.7
5 new unique planets (actually 10, but 5 are pretty similiar to each other) Bigger spacemap Wormholes Gas giants selling disabled if you have no cargo UI Improvements: You can land from the scanning screen, System overview shows atmosphere Balance tweaks: Jetpacks need fuel, Firearms have more punch, Lower tier short range Weapons are more expensive Fixed some glitches and bugs Fixed some Typos again
Changes in 0.1.6d
Some minor glitches and bugs fixed Changes in 0.1.6c Bug fixed: Ship dissapeared under special cricumstances Bug fixed: Planets dissapeared under special cricumstances Bug fixed: Comsat shouldnt dissapear anymore Changes in 0.1.6b improved base placement scrolling through manual wasn't working dead science officers caused negative biodata on examining plants drills didn't equip some displayfunkiness solved some typos fixed enemy awayteams are a little slower thugs don't look like trees anymore
Changes in 0.1.6
some balancing in the upper grade ship tier some trade balancing: maximum possible price is lower and minimum higher More variation & some random equipment at game start some balancing in ship weapons & new weapons: as a rule missiles have a better range than energy weapons Systems in gasclouds have better resources System types follow the harvard classification (except for F because there have to be green stars!) have an effect on resources found Officers can die on planets and need bunks to sleep in. New (hidden) feature in space stations Tactics command added affecting ground combat close combat weapons (Only effective against monsters, others stuff you still have to shoot) "done" special planets give another description on scanning after they have been "done" one new special planet 2 new quests Unlocked houses stay unlocked New way to generate gasclouds you can't buy the same hull like you already have anymore speed is dependant on max armor of ship instead of current (as it used to be since 0.1.0) Added description to communication sattelite, to better represent it's new features Monsters can have some new stuff, affecting their stats They also have a higher tendency to come in groups with allied members Monsters can attack monsters now Herbivours eat grass, Scavengers eat corpses, predators eat herbivours & scavengers Monsters don't talk in coordinates anymore Monsters build huts like they were supposed to Inspected corpses don't show up anymore Some more cosmetics to planet maps in relation to temperature Keybindings may be altered by editing keybindings.txt abandoned the silly everything is uppercase concept 2 new map types there is a way to mark already examined plants now fixed a bug in shiphull upgrading (engine, sensors and shields above max didnt get reduced) fixed about a gazillion typos fixed a bug that could cause the game to freeze on scanning fixed a bug that caused shops to only get triggered if you moved sideways into them fixed bug: Gifts recieved from aliens are worth money now fixed bug: Double items in shops are gone fixed bug: in item scanning fixed bug: that could lose items fixed bug: fleeing from a fleet doesn't count as a kill anymore that cave was not supposed to be green blue and redcaps were supposed to yield biodata, and drop gaussguns instead of rifles fixed a bug in cave generation on the redcap and bluecap planet fixed a bug in cargo selling Changes in 0.1.5f
(I)nspect command repairs ships and gathers biodata from corpses and plants. Fixed a major bug that caused the game to crash if you had too much inventory. Fixed a bug in ship repair and survivor rescuing, Fixed several bug in shop display & generation, fixed a minor display bug with cave entries, weapon selection bug fixed, autosaves save on on instead of off, and get deleted if you die. Added to config:
Autosave on station entry Minimum safe distance for pirate base generation
Changes in 0.1.5
added 15 shiptypes, with scout/explorers being the most general purpose, merchants and fighters specializing in cargo and space combat respectively and troop carriers who are best for transporting big awayteams Fuel and Crewquater module to add to your ship Added more pirates! (Because more is always better, at least as far as pirates are concerned) And destroying their bases now counts towards pirate kills! Also they really really come after you when you got high price cargo. For real this time. I hope. Docking on first turn doesn't cost money anymore Added a new command for your ship descriptions for shiptypes and items in shops added "That's a weapon too" Ship engines leave a trail. flying into it hurts. Fleets meet when they are adjacent to each other, used to be when they hit the same square planets above 100ø surface temperature don't have open water anymore and planets below 0ø as well 2 new monster types 1 new unique planet intercepting radio messages happens less often warning for earthquakes station shops are better stocked Kills with grenades and shipweapons now yield biodata Fixed a bug in fleeing space combat Fixed a bug with special tiles on planet surface (Couldnt enter shops unless you were dead) Fixed a bug that could cause tiles to become blocked/unblocked that shouldn't Fixed a bug that could cause starsystems to sit on top of each other Fixed bug: unidentified alien artifacts dissapear again Fixed bug: Teleportation device doesnt dissapear on next landing anymore Fixed a typo, here and ther Tiles changing outside your visual range no longer show up immediately Menu bars remember their former position Config.txt now works with on/off too Unique planet descriptions don't get mangled anymore Added soundeffects Changes in 0.1.4
"C"ommunicating to aliens might be a bit more interesting CTRL+X opens the configuration menu where you can Toggle autopickup Toggle a Beep on low oxygen warnings (may not work on all platforms) Toggle if you want to select items by hand or always want to use the best item Toggle diagonal movement: if you move into a direction and its blocked a diagonal is automatically chosen (This may help those who dont have the luxury of a numpad)
Toggle save screenshots (Converts extended ascii characters when making a screenshot) "," Picks up an item when not in autopickup "D" drops an item "O" offers an item to an alien shallow water no longer blocks movement, but uses oxygen oxygen gets replenished in areas where there is enough of it New Items 2 new unique planets Fixed a bug that "lost" unique planets Botany works slightly different New algorithm for making planet maps New plants & "water" for exotic atmosphere planets Fixed a bug in monstergeneration Fixed a bug in a quest Fixed a bug in item equipping Fixed a bug that caused all your officers to retire when visiting the pirate bar Fixed a bug that payed 250 Cr. wage to each missing officer Shop inventorys on planets dont get reset on each entry anymore. Killing trees doesnt get rewarded with 1.000.000 Credits anymore. Rescuing the scout doesnt make you immortal for the planet anymore, and chances to find people alive are a lot higher
Changes in 0.1.3c
Bugfixes: Items didnt equip, Monsters used the wrong dice to roll for HPs, One mission could cause the game to crash
Changes in 0.1.3
added the amulet of yendor "G" throws grenades "H" uses medpacks on awayteam "R" on planets allows to call your ship by (R)adio. Mountains block contact. Some (on purpose) undocumented commands may be issued to the crew on board. (I take requests for additional commands, if you can think of anything) "@" displays ship information New type of dungeons New type of planet maps expanded & random shop inventorys new stuff that can be found on planet surfaces changed chances for acid rain & high winds attacking monsters on impassable terrain is now possible by bumping into them shooting monsters now have visible weapon beams item system rehauled: an awayteam of 10 won't be able to fly with 9 jetpacks, 5 gaussguns are worse than 3, 10 aren't better than 8 when the awayteam consists of 7 people etc. resources are a little more descriptive and variate much more in value visibility is affected by orbit (the farther out, the less light) maps for hard to map planets pay more some new tiles for the new dungeontype Fixed minor teleport bug (Cursor appeared at 0,0 instead of at player position and display didnt refresh) Fixed a bug in LOS calculation fixed some mistakes in monster generation while rehauling it Changed post mortem files from .flg to .txt minimum visibility reduced (from t kill you warning if you leave the station with an officer missing missing officer now has a skill of -5 instead of just 0 docking on a station with a missing officer caused a division by 0. fixed
30 Day Summary Apr 22 2013 — May 22 2013
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12 Month Summary May 22 2012 — May 22 2013
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