Change Log
- Completely re-worked the contract generator. Currently there aren't any more job types, however you will notice a greater amount of job descriptions. The new generator will allow me to add new descriptions, job types, multi-step contracts, new handlers, and easily adjust all contract variables for ease of balancing. This is going to help facilitate new content creation.
- Created a "System Style" mechanic, which will change up the look of systems based on different styles I have designed. The mechanic is modular to allow for easy creation of additional styles. Upgraded the default style to create a better sense of "data flow". Added a second style, similar to Haven.
- Built a semi-random system generator. It uses pre-designed floor layouts that can be randomly assigned to each level in a system. Each layout has 6 possible node locations, that are assigned randomly, spawning nodes at the locations, and adding and removing hallways as needed. Using pre-fab layouts allows me to still create very ordered and structured looking systems opposed to a chaotic assortment. The generator is designed so I can easily add more layouts to the pool as I build them. Again, this will facilitate new content creation.
- Redesigned the Node functions. Nodes now calculate their own variable values based on their class (CPU, System Log, etc) and the System Level. Nodes now spawn their own IC and UVP and pass along their rating (instead of them manually having to be placed and set). Nodes now spawn their core (the colored-coded shape spinning in the middle). This too had to be placed manually before. Nodes will now dynamically change appearance and adjust component locations based on their style. This will make building custom levels much faster.
- Upgraded the hallways. Before they were just the thing you walked on to get from node to node, now each individual hallway is responsible for spawning traps and encounters, and uses a random roll with odds being based upon your level within the system. Privileges still apply like normal. Due to the number of hallways within a system, the odds of spawning a trap or encounter are quite low to make sure you aren't always stumbling into them. Hallways will now dynamically change their appearance based on the system style.
- Fixed a bug that was clearing the que everytime a program was fired from the que.
- The "Confidential Files" node has been split into two seperate nodes: "Personnel Files", and "Internal Reports".
- The "Security Files" node has been split into two seperate nodes: "Camera Footage" and "Security Authorizations".
- The "Shipping and Inventory" node has been split into to seperate nodes: "Shipping", and "Inventory".
- Fixed the Host Rating in the hud to properly display the current level of the System, factoring in System Heat.
- Added an "Approximate Difficulty" to the job description in the contract list.
- Fixed an FPS leak inside the node mechanics. This was causing complex systems to quickly kill the FPS.
- Fixed a bug where resting was recovering 10x the displayed amount (had the decimal point in the wrong place!).
- Fixed a bug where the Mobo's were granting processor slots for the tier higher than they were supposed to, and the top tier mobo wasn't granting any processor slots.
- Fixed a bug where the "Congratulations" email was sent repeatedly.
- Fixed a bug where the Contact Network, Company Negotiation and Training Modifiers weren't being saved between levels.
- Fixed a bug where you couldn't withdraw funds from your company, unless the funds being withdrawn were less than the funds that would be remaining after the transfer.
- Fixed a bug that was causing a delay after using a program, before firing up the next in que. This was crippling in tough fights.
Due to the large nature of this update, I'm expecting some bugs, or the need for tweaks and balancing, but I'm ready! I have started a new game, pulled some contracts, simulated the story missions and generally poked and pulled at everything and it seems to be wroking fine... but I just can't bug-hunt as good as you guys can!
Let me know what you think!
Happy Hacking!
