World Building Update!
Ahoy!
The first major update is now live, and players can start using the new sector building functions in the world map. There's also a brand new economic engine and new resources to collect.
The following is a summary of the changes included in the Feb 5th, 2018 update. There are many smaller elements which may have been added, scrapped, or otherwise modified over course of development, but these are the broad strokes.
Future patch notes will likely move closer to being a more detailed account of smaller tweaks, fixes, and balance changes as the game's larger features/functions are solidified.
At this stage, however, I believe it's more useful to talk about those larger scale things that are changing, rather than provide an exhaustive list of minor things.
Added rendering of plots and buildings on sectors.
Remade sector sprites with sharper detail.
Added zoom-in sector management mode:
Added economic engine, which does the following:
Partially rebuilt the data model for the world map and player resources.
Updated the game save/load system to stay compliant with this.
All efforts are being made to try to stabilize the data model and save/load system as early as possible in the development process, but at this stage, players WILL have to delete their game saves and create new worlds for this update. I know it sucks, and being able to keep using a persistent world is very high on the priority list.
There's a lot more on the way, so stay tuned!
The first major update is now live, and players can start using the new sector building functions in the world map. There's also a brand new economic engine and new resources to collect.
The following is a summary of the changes included in the Feb 5th, 2018 update. There are many smaller elements which may have been added, scrapped, or otherwise modified over course of development, but these are the broad strokes.
Future patch notes will likely move closer to being a more detailed account of smaller tweaks, fixes, and balance changes as the game's larger features/functions are solidified.
At this stage, however, I believe it's more useful to talk about those larger scale things that are changing, rather than provide an exhaustive list of minor things.
V0762 Patch Notes:
Added rendering of plots and buildings on sectors.
Remade sector sprites with sharper detail.
Added zoom-in sector management mode:
- displays expenses, incomes, and balances for all player resources
- allows selection of building plots, building types
- allows construction of those buildings
Added economic engine, which does the following:
- processes production jobs for all buildings (jobs not shown yet)
- calculates all expenses and incomes based on jobs that are running
- keeps track of player resource totals
- calculates work force and housing requirements, etc (not fully integrated yet)
- processes game time, which is broken down into:
- seconds
- days (including night and day cycles)
- months
- then there is a much larger time scale of years, centuries, eras, eons, etc which is built into code, but not currently displayed
- seconds
Partially rebuilt the data model for the world map and player resources.
Updated the game save/load system to stay compliant with this.
Please Note
All efforts are being made to try to stabilize the data model and save/load system as early as possible in the development process, but at this stage, players WILL have to delete their game saves and create new worlds for this update. I know it sucks, and being able to keep using a persistent world is very high on the priority list.
There's a lot more on the way, so stay tuned!