Early Access Build 755 Now Live on Fasttrack
This new fast track build has an extensive change log. In part due to the fact that it took us longer to get his one out. We made some very large changes to how galaxies are created which took more time than expected. At the same time, we adjusted how the Power energy is balanced. Players will now find that their home world cannot generate enough power, they will need to expand or face product shortages. To off set some of this, we've added the ability to exploit asteroids and gas giants from the system level. These can be an important source of Power and Ore as players expand.
Expanding may also be more challenging as the AI is much more active now. Our last build exposed flaws in how the AI managed space travel. These have now been resolved and the AI is much more aggressive in reaching new systems. The AI's research routines have also been rebuilt so that it is better able to pursue its goals of space combat and expansion.
A number of visual changes are also included. The User Interface function and appearance have had lots of touch up. In the bottom right if the screen below the minimap, players can access the trade reports which now include a Supply Chain list, showing you where all of your commodities come from and go to. Some of our graphic effects have also been improved. And at the galaxy level, the lines connecting the various systems are now more dynamic to show information travel distance and valid paths.
We hope you enjoy these latest improvements and look forward to your feedback! See the full changelog below;
Expanding may also be more challenging as the AI is much more active now. Our last build exposed flaws in how the AI managed space travel. These have now been resolved and the AI is much more aggressive in reaching new systems. The AI's research routines have also been rebuilt so that it is better able to pursue its goals of space combat and expansion.
A number of visual changes are also included. The User Interface function and appearance have had lots of touch up. In the bottom right if the screen below the minimap, players can access the trade reports which now include a Supply Chain list, showing you where all of your commodities come from and go to. Some of our graphic effects have also been improved. And at the galaxy level, the lines connecting the various systems are now more dynamic to show information travel distance and valid paths.
We hope you enjoy these latest improvements and look forward to your feedback! See the full changelog below;
- Game now starts at space level instead of planet level (because space game)
- Game speed improved
- Refactor of system generations, focus on Cluster. Spiral and Band work also, more improvements to come.
- --- Experimentation underway for asteroid belts
- Game economy rebalanced for energy resource
- --- Power plants now require map resource deposits to exploit, no synthetic power until later in the tech tree
- --- Default product stocks are set to 100 days civilian demand
- --- Possible to exploit non-landable worlds for resources. Lava moons and asteroids for ore, gas giants for energy. Requires research to unlock facilities.
- Supply Chain implemented, bottom right of user interface. Shows flow of commodities in/out.
- Refactored facility placement and high ground placement in procedural generation
- --- Pirate/Minor faction placement updated
- Refactor of planet sizing, now stores 2 values, actual scaling in strength, equivalent size in profile size
- Performance optimizations for galaxy shroud, system view and planet maps
- VFX updates to visuals and performance
- --- Ballistic shots updated
- --- Shields updated
- --- Explosions on planet updated
- Updated AI unit weighting for build decisions
- --- UNITWEIGHTING Specialty column (5) now weighs space specialties
- --- AIParams BUILDSEQUENCE - added new specialty flag values
- Updated AI research logic
- Updated AI FTL ability and focus
- Galaxy level FTL path lines mouseover color added
- Galaxy level FTL unit path lines color coded for FTL range
- --- Green: In range / Valid Target
- --- Yellow: In range / Invalid Target
- --- Red: Out of range
- Fixed space units getting stuck on edge of impassable hexes
- Fixed AI missions to colonize planets going off into oort belt, hopefully
- Updates to right click menu system
- New message response added - Set Survey Hotspot
- Faction discovery fixed (space unit deploy bug)
- Shroud option added to game startup settings
- Option for ‘shareable music’ added to game options, will use \Musicn\ folder instead of \Music\
- Music looping callbacks added, set up for alternate music tracks
- Shields Tech Effect (232) now used for determining if shields are used
- Shield strength as percent of total now shown in unit popup and tooltip
- Weather system removed from game - no longer part of the design
- Fixes to MP Sync and lobby hosting/creation
- Online Menu button remains gridded if Steam user not logged in
- Updated HUDs filter to no longer hides planets and systems
- Various Equipment, Graphics and UI fixes