The Raspberry Pi Update
Author: Big Chungus,
published 5 months ago,
As we've continue to prepare Universal Conquest for release, we've done a series of optimizations. In fact, we've optimized the game so much that now you can run our universe simulation on a Raspberry Pi, per our Producer's handiwork.
[img]https://clan.cloudflare.steamstatic.com/images//44247064/17046729d0d5d16fead0137f127c98e1d213aca4.png[/img]
[i]That's not a joke, he really was able to get UC to run on a Raspberry Pi[/i]
So yes, if you're not surprised, Android, Linux, iOS, and Mac ports are a certainty. We're going to look at Xbox, PSVita, and other platforms as well in the future.
[img]https://clan.cloudflare.steamstatic.com/images//44247064/f5f9bb6457fe3bb8ca075a41847289dd40cb1688.jpg[/img]
Regardless, we have a major announcement coming tomorrow, and a new build for playtesters.
[b]Here's the full Changelist:[/b]
[list]
[*]Certain ground units such as tripods were flying across planets like they were flying units. That's been fixed.
[*]We ended up replacing all dialog, speech, and voiceovers in the game (aside from the announcer - still undecided if that's going to be removed also) with neural-network text to speech based playback. This sounds better than you think. Almost all events have voiceovers now, and we have new languages for choosing in the generation menu. These voices are now dynamically generated with neural network AI (Not the crappy robotic sounding text to speech from the meme videos) and will generate dynamically based on whatever your fleet, army, empire is doing specifically. The first of many AI system implementations. This should still run on a Raspberry Pi. Enjoy!
[*]Since languages are replaced, we now have the languages English, Announcer, Reptilian, Imperial, Little Green Men, Abomination, Bioform, Mysterious, Warrior, and Robotic.
[*]Missile strikes would consume all the missiles in a missile base, this is now fixed.
[*]Antimatter missiles now deployable from missile bases once technology is researched.
[*]Systems with pulsars in them now flash in the galaxy map.
[*]Urban combat is almost fully fleshed out now. (We have more interesting stuff for the next update, such as garrisoning buildings and more texture variations - coming soon)
[img]https://clan.cloudflare.steamstatic.com/images//44247064/b2dfb2c3fb57db3a1476520acd830cc099ba7725.png[/img]
[*]Tutorial now has voiceovers and plays a specific music when started.
[*]Hostile tutorial army and fleet now explode when that section of the tutorial is over and won't attack you afterwards.
[*]Added some events that will tell you if a contacted civ is vassalized, if another civ sends you a gift, and so forth.
[*]Added some optimization to events that ensure that AI aren't spammed with events slowing down the game.
[*]A possibility has been added (1 in 100) that upon capturing an enemy facility with an army you will breach their computer systems and it will reveal the entirety of their controlled and explored systems.
[*]Hot swap games will no longer end when only one player is destroyed.
[*]Pleasure Slaves for leaders no longer spawn randomly for no reason.
[*]Can now attempt to retreat from a battle prior to fighting it. If you already attempted to negotiate with the enemy then you cannot retreat. You have a standard 80% chance of retreating, and you chances vary on what kind of army or fleet you are using. For example, if you send a group of fighter jets to attack infantry, then the infantry has only a 2% chance of retreating. Likewise if it's an army of tanks and you attack a fighter group, then the chances of them retreating (if they choose to do so) is 98%. Warlike civs now have a much higher chance of stopping enemy forces from retreating and a much lower chance of retreating themselves, and pacifistic civs have a much higher chance of retreating and a lot lower chance of stopping enemy forces from retreating. Finally, smaller forces have a much higher chance of retreating. Attacking civs can always retreat.
[*]One of your leaders will now ask you if you want to reseach something if you are not currently researching a technology.
[*]A fleet that spawns in the tutorial will no longer throw up a merge window if you are already pathing to that spaceport.
[*]Hostile ground combat tutorial army will no longer spawn next to the construction crew you just created.
