Hail, interstellar subjugators!
Development continues. I'd like to once again thank the Early Access participants for their support and helpful feedback. We're interested in what you have to say, so don't be shy.
Patch Notes for 29 September 2016 (ver. 17260)
New Feature: Strategic Zoom
The strategic map can now be zoomed in and out using either the mouse-wheel or the new magnifying glass icon on the top bar (+ and - increase or decrease zoom level, and the icon itself resets to 100%). There are 9 total zoom levels, from 35% to 250%. We've also increased the star spacing, so the map should be less crowded at all zoom levels.
The star graphics are now procedural and scale with the zoom level, as do the planets in their orbits; at higher zoom levels you can now see the relative sizes of the planets and watch the red giant rotate. At lower zoom levels, the orbits disappear and the fleet icons convert to smaller colored versions to reduce clutter.
I'm very pleased with the way this feature turned out, and in addition to looking cool, I think the ability to zoom really helps the player to see what he needs to see more clearly and without fuss.
Bug Fixes
- Fix for a bug that was preventing tanks and marauder raiders from being transported via the embark pane.
(Click here to view the complete development changelogs.)
In the Works: Diplomacy Additions
Sven and I are currently working on improvements to the new Diplomacy system. The most important of these is the Events system.
Diplomacy is driven by Issues, many of which are created by player behavior. Events are primarily a mechanism through which Issues can be created even when the player is being passive, and may require the player to make some choice with diplomatic consequences, to help further drive interactions and the sense of a living galaxy. Events can take the familiar form of such things as natural disasters, or they can be action cues for an AI faction leader who may have simply gotten out of the wrong side of the bed that morning.
Unlike random event choices in some other games that seem to take place in their own universe, many of our events will have tangible effects on the map. For example, when the Orthin leader calls you asking for help in rescuing a disabled transport in your territory, you'll be able to see that vessel on the map and interact with it using normal game mechanisms... if desired. (Why you would destroy that transport full of refugees?? You heartless bastard!!)
Additionally, we will be fleshing out all aspects of the Diplomacy system; adding more Issues, more trading options, more minor faction options, improving AI responses, and alliances (which will be important when we next tackle expanded victory conditions).
That's what we have for now. Happy communing.