Release version changes.
Rapid construction tools.
It is now possible to install a fully configured and piped machine in just a few clicks. It also became possible to build an entire production chain from an existing machine to a required resource.
New technology tree.
Technologies have been reorganized into a tree structure, with direct dependencies on all previous technologies. Added the ability to add all previous technologies to the research queue with one click.
Obtaining memory for research.
Now, in addition to capturing sectors and leveling up planets and deposits, memory is added for reaching the levels of the total population.
Alternative research mode (optional hard mode).
In this mode, the player cannot directly select the research target. After increasing the level of AI, it is proposed to choose the opening of one of the three technologies (taking into account their dependence on the technology tree). This makes it more difficult to achieve in-game goals, especially when combined with other high difficulty options.
Direct docking of ships and stations.
It became possible to connect a ship through pipes to a station or another ship for a direct transfer of resources without the cost of energy for teleportation.
Autologic "Waypoints".
To automate logistics using direct docking, the player can set movement points for any ship, with different types of waiting (loading, unloading, while the ore is being mined on the asteroid). This logic gives 100% control over logistics and allows you to implement visualized production chains of any complexity.
Orbital elevator.
Every station above a habitable planet can use an orbital elevator to transport resources back and forth without the need for a transport ship to hyperjump to the planet.
Logistics system.
The player can use three independent tools to build the logistics system: routes and transport ships, teleportation relays (within 5 sectors) and direct docking along with waypoints. Any combination is also possible.
Shipyard logic.
Allows you to organize the automated construction of specified ships non-stop, until the selected fleet size is reached.
Logic of the ammunition carrier.
A transport ship with this logic will deliver ammunition directly to warships.
Fleet management.
In a special map mode, the player can issue commands simultaneously to all ships of a sector to attack another sector.
Living metal.
Technologies for the production of living metals (in nano-assembler) and their composites are available. Living metals have resistances to various types of damage similar to ordinary metals, but when damaged, they regenerate by consuming energy from batteries.
Behavior of enemy factions.
Now when an enemy faction is attacked by an enemy or the aggression threshold set in the options is reached, the faction will gradually start attacking and capturing the player's sectors. The less sectors a faction has left, the harder it fights.
The colony produces resources only after supplying the requested resources (optional hard mode).
In the main mode, the colony starts producing resources immediately. In the same mode, you first need to research, produce and deliver the resource of constant demand requested by the colony. This is where asteroid mining becomes critical.
Other new options.
Now it is possible to customize the gameplay completely to your taste. You can enable or disable orders to upgrade the planet and its deposits. You can make the map completely open at the start. You can make all technologies available right away, or you can start with enough memory for all research. You can choose between fast gameplay or a long run. You can enable or disable the multiplier of energy consumption from the number of machines used.
Difficulty modes.
Added seven preset difficulty modes from easy to impossible. You can also manually activate any set of options.
New machine: nuclear reactor.
Size 5x5. Consumes uranium rods and coolant.
New machine: nano assembler.
Size 3x5. Consumes metal and nanites. Produces living metal.
New machine: disassembler.
Size 7x7. Disassembles resources into raw materials.
Resources.
Added new types of resources. Rebalanced production recipes. The logic of production has been straightened out: machines consume one unit of resources and energy, and produce another unit of resource.
Enjoy!