[*]Added a new announcer SFX when you encounter a new civilization.
[*]Trade routes now have effects in solar view as repeatedly requested.
[img]https://clan.cloudflare.steamstatic.com/images//44247064/bb64848b55bcac45998459a38028ed6b69979b6a.gif[/img]
[*]Healing fleets and armies now heals per unit, and has been redone.
[*]Large interstellar empires and collectives will now never generate their homeworlds at a nebula, galactic core, etc.
[*]Fixed several crashes with the tutorial.
[*]Interceptors will no longer be replaced on spawn by Starfighters and Stealth-Starfighters.
[*]Mines now give an additional 15 Wealth per mine, civ-wide. (In the future there will be certain tiles on other planets that if you place a mine there it will give a massive bonus to wealth or will give another resource we're giving after release called "Exotics" that will be used to build bigger, badder units.)
[*]Planet poles are finally, finally, finally fixed. No more blocky triangles near the tops of planets.
[img]https://clan.cloudflare.steamstatic.com/images//44247064/af0401850dadd331096a9de920da616184cab918.png[/img]
[*]Greatly improved battle map terrain for a number of different ground combat maps. Now barren planets look more moonlike on the surface, Maps with grass and tree have bushes, added more things to make the maps look better like ice for frozen worlds, rocks for other tiles in the battle map, and so forth.
[img]https://clan.cloudflare.steamstatic.com/images//44247064/87df53305391c08e5ed14089b0a1c96736c5d580.png[/img]
[*]Atmosphere effects are now visible on the battle map.
[*]A number of unit attacks have had their appearances change.
[*]Reduced the size of trails on air/fighter/space units.
[*]Air units will now generate trails in space.
[*]Finally added a small delay so you can't click through the intro and hit the main menu buttons immediately.
[*]Added additional events for artifacts.
[*]Artifacts now have a small chance of being a trap, giving you research, or a small amount of salvage wealth.
[*]Gaia armies now spawn on or next to Base Camps if they have infantry there.
[*]Added a series of new planets and moon: Green Habitable Moon, Red Habitable Moon, Yellow Habitable Moon, Blue Habitable Moon, Purple Habitable moon, Savannah-Moon, Forest-Moon, Mountain-Moon, Jungle-Moon, Bacteria, Savannah-Ocean, Forest-Ocean, Savannah, Forest, Mountain, Jungle, Bacteria, Savannah-Ocean, Forest-Ocean, Mountain-Ocean, Jungle-Ocean, Bacteria-Ocean, Semi-Habitable, and Barely-Habitable.
[*]Fixed an issue where battle maps weren't generating properly for planets with oceans.
[*]Added a huge number of ground combat maps for bacterial planes, jungle worlds, and so forth.
[*]Destructible terrain is now based on whatever map is generated, instead of just generating dirt wherever you land a nuke.
[img]https://clan.cloudflare.steamstatic.com/images//44247064/02677add99f94738140c30e478bcccf7b58830ae.png[/img]
[*]Moons can have oceans and life.
[*]Removed the more extreme starting traits until balanced traits on the opposite ends of the spectrum can be done. They will return in a future update after release. (Don't get me wrong we don't mind being politically incorrect and we don't pull punches, most of the controversial ones are still there. We need to add traits relating to pacifism, which isn't until the sandbox features come out such as terraforming... next update)
[*]To make them easier to see in a space map, all flying units now generate trails if they're small and fast.
[img]https://clan.cloudflare.steamstatic.com/images//44247064/4a6cd13eed8a76ec5961a6b481806734dc069ed8.png[/img]
[*]Fleet/Army merge window updated for appearance, now allows you to transfer artifacts between different leaders.
[*]Lithovores cut for not being realistic. Seriously none of the abductees ever told me of aliens that eat rocks. Those don't exist.
[*]Tutorial has been fixed and ready for playtesting.
[/list]
[u]Major[/u] announcement coming tomorrow.
Stay tuned and enjoy.