Hey friends,
Brian here! I hope you all had a lovely, joyous and safe February! Now, you might recall at the end of the last entry, we talked about the tentative release of 1.6 release 8. Each "release" is an iteration that builds upon and fixes issues with the previous release, while each numbered version (i.e 1.6, 1.7, etc) denotes major new features and such, just to clarify.
Well, just as we were testing 1.6 release 8, we ran into some snags with it, and so much work was done with it that it eventually evolved into release 9.
- Release 9 (2/18/21) - This pretty big release includes fixes for mines, upgrades to the UGA AI (which is REALLY evident in higher-level missions), new commands (ALT-Y to go to the space forces table, for example), more information given about enemy starbases during an attack, improvements to escorts, improvements to the space forces table and a TON of other bug fixes.
- Release 10 (in pre-release) - The problem with a game with as many moving parts as Star Fleet II is when you fix some bugs, you seem to generate others. Our playtesters have been finding more, and Trevor has been squashing them, so the next release should have even more bug fixes and a few new features, which will be detailed once it's fully-released in the next dev update.
If you want to get an inkling as to how the sausage is made, you can read the full release notes PDF here.
If you want to see a bunch of these changes and improvements in action (especially the more aggressive enemy AI, whoooboy), check out my latest stream.
It's hoped that we'll hit 1.7 in March, which as you know brings us that much closer to 2.0. If you have time and interest and want to help us bring the game to Steam that much sooner, please join our playtesting team! The more playtesters we have, the better! :)
That'll do it for this month's development update. Thanks so much to everyone who has wishlisted and followed us! We can't wait to bring 2.0 to you as soon as we all feel it's ready! :)
