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Deep Space Outpost News

Trading Update - v0.6.0.24


Quite a few changes with traders, trading and economics with this update. Main change being that buy/sell prices now fluctuate daily, depending on previous buy/sell amounts. You can also have multiple traders due, where previously only one inbound was allowed.

Lots of other little changes with balancing, full update notes:-

  • Daily resource price fluctuations based on previous demand.
  • Visitor facilities influence visitor number per trader.
  • Trader spawning, change check to allow multiple, based on trader settings/disembark fee.
  • Disabling navigation beacon now doesn't cancel due traders.
  • Ship comms, update to show multiple due traders.
  • Research cost adjustments.
  • Haul amounts (ore) adjusted for droid and human workers.
  • Improve: Turrets now don't target very slow moving scrap/meteors unless getting close to your station.
  • Fix: Ships comms ticker only need to generate the max 8 displayed.
  • Fix: Trade/Tutorial large button sprite not scaling correctly.
  • Fix: Navigation beacon setting missing from save data.


Nick

Trader Fix and Casino Player Advantage - v0.6.0.16


Sorry folks, but in the previous release, I introduced a bug with traders that caused a crash. That's now fixed. Thanks to bpjones80 for the bug report.

Have also added an extra setting for casino advantage, where you can give the house a negative advantage, meaning you will gradually lose credits to casino players. Not good for your credit balance, but improves your worker and visitor morale!

Patch notes
  • Casino setting now includes negative house advantage.
  • Steam extension updated (v2.0.0) / SDK(v1.6.0)
  • Fix: Trader spawn crash. Current trader count error.

Casino & Trader Balancing - v0.6.0.15


Your human workers can use the casino for recreation (own wallet, doesn't affect player credits). Made some adjustments to the casino, so now visitors/workers can actually win some credits, depending on your house advantage setting. Morale also now affected with losses/wins, and visitors will also use morale to determine if they should return to their ship.

Improvements to traders and when they turn up. Using the trader activity setting, and taking into account storms and pirates.

Patch notes:-

  • Human workers can now use casino.
  • Credit addition to your human workers (x earn per time period).
  • Casino players can now win credits.
  • Casino usage now affects morale.
  • Visitors morale taken into consideration when returning to ship.
  • Improve: Trader ship spawning use new trader settings, and take into consideration storms/pirates.
  • Fix: Trader ship status text when at 125% scale, not all text being displayed.
  • Fix: Trader ship moving to repair from another dock, didn't clear blocked airlock.


Nick

Casino Addition - v0.6.0.12


You can now build a casino item to earn more credits from your visitors! Set your earn level, by adjusting the casino advantage in the visitor charges window. You can also get more visitors by adjusting the new trader levels in custom difficulty settings.

Have also added in a new information screen when you start a game, indicating the resources, pirates and trader levels for the generated game. Think this is mainly useful for scenarios where your don't really know how a seed might generate what.

Patch notes:-

  • New casino item to build (services).
  • Visitor recreation expanded to include casino.
  • New area info display indicating sector information.
  • Trader levels can now be set in customisation difficulty.
  • Fix: Tutorial drag window, resizing next/prev button incorrectly.


Nick

Fixes & Improvements - v0.6.0.10


Health bars now appear on pirate and trader ships, to help you know if traders need repair and how close you are to destroying pirates. Health bars will also now show on your crew outside combat if they have moderate damage.

Storms have not been triggering as frequently and/or not as long as intended due to a bug. This has now been fixed.

Few fixes/changes around pirate ships as well. Pirates would target turrets that had targeted them, but not firing (cannons out of ammo), now ignore. Pirates on way to dock, but then grabbing scrap, would not clear dock spot. Pirates grabbing scrap, but then targeting firing turret, was set to attack, needs to check range first. Pirates now have more variation in retreat chance.

Patch notes:

  • Health bars added to pirate/trader ships if damaged.
  • Improve: Show health bars for workers if moderate damage.
  • Improve: More variation in pirate ship retreat level.
  • Improve: Updated damage tileset (walls).
  • Improve: Pirates now only target turrets that are firing at them.
  • Fix: Storm not taking into account notification time. Finishing too early, or not starting.
  • Fix: Pirate moving to dock, but switching to scrap grab, wasn't clearing dock.
  • Fix: Pirate grabbing scrap, turretshooting check, needs to set state to movetofirerange.