Small Patch for Testers
Author: Big Chungus,
published 6 months ago,
This last weekend we ended up doing some bug whack-a-mole, as our testers found issues immediately after they started playing the game. Because of Murphy's Law - anything that can go wrong, will - we have published a patch update.
[img]https://clan.cloudflare.steamstatic.com/images//44247064/3c2c39212ee32f36261e7c6dec9bd2525891111b.jpg[/img]
[i]Night battle. [/i]
Because we also believe that if you fix something you should improve it, we added some other cool stuff to it as well. So here's the full changelist.
[b][u]Changelist:[/u][/b]
[list]
[*]Space View no longer draws over left side of UI. Depth drawing issues are an ongoing problem with Libgdx so we've had to do the equivalent of building a real house with Legos with our code.
[*]As an optimization we removed mines giving empire wide materials buffs, because if you had a huge empire generate it would freeze up your turn. (This is the reason we're putting this patch up, had a turn freeze on playtest.)
[*]Fixed a nonfatal crash with FTL system mouseovers.
[*]Because we believe every time we fix a bug we should improve something... FTL systems now show what kind of fleet is in Deep Space. Now if a fleet is in FTL it will show you if it's a transport fleet, an explorer fleet, etc.
[*]All FTL systems now known as "Deep Space".
[*]Down on planetary view was binded to "D" instead of "S", fixed - whoops.
[*]Fixed a missing color in the generation view for empire colors, now "Violet Pink" is an empire color option.
[*]Now if you find any system with a compatible atmosphere it will generate a beacon instead of just a habitable one... now extremely rare.
[*]Fixed an exploit where if you deployed fighters, it would INCREASE the number of fighters you had. leading to infinite fighters being deployed by AI and players with a single carrier. (Why we aren't releasing yet.)
[*]Deployables were still broken, now they're working as intended.
[*]Radio systems now only show if the system is "Owned" by an empire, not filling the entire galaxy with radio blips because of Gaia fleets.
[*]If a planet is dangerous to land on, it now flashes yellow and red in the indicator.
[*]Fixed mouseovers of celestial bodies in solar view and their appearance.
[*]Likewise for other planets, we color coded the indicators so that now you'll be able to know which have good atmospheres, which are dangerous, etc.
[*]Likewise if a planet is deadly to land on and your army will get vaporized it will flash white and red.
[*]Improved indicator behavior and appearance in solar view.
[*]Indicators will now disappear if zooming too far out in solar view.
[*]"Cluster" systems now called "Globular Clusters" because that's what they are.
[*]Stars now shine like the suns they are.
[img]https://clan.cloudflare.steamstatic.com/images//44247064/ac222b7c6e0f84bf0e995d55cb6fc4a68bd475ac.jpg[/img]
[i]Solar view will show this as well, and Galaxy view for when we add quasars - a planned feature. [/i]
[*]In the planet view stars and planets no longer move faster than the background.
[*]...As a side effect of the aforementioned, now if you move to another planet in the planet view, it will allow you to see in the same direction in the planet view.
[*]Removed indicators for other celestial bodies in the planet view, too distracting.
[*]New image for nebulae in galaxy view, more realistic appearance.
[*]Backgrounds in systems near the galactic cores were straight up awful, they've been redone. We're probably going to add additional ones or redo them in the future before release.
[*]AI will now use antimatter missiles also instead of just nuclear ones.
[*]Did my best to improve urban combat as much as possible with a small update, now urban areas will generate parking lots, grass fields, and plazas randomly. Still bad fragment artifacts on them but the buildings do draw better. (We're eventually going to have a huge update of urban combat at some point that's going to improve it massively, but it was near unplayable as it was.)
[*]Added more space between buildings in urban combat so that units aren't cramped in small areas.
[img]https://clan.cloudflare.steamstatic.com/images//44247064/c1fa5d079b733867971f58c2c549878755f2fc94.jpg[/img]
[i]Screenshot was WIP, but you can see how we're making ground combat more interesting with sidewalks and small parks and such.[/i]
[*]Fixed urban combat city generation so that now the same map (specific to that city on your planet) will generate for the same city every time. What this means now is that if you have an army attack another army on a city, it will generate the same map for that specific city if you attack it later.
[*]New textures for buildings and sidewalks. Buildings in the battle map now generate with a variation of color, determined randomly. There will be more variation of city textures in a later update.
[*]A few other bugfixes.
[/list]
We have more stuff planned, we have a feature-freeze till release but because we have some time we might put some more features in, such as:
[list]
[*]We're going to continue to work on urban combat and improve it with different textures and more interesting generation.
[*]2D sprites of cities for the flat view.
[*]Some more sandbox buildings to construct, like different farms, or wonders/monuments that give huge bonuses, highways, planned cities/settlements that you can construct.
[*]Garrisoning of buildings with infantry in the battle map.
[*]Terraforming, the ability to change a tile on a planet with a specialized unit.
[*]Terraformers that if you construct 5 on a planet will convert the atmosphere to your atmosphere.
[*]Shipyards and ships that can construct other ships.
[*]Buildings on oceans and gas giants.
[*]Ability to talk to other ships in the vicinity. When you move a fleet closer to another fleet, you can hail the fleet and communicate with the other fleet's leader. AI will also try to hail you frequently, and you'll see a flashing indicator with the fleet that you can simply click on the fleet with a dialog.
[*]Surrender and retreat/cancel options for when attacking.
[*]...A few other things that we're planning on keeping secret for now.
[/list]
Cheers,
Reptilian Games, LLC