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#60 - Time Travel Done Right

Hey, welcome, everybody! Finally another juicy release #60 has been finished and look what a catchy title it has! If you want to read more about the new traveling back in time laws in our „Imagine Universe“ you should scroll down to „Planet Time Lines“ in the Update Release Post. Eye candy of the month are the first scribbles of the brand new character redesign that has just begun. Apart from that a lot has happened under the hood again and in terms of game system optimizations and balancing. We always count on you when it comes to testing the new features in practical implementation. Try everything and tell us your opinion. We are happy to take up your wishes and ideas, what do you think Imagine Earth is missing most of all? But for now please enjoy Update #60,

Martin & Jens | Serious Bros.



[h2]Difficulty Selection[/h2]

The selection of difficulty levels has been given an epic pop-up panel that clearly breaks down the characteristics of each level and also tells you what the positive effects it has on your high score.



[h2]Improved Buildings List[/h2]

The new list of buildings from last update, still needed some adjustments to make it nail down its universal usability. The menu and the listing of functions, tabs and options are now rearranged and also visualized more stylishly.



[h2]Performance Optimizations[/h2]

This is something that we have just started to consistently work on, until the final release of the game. With the new release we have tried to identify the biggest performance killers related to special units, e.g. like Assimilators or a lot of Xrathul ships.



[h2]Planet Time Lines[/h2]

If you load an old savegame or restart the planet and then save it, all savegames who are lying in the future on that planet’s time line will be revoked as you obviously changed the past. This automatically prevents savegames with parallel time lines for the same planet from being created and cleanly breaks everthing down to one single, unique time line. No parallel universes or messy stuff like that.

If you are wondering now what this complex change is supposed to be good for at all, the following should be said. We wanted to make sure that the fate of a planet would play an important role, and that the player would always be able to return to the current state of the planet in order to develop their civilization or repair the environmental damage. At the same time, we didn’t want to trample on the luxurious freedom that a flexible savegame system provides. Don’t even try to guess how long we discussed to come up with this linear solution.



[h2]Progress Info in Campaign[/h2]

The new Progress completion box in the campaign galaxy map is more stylish and also contains the finished research as an achievable goal. Further exciting challenges will follow. For example, the mastered difficulty levels on the different planets will be counted from the next version on and will contribute to complete the overall score in the campaign.



[h2]Info for Empty Fields[/h2]

Even this feature might seem so trivial that one wonders why it is mentioned here. That’s also why it took us so long to realize that it’s missing. From now on a howered empty field gets an info panel as well as one with buildings or objects on it. Simply because there are so many interesting values that can be displayed to it. For example, raw and fossil material deposits were previously shown with field graphics, but these were never explained in words.



[h2]User Interface Optimizations[/h2]

Also rotate planet when dragging outside of the planet area
Consistent UI back navigation
Reworked pause visualization for icons
Increased size of quest icons
Display quest icons of progress icon
Hide still active goals in quest goal overview



[h2]Character Redesign[/h2]

Something is happening on this design front, I can only say. If you look at the picture above you might recognize the Midras aliens from the game and you have a look at how they might look like in the future. With the help of our new illustrator we are developing an amazingly vivid fresh style, which will be a quantum leap for the immersive look of the game.



The Crew – Maybe you recognize these fellowers from befor their face lift?

[h2]Mechanics & Balancing[/h2]

Smoothened seismic activity of volcanoes and made it a bit more likely for some to erupt
Forbid building city centers on asteroid impact fields
No longer allow interaction with Illuminati camps after they have been destroyed

#59 Glaring Light Effects

Greatings, space colony managers! We have a fine small update ready for you. Even though Martin is on parental leave at the moment and our new third man Rico is still in the getting into things, we were able to put some nice gameplay updates together for you. If you are still thinking about picking up Imagine Earth you can get it for 35% off at the Steam Summer Sale right now. As always we’d love to get your feedback on the new stuff and wanna know how the latest features work out.



Light Effects


There are now glaring light effects during spaceship landings, construction campaigns, demolition lasers and impulse cannons. But also repair actions, harvesting operations and for example rioting aliens cause colorfully illuminated buildings and areas in their vicinity. Of course, these are particularly impressive at night. Don’t worry, you can deactivate them in the options if it gets too much for your eyes.

New Storage Management




We have reorganized the organization of the stored resources. There are now clearer displays of how much storage space has been reserved for different things and how full the storage rooms actually are. The new structure of the buttons and bars also makes this much easier to understand.

Campaign Rating


To make the development of your company even more of a challenge, you will now compete in the ranking against 20 major corporations that you might know from well-known science fiction stories.
This is only a prelude to the leaderboards soon to be completely renewed. And to make them more readable. They belong to the oldest menus in the game and should be able to show even more rankings.

Improved Visualization




Improved visualization by coloring the fields for buildings with improved performance through optimal placement

Interface Redesign




Redesigned user interface with new titles a uniform position for the back button and more consitent menus.

Optimized Building Panel




An optimized building panel gives you more overview and control over all your colony buildings and enables you to bulk upgrade, clean and repair the most urgent cases.

Fixes


  • Fixed fade to black transparency problems for panels and tooltips
  • We fixed a rare bug that prevented you from getting a 2nd landing permission in the first mission.
  • New translation for brazilian store texts
  • Ingame time speed problem fixed
  • Crash in stock panel
  • Also many many UI fixes done

Hotfix #58.4

* Update for Spanish translations (thanks @Lanosa)
* Fixed stuck Bora mission (thanks @Toomy)
* Fixed: Harvesting uplink ruins does not give artifacts (thanks @Wingheart)

Hotfix #58.3

  • Asteroid craters remain from the previous planet
  • Game stops when trying to assign higher quantity in your stock / time control blocks prioritization of resources
  • Input dialog does not work, e.g. rename city
  • Fisheries %-symbol for low productivity missing on some fields


Special thanks to @Backgroundc and @Wingheart (again :-))