Development: new types of contracts, warehouses, AI, mining
Over the past months, many mechanics have been worked out, as well as new ones introduced.
List of innovations:
- Added several new sectors, the galactic map has been reformed;
- Added new resources for extracting them from meteorites;
- Now you can extract resources not only in the miner's belt;
- Now more time is given to supply the station with resources;
- Now NPC ships are assembled by the server in the same way as the player's ship: the NPC ship now actually has modules such as engine, shields, weapons installed, and all this affects the characteristics and class of the ship. All of this is subject to drop mechanics;
- Now, the rarer the item, the less likely it will drop when the ship dies (equivalent for players and NPCs). That is, now it is not always possible to fly after death and collect the entire set of your equipment. Some of the items are destroyed by explosion;
- Added division of contracts by difficulty. Now, if you take on the task "Destroy the pirate" of low complexity, then you will have to fight with the pirate who has the weakest weapons (and vice versa).
- Trade NPC ships now carry more resources, the more powerful their ship is equipped; Trade NPCs issue contracts with a payment corresponding to their equipment (the more heavily equipped a merchant is, the more valuable he is to transport goods - the more dangerous are defense contracts - the more money for execution);
- Rewritten the combat behavior of NPC ships. Now they can fly around obstacles during a battle, attack you from behind, maneuver, retreat if their shields are at their limit and make a variety of decisions based on the situation;
- Trade NPCs have finally learned how to handle turrets on their trade yachts;
- Fixed a number of bugs;
- Improved some visual effects.
List of innovations:
- Added several new sectors, the galactic map has been reformed;
- Added new resources for extracting them from meteorites;
- Now you can extract resources not only in the miner's belt;
- Now more time is given to supply the station with resources;
- Now NPC ships are assembled by the server in the same way as the player's ship: the NPC ship now actually has modules such as engine, shields, weapons installed, and all this affects the characteristics and class of the ship. All of this is subject to drop mechanics;
- Now, the rarer the item, the less likely it will drop when the ship dies (equivalent for players and NPCs). That is, now it is not always possible to fly after death and collect the entire set of your equipment. Some of the items are destroyed by explosion;
- Added division of contracts by difficulty. Now, if you take on the task "Destroy the pirate" of low complexity, then you will have to fight with the pirate who has the weakest weapons (and vice versa).
- Trade NPC ships now carry more resources, the more powerful their ship is equipped; Trade NPCs issue contracts with a payment corresponding to their equipment (the more heavily equipped a merchant is, the more valuable he is to transport goods - the more dangerous are defense contracts - the more money for execution);
- Rewritten the combat behavior of NPC ships. Now they can fly around obstacles during a battle, attack you from behind, maneuver, retreat if their shields are at their limit and make a variety of decisions based on the situation;
- Trade NPCs have finally learned how to handle turrets on their trade yachts;
- Fixed a number of bugs;
- Improved some visual effects.