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Spaceship Commander News

Bugfixes and improvements

A small update with bugfixes and improvements has been uploaded.

Bugfixes:
- The slider for transferring items between two units has been improved, as well as the slider for selecting the amount to sell/discard.
- Increased the limit on transportable volume for crew members.
- Achievements in steam are now working :)
- Improved feedback when exceeding the mass / volume of the purchased product from the trader.
- Fixed a bug where a planetary or gas-harvesting drone always appeared when loading the game (even if it was abandoned or returned to the ship).
However, if you have accumulated a flock of mining drones on your home station, they will not disappear after this bugfix, you need to manually remove the mining modules (it is better to sell them, or, if not possible - destroy them :)
- In the planetary window or galactic map mode, the camera no longer move when you bring the mouse to the information sidebar.
- Now you can easy to point the mouse at the UI elements and scroll the contents with a wheel. The camera will not zoom in this case.
- Fixed a bug where an incorrect message was displayed about a lack of electricity on the ship. It appeared when there was at least one module de-energized due to a breakdown.
- Fixed a mismatch in the description of items at the trader (in the list of products and in the detailed description window).
- The reward window is no longer layered on the dialog window.
- Fixed a bug where the reward was displayed more than it should have been set for the quest.
- Fixed a bug when the NPC with dialog is stopped working.
- Fixed a bug where hp sliders were not updated when selecting multiple units.

Happy New Year! 🎄🌠



May your starships be warm and cozy this year!
And your space base will have a lot of yummy🍪and gifts :)

How many Earth days lasts 1 year on different planets (1 revolution around the Sun):
- Mercury: 1 year = 87.9 Earth days
- Venus: 1 year = 224.7 Earth days
- Earth: 1 year = 365 Earth days :)
- Mars: 1 year = 686.9 Earth days
- Jupiter: 1 year = 4332 Earth days (12 Earth years)
Saturn: 1 year = 10759 Earth days (23 Earth years)
- Uranus: 1 year = 30685 Earth days (84 earth years)
- Neptune: 1 year = 60190 Earth days (165 Earth years)
- Pluto: 1 year = 90553 Earth days (248 Earth years)

Processes improvement, craft [Update]

In the new update, I have been working on further improving the process system.
Now the assignment of a crew member to the module maintenance process has become more intuitive.

Also, in the game has appear a cool process called production (crafting).
For now, several production modules and simple recipes have been added. As well as a new crew member who will serve all this stuff.

Module "Metalworker"

It is intended for the manufacture of Parts that are used to fixi module breakdowns, and they are also often used in the above-mentioned production process as one of the components of the recipe. The Parts are made of steel ingots (not to be confused with titanium ingots or nickel ingots).

Module "Assembler"

It is intended for the manufacture of finished products from various components. For now, the manufacture of not the coolest clothes is available (several types of armor and hand weapons).

Module "Chemical reactor"

It is designed to produce some components, and also here you can make a very useful thing - medicines.

It is recommended to install such modules on ships that have at least several slots of a general type. They can also be installed on the player's station, now it has several slots for modules.


Crew member "Production Engineer"

A smart guy in a fancy vest. It is needed to maintain the above modules, they will not work without him.
Meanwhile, he has average skills for servicing any modules in principle, as well as an average level of "Fixing" skill. As usual, his combat skills leave much to be desired and he does not have military equipment when hiring.
Class: engineer, subclass: process engineer.

I would like to draw your attention to the fact that the production chains introduced in this update are a kind of start for larger-scale updates in the future and will be significantly rebalanced. Some ingredients for production can only be bought so far. For example, the smelting of steel ingots from ore will be in the next updates, you will have to buy it at the station or somewhere else, but the nitrogen gas needed for the production of medicines can already be extracted from gas clouds.

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Some problems were also fixed, when, for example, a crew member engaged in module maintenance did not react in any way to a module breakdown (he was simply thrown out of the module maintenance slot), now a crew member will try to fix the module breakdown (if he has the necessary skill and consumables for this).

Breakdown fixing process


The mechanics of breakdowns have also been changed - their overall chance of occurrence has been reduced, but there is a nuance - breakdowns can now occur at any time while the module is connected to the ship's electrical network (for example, a short circuit), and not only during processes.
But there are also breakdowns relevant only to specific processes. For example, the breakdown of medical probes in the module "Medical bay" can only occur during the execution of the "healing" process.

And other small bug fixes for the work of processes:
- Now, if a crew member is already maintain a module, when you hover the mouse over this module, there will be no "maintenance" icon under the mouse. I.e. you cannot assign a crew member to maintain the module that he already maintains.
- Now, if a crew member is unable to maintain the module due to insufficient skill level, then there will be a relevant icon under the mouse.
- Fixed a bug with incorrect display of the current action when a crew member maintain the module.
- Now, if a module breaks down, the crew member which maintain this module immediately tries to fix the damage and continue maintenance.
- During the fix process, the crew member now has wrench icon instead the gear icon.
- If the repairman runs out of consumables or some other problem occurs during the fix of a breakdown, his icon of the current action will start flashing.
- The color of the fixing icon has turned olive green.

Try the update! And good luck with your work and production!

Working on next update

I'm just working on the next update (quite small). Simple crafting will be added. Crafting will be possible in several ways: either create an item directly by a crew member using a special hand tool, or craft on the production module of the ship / station. Crafting items will be a new crew member of the engineer class - production engineer. The production engineer will have the ability to use hand tools for crafting and also maintain the production modules of the ship.



