More ships! More trading! More Credits!
This patch is all about the early game economy. Getting those resources shipped out and the tech credits rolling in faster and easier. This means more supply ships, increasing the transaction limit and letting the auto trader put in more orders.
The patch also comes with a healthy dose of QOL improvements and bug fixes.
[h2]New Features[/h2]
[h2]QOL[/h2]
[h2]Bugs Fixed[/h2]
There are still known bugs and more balancing that needs to happen - but this felt like a significant enough patch ;) Lots of good suggestions still need to get implemented!
The patch also comes with a healthy dose of QOL improvements and bug fixes.
[h2]New Features[/h2]
- Added build +1 supply ship upgrade to the first tier of tech tree.
- More supply ships allowed per upgrade.
- Max number of market transactions now scales with the number of supply ships.
- Max number of autotrader transactions now scales with the number of supply ships.
[h2]QOL[/h2]
- Production tooltips now reflect game time, not real time.
- Directives now sorted by type.
- Range indication no longer shows overlapping ranges.
- UI scaling preference now correctly saving.
- Destroying partially constructed buildings now returns delivered resources.
- New crystals take longer to power up.
[h2]Bugs Fixed[/h2]
- Supply ship upgrades correctly display image in tech tree tooltip.
- Fixed button tooltips in game the scene.
- Collection towers only collect during the day.
- Fixed issue where recipes would sometimes not show in unit window.
- Tiles can no longer be built outside of shuttle range.
- Fixed issues where worker achievement was not triggering.
- Fixed issue where location button didn't correctly load saved location.
- Terraflux should now correctly unlock at the factory.
- Fixed issue were game could crash after saving.
There are still known bugs and more balancing that needs to happen - but this felt like a significant enough patch ;) Lots of good suggestions still need to get implemented!