Hey everyone. I wanted to get an update out about how development is going and how plans for the game have changed. For the past couple months I have been working on trying to design and implement some of the new systems that would be used for the two civilizations only available
Hey everyone. I wanted to get an update out about how development is going and how plans for the game have changed.
For the past couple months I have been working on trying to design and implement some of the new systems that would be used for the two civilizations only available in the full game. Unfortunately they have been more trouble than expected and so far the game hasn't received much interest.
As such I have reluctantly decided to reduce the scope of the game and the price of it accordingly. The three civs will now all use the same systems rather than swapping out a couple. There will be no factions for each civ, instead the unique gameplay effect, special buildings, and starting planets will now be part of the civ. As part of this I have also made the civs more distinct with unique victory and loss stories. (Also looking at unique crises but no guarantees)
I have some more testing and polishing left to do before the game releases but I am currently targeting a late September - mid October release with the game now priced at $3.99
Another quick patch to fix a few issues. Changes: Changes the Strange Device exploration event to offer the planet mods as a dual choice of mod and planet together as well has have two alternate rewards in case the player's planets all already have modifiers on them. Fixes: Fixed
Another quick patch to fix a few issues.
Changes:
Changes the Strange Device exploration event to offer the planet mods as a dual choice of mod and planet together as well has have two alternate rewards in case the player's planets all already have modifiers on them.
Fixes:
Fixed the Investment Director building not functioning.
Fixed the Core Siphon tooltip having bugged text.
Fixed an issue where Random points taken by the Harvest Drones were not properly returned.
Fixed an event that was supposed to summon an enemy ship not actually doing so.
A fix to some issues with the recent update. Fixes: Fixed the crisis system not appearing and the player not earning crisis points. Fixed faction buildings not being added to the production system. Fixed some of the faction story text being cut off. Fixed some text in the defens
A fix to some issues with the recent update.
Fixes:
Fixed the crisis system not appearing and the player not earning crisis points.
Fixed faction buildings not being added to the production system.
Fixed some of the faction story text being cut off.
Some more changes to improve the game along with a bit of new content. In addition there were a lot of behind the scenes changes in preparation for adding the other systems. Unfortunately this may have introduced some additional bugs or issues. If you encounter a problem please f
Some more changes to improve the game along with a bit of new content. In addition there were a lot of behind the scenes changes in preparation for adding the other systems. Unfortunately this may have introduced some additional bugs or issues. If you encounter a problem please feel free to share in the discussion board here on steam, in the discord, or using the in game bug reporter. (Look for the icon in the bottom right of the pause menu)
The main changes for this update are some improvements to the crisis system and some new... uh, sub-factions? Hmm nope, let's call what used to be factions civs. Each civ is now going to have 3 factions containing a little more lore to them, a pair of unique buildings they unlock at certain turns in the game, a different set of starting planets, and a unique gameplay effect to mix things up a little.
Oh, also I am now including a linux build of the game as well. Haven't been able to test it myself yet so let me know if there is an issue with it.
Changes:
3 new factions for each civ. (Still only the Terran Remnants so far). The Outer Colonies, the Diverted Rebels, and the Fracture Core. While pretty similar they have some unique buildings and gameplay effect that make them a little bit easier or harder than the original Terran Remnants faction was.
Crisis system improvements. Some visual changes mostly. Crises now have visible slots and an indicator on each that fills up until that crisis triggers. When there are three crises active there is now a bar under the system that fills up and flashes as a warning to clear a crisis before you lose. This design will make it clearer that crises take longer to trigger the more you have active at a time.
Added a new option to control the movement speed of points.You can now set them to slower, default, faster, or fastest depending on how quickly you want things to move.
The tech tree is back to being all revealed at the start thanks to player feedback. The wellness bonus that previously revealed the techs has now been changed to allow crossing branches vertically to research techs in the same column of ones you have completed.
The planet selection panel now also has a way to allows independently selecting both an effect and a planet at the same time. This is now used for the 'resource rich asteroid' exploration event so that you can see both the resources being offered and the planets you can add them to at the same time.
New 'panel queue'. Basically rather than panels overlapping or popping up in front of one you were already looking at they will now line up and wait their turn to appear.
Added some indicators near the wellness tree to indicate progress from one branch to the next.
Changed the unknown ship exploration event to reveal tiles in the second region rather than in the same region.
Changed the 'next/previous region' buttons to be better indicated as being buttons allowing switching between regions.
Adjusted the 'risky expedition' event to have the risky options be a bit more rewarding.
Added a line to the defense panel description to mention that you can click the weapon image to see all your weapon upgrades.
Fixes:
Fixed an issue where getting the last tile needed to unlock region 3 from region 1 would softlock the exploration system, not allowing the player to ever get to region 3.
Fixed an issue where 'shrapnel' would cause an infinite loop when killing one of the boss drones.
Fixed Shield Generator ship not working properly.
Fixed an issue where the Glitches crisis wasn't working properly.
Fixed an issue where the defense system ended up with negative points.
Fixed the resource rich asteroids event sometimes offering duplicate asteroids with the same number and type of resources on them.
Fixed the pattern analysis tech being displayed as a 'planet' tech rather than an 'effect' tech.
Adjusted the tooltip position to avoid the mouse covering part of it.
Fixed a UX issue where sometimes the player could accidentally end the turn before they intended to if a panel's close button was in front of the end turn button and then clicked one too many times. There is now a very short delay after closing panels before the end turn button can be clicked.
Fixed the owned weapon upgrades panel not being set up properly.
Fixed an issue where the deck/discard were not able to be opened while viewing a panel.