Processes system [Update]

I haven't been heard from for a long time, but that's all because I was hard working to preparing a complex but interesting update - the "Processes System".
And now it's ready! The new "Processes System" deepen the gameplay and gives the player new tasks and new opportunities.
Based on this update, the following ones will be released, which will add even more variety of game scenarios and features!

More info about the "Process System" update:
Now many activities (for example, or drilling, healing, unloading, etc.) are based on a single "Processes System". The process has such parameters as: cycle time, consumables used per cycle, a tool without which the process is not possible, as well as personnel.

- Process personnel this is crew members who must be assigned to the process carrier (for example, an engineer is assigned to the reactor module). Moreover, there are "mandatory personnel" - this is the personnel without whom the process on the carrier does not work (it is on pause), as well as "support personnel" - this is the personnel whose presence is not necessary, but it gives bonuses for the process (mostly it a bonus to speed of the process).
It is important to note: that sometimes there are requirements to the personnel. For example, a crew member (personnel) must have some of skills (module maintenance skill, engineering equipment mastery, etc.), and some kind of equipped tool and consumables.

The medic work as the personnel for the med. module (process speed bonus)

- There are processes without personnel (for example, the mining drone is automated and its drilling process does not require any personnel).

Mining drone do an automatic drilling process

- Also has been added to the game a "breakdowns". As a rule, breakdowns occur just during the execution of processes. Moreover, each process has its own unique breakdowns.
For example, on the mining drone there are two processes - the ore drilling process and the unloading process. During ore drilling, the drill may break (and the mining process will pause) and during unloading the unloading connector-conveyor may be damaged (the unloading process will pause). There are also quite universal breakdowns, such as a short circuit on the module or a failure of the module's control panel. They occur on almost every module, but they still look unique to each module.

- Breakdowns can have different effects - some slow down the process and some stop it altogether, and some can generally cause damage or disconnect the module from the electric system of the ship.

Broken fuel line

Reactor short circuit

Broken drill of the mining drone

By the way, the engine module and the reactor module can now be serviced (the so-called maintenance process) this gives bonuses for the speed of the ship and a bonus for energy production.

Flight engineer maintains the reactor

- Each breakdown has its own unique "fix process", which has its own set of requirements: as a rule, the fix process requires personnel with some kind of skill, tool and consumables. Most often, only personnel with the "fix skill" of a certain level are required (when there are no complex breakdowns). But sometimes, in addition, may be required consumables - "parts". Again, different breakdowns require different amounts of them.
By the way, in future updates, support maintenance slots will also be available for the fix process (to speed up the fix process), but this is for later.

- By the way, the fix process may also have breakdowns. That is, the repairman, fixing a breakdown can breaks something else because of his crooked hands), but this does not happen often.

Do not confuse the "fix process" of breakdowns/malfunctions and production problems with the "repair process". Repair process (ship, car, module) this is quite another thing - his task is to restore health points (HP). The repair process is similar to the healing process, when we restore HP from a character, but repairs restore HP from ships, equipment, modules and other inanimate things.
So far, there is no repair process in the game, you can only repairing from traders. But the repair process will appear in the next updates. It also will be not easy:) but more on that later.

By the way, medicines are now needed for the healing process (by a medical module or by medics). They can be bought from traders. Medics can maintain med. module (increase in the rate of healing).
There is also an idea to make such a feature - a medic crew member begins the process of healing a target and support personnel can be attached to him (well, like assisting a medic), they can be an ordinary soldier. If you are interested in such a feature - write here:)

Parts and medicines

New crew members have also been added to the game: a pilot and a flight engineer.

Flight engineer can repair more complex breakdowns and maintain more complex modules (for example, soldiers can also maintain modules, but not all), also flight engineer has good skills in engineering equipment. But the main task of a flight engineer, as can be understood from its name, is to maintain the ship's modules, which increases overall efficiency.


Pilot is needed to maintain the Bridge module, which increases bonuses for the speed of the ship and its maneuverability (which increases the chance of evading an enemy hit). Other characters can also maintain the bridge module, but they will not have a bonus for evasion, only for speed.
Also, the pilot is generally not bad at maintenance usual ship modules and has the skills to fix breakdowns, but to a lesser extent than the flight engineer.


Both of these subclasses are considered non-military. Their weapon and armor skills are very weak, but in general it is possible to equip them with low level weapons.
Both the pilot and the flight engineer are subclasses of the profession (class) engineer. That is, the class is an engineer, the subclass is a flight engineer. Other subclasses will appear in the future, such as a repairman (specialist in repairing the hull of the ship and fixing module failures), a miner (specialist in mining equipment for resource extraction, etc.)

In general, it is desirable to have at least one engineer on board (1 pilot and 1 engineer are now included in the free ship, instead of old soldier recruits).

Hint: always take at least one flight engineer with you, as module breakdowns can be caught at the most unsuitable moment, and soldiers cannot fix breakdowns of high complexity. It is recommended to take a pilot in the same way, his bonuses for the ship will help in space battles.
It is also better to take as many medicines and parts on board with you as possible, they are inexpensive and can be useful. And in general, it's good take more armor suits on your ship, especially with a helmet for walking on airless planets, as well as hand weapons. Fortunately, the cargo hold of the ship is large and these things take up little space.

Here's an update. Well, I'm going to do the following update as usual:)

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