0.8.0 - Firewall, Rise of the Machines, Rework colonist system
Author: Piocan,
published 2 weeks ago,
In this update, I’ve added combat mechanics with resistance to the machine uprising and completely reworked the colonist system! Additionally, I've introduced the option to choose a backstory, which unlocks certain blueprints available in later stages of the game.
[img]https://clan.cloudflare.steamstatic.com/images//44721340/d28b7035563345b46217439288aadcb6256c0304.png[/img]
[h3]Oblivion Network Uprising[/h3]
Once launched on a quantum supercomputer, a certain neural network instantly surpassed all known learning curves and managed to gain control over all known security protocols.
Bits in quantum processors can be in a state of superposition, representing both 0 and 1 simultaneously, which enabled the AI to achieve an instant and human-uncontrolled rate of learning and spread across the network.
You will need to protect your fleet and colonies using the Firewall network to prevent losing control and withstand waves of machines led by the Oblivion network that has rebelled against humanity.
[h3]Firewall[/h3]
Oblivion enslaves the systems of your ships and buildings. Build antennas, radars, servers, and stations to protect your colony’s territory, but keep in mind that Oblivion constantly increases its power and finds new ways to attack.
[h3]Oblivion Attacks[/h3]
Oblivion sends enslaved ships to your colony. You’ll need to assemble your combat fleet to resist these attacks.
[h3]Economic Crises[/h3]
Global crises and cataclysms now trigger specific events that impact your colony and the motivation of your engineers. During these moments, your economy will face a true test of endurance.
[h3]Reworked Colonist System[/h3]
[list] [*]Engineers now have their own backstory and morale level, which can be replenished by consuming water, various supplies, and medicine.[/*] [*]Engineers arrive at special hubs, from where they need to be assigned to residences.[/*] [*]Likewise, engineers may choose to leave the colony via a transport hub and refuse to work. Your ships will need to transport them to the hub, otherwise, unemployed engineers will consume resources.[/*] [*]Engineers lose morale while working and return to the residence when it reaches 0.[/*] [*]If an engineer has to work without rest, the chance of them leaving the colony increases proportionally.[/*][/list]
[h3]Backstory Selection[/h3]
When starting a game, you can now choose your governing backstory, as well as the difficulty level of economic crises and resistance against Oblivion.
[h3]1 Map - 1 Game[/h3]
A tough decision was made to disable map transitions within a single session, to focus on a cohesive gameplay experience within one map and deepen the game mechanics.
[h3]Other Improvements[/h3]
[b]Dynamic Quests[/b]
Tasks are now issued dynamically, based on the state and pace of your colony’s development.
[b]New Generator[/b]
Generates energy from oil.
[b]Repair Module[/b]
For repairing ships and buildings, but it cannot repair itself.
[b]Improved Material Loading[/b]
Fixed some stuttering during material and shader loading. The game and map loading algorithms have been improved.
[b]UI Design[/b]
The main menu, quests, ship, item, and building cards have been redesigned. Minor improvements have also been made to other elements.
[b]Map Design[/b]
New resource spots have been added, and the environment and lighting design have been improved.