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  3. Demo Build 5

Demo Build 5

[p]This update brings several big features.[/p][p]A new sandbox (creative) mode allows a freeform vessel creation and matchmaking.
It lacks some features and QoL stuff, but it's a start. It is also a good place to experiment
with your programming.[/p][p]The second big change is software unlock system. Instead of dealing with a randomized tech tree,
you now have a learn-by-example system.[/p][p][/p][h3]Sandbox Mode[/h3][p][/p][p]The sandbox mode consists of two parts: the vessel editor and arena.[/p][p]In the vessel editor screen you create vessel designs, equip and program them, and optionally attach some metadata like a description text.[/p][p]Then you can use these designs in the arena section. It supports up to 4 fleets with up to 8 vessels. Every fleet can have one of the four team flags set (so it's possible to do all combinations like 1-vs-3, 1-vs-1, 2-vs-2, everyone-vs-everyone, etc.)[/p][p]I am planning to extend both of these sections later. The arena would allow more combat options, and the vessel editor will be more convenient to use. It's also planned to add a pilot editor and maybe a fleet template editor (so you can save a fleet as a template for quicker access).[/p][p]When you launch the game, the content in the sandbox mode will be somewhat limited. Only the basic equipment with a low-tech level will be available there. The programming commands are also limited to the basic set. To unlock more, you would need to play the campaign mode. Whenever you unlock an item or a programming command in the main mode, it will also be unlocked for the creative mode.[/p][h3]Programming Progression Redesign[/h3][p]As before, you start with a very basic command set.[/p][p]The software research tab is still there, on your NebuLeet management screen, but it works differently. In order to unlock a new programming commands bundle, you need two things:[/p]
  1. [p]A spare research point (awarded every 100 days)[/p]
  2. [p]A source material to research that bundle[/p]
[p]The source material is any equipment part you might have in your inventory with a matching bundle preinstalled. You can see which bundles any equipment part has by using the "inspect" context option. For example, this item has 3 bundles installed, with one of which being the Angle Processing Kit:[/p][p][/p][p]If you open its software (by pressing the "edit software" context button), you will see that it does indeed use these commands. The default program serves as an in-game example, demonstrating the usage of these new commands. If you like them, consider unlocking them via the software research screen.[/p][p]When you unlock a bundle, it's permanent. I do plan to add a rogue-like mode in the future to force a difficult start for veteran players, but for now, it's a well-deserved metaprogression.[/p][p]The game has many programs with various bundle combinations. Some of them are silly, some of them are relatively good, but none of them is too great. You are supposed to learn from a simple example and then improve on that, iteration after iteration.[/p][p]I also changed a couple of other programming-related stuff, see the list below.[/p][h3]Other Changes[/h3][p]Balance:[/p]
  • [p]Slightly increased the HP scaling of wings and body parts[/p]
  • [p]Lightweight affinity now gives +2 DEF instead of +1[/p]
  • [p]Engine prices are recalculated, rotation is now more expensive[/p]
  • [p]Drone launchers are now more expensive[/p]
[p]Programming:[/p]
  • [p]Added an "android-only" mode; programming hardcode is here![/p]
  • [p]Removed rally-point logic from most of the bridge program templates[/p]
  • [p]Androids can now learn traits, their pool is limited, and they get much less trait points overall[/p]
  • [p]All androids are passively "uncontrollable" by default, they can learn "controllable" (*)[/p]
[p]Space map/astroscape:[/p]
  • [p]Added a planet list bar; can be used to quickly find planet locations[/p]
  • [p]Added production points display[/p]
[p]Base building/flagship:[/p]
  • [p]Can now rotate a module that is being moved/constructed[/p]
  • [p]Halved most of the module relocation times[/p]
[p]Onboarding/tutorial:[/p]
  • [p]Added a "comeback" mechanism that kicks in when you're in a big trouble[/p]
  • [p]Removed a mandatory retreat event (it was clunky and confusing)[/p]
  • [p]Added a trade-related event[/p]
  • [p]Added a space scouting-related event[/p]
  • [p]Improved the tutorial sequence pacing[/p]
  • [p]Better locked slots/hangar hints[/p]
[p]Content:[/p]
  • [p]A new engine design - sideburn[/p]
  • [p]A new unique weapon - a photon bolter turret deployer[/p]
  • [p]A new command set - color-based programming (useful with turrets)[/p]
  • [p]Added cult carrier vessels to the campaign[/p]
[p]Other:[/p]
  • [p]Extended some events descriptions; it's mostly a flavor text[/p]
  • [p]Extensive tooltips for vessels (shows their stats)[/p]
  • [p]Improved resource market tooltips (less text now)[/p]
  • [p]Vessel slot gets a red outline if it has errors[/p]
[p]Bug fixes:[/p]
  • [p]Fixed "radar" command set for drones[/p]
[p](*) An uncontrollable unit can't be commanded during the pause. You can't set a rally point by right-clicking, neither can you change its target by right-clicking the enemy. By learning a "remote control" trait at level 10, an android can be commanded like before. It will still require you to code the logic on your own though as now it's not a default program for most of the nav bridges.[/p]