Early Access Build 761 Now Live on Fasttrack
Our fastest turn around yet on a fasttrack build, and also one full of big changes! This build offers a first look at the game tutorials. We also completed work on the Merchant AI who will now trade with you to deal with the power shortages. You'll need to build a spaceport first. Also, the pirates will now actively try to capture vulnerable space units.
We actually recorded a video about some of the changes in this build;
https://www.youtube.com/watch?v=juwm02MjLRo
NOTE: The savegame format had to change to support these changes. Past savegames will no longer work. See the full changelog below;
We actually recorded a video about some of the changes in this build;
https://www.youtube.com/watch?v=juwm02MjLRo
NOTE: The savegame format had to change to support these changes. Past savegames will no longer work. See the full changelog below;
- Savegame file format updated
- Fixed broken space combat from v.755 (Oops! Sorry)
- First draft of Tutorials now available. Chapter 1 and 2 mostly working.
- Pirate AIs reinforced for more aggressive capture attempts
- --- Game Lobby options to customize Pirate capture responses.
- Merchant AI trading implemented
- --- Requires a Spaceport to be built on planet, AI factions build spaceports
- --- Requires minimum 1 product set to import and 1 product set to export
- --- Autotrade cannot turned off once enabled and you cannot ignore yet (Will be added to future builds)
- --- Game Lobby options for other trade mechanics
- Ability to attack enemy facilities using advanced orders
- Backend support for unit and facility descriptions (will be visible in UI in a future build)
- Backend changes to economy system for demand/usage scaling
- Better AI understanding of power usage/needs
- Code optimizations for performance
- Updates to UI and graphics
- Updates to equipment data
- Localization updates (translation)
- Refactor of particle system and VFX