Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie
Battlefleet Engineer
0.2.1811.3 Battle challenge workshop support, new fleet editor features
This update adds publishing of battle challenges to the Steam Workshop and some new tools for fleet editing. However, much of the work since last update has been in background functionality to support persistent fleets and other functionality needed for new game modes.
Battle Challenges
You can now publish your own battle challenges made in the Battle editor to the Steam Workshop and download ones made by others. The challenges can include your own ship designs for both the enemy and player fleet. Highscores are still only local for now at least.
Can now subscribe to battle challenges from the workshop using the Steam client or Steam Workshop website.
Can now publish your own battle challenges to the workhop from the battle challenges screen in-game.
Battle challenges screen now shows a preview image of the level including level bounds, asteroids, ships and deployment areas.
Fleet Editor
Implemented tracking, visual comparison and reverting of changes made to the fleet in the editor. These will be more useful with persistent fleets that will be repaired and rebuilt incrementally between battles.
Stores each ship's state before editing, desired state before editing, and edited state.
Can display the fleet in any of the stored states.
Can compare any of the stored states with a visual overlay that shows changed, removed and added modules.
Replaced ship rebuild command with a more featured revert command that can revert to any stored state and shows a live preview.
Can now display damage and engagement range overlays in the fleet editor. Toggle using shortcuts: left Ctrl + F1, left Ctrl + F3.
Ship Editor
Now tracks how many of each module type has been added and removed in the ship.
Can display a comparison overlay between ship state before and after current edits.
Added shortcut: double click on a module to select all modules of the same type.
Miscellaneous / minor
Replaced all battle background music. Old battle background music added to the menu music playlist.
Refactored handling of ship active core switch and splitting so that the ship origin no longer changes. This should help with some glitches and improve performance of those operations somewhat.
Ship blueprints loaded from battle challenges are no longer shown in the ship blueprint browser.
Ship blueprint browser now retains selection when updated.
Made radio button labels clickable in the publish to workshop dialog.
Can now scroll through the challenges using the up and down arrow keys.
Battle challenges now have separate title and description.
Resizable columns in the battle challenges listing.
0.2.1808.13 Workshop publishing fixed
This is a specific bug fix update. Feature development has been going on in the area of fleet editing and persistency, but those are not ready for release yet.
Apparently publishing ship blueprints to the workshop has been unreliable / broken for some time now, but since there hasn't been any direct complaints I haven't thought much of it.
Fixing the issues required migrating to use a different Steam API wrapper for C# and a quite serious investigation to find a really tricky bug, but the integration should now work reliably.
The publishing is now truly asynchronous as well, so the game doesn't lock up while uploading.
0.2.1805.25 Module drag and drop in ship editor
A small update with 2 features: Easier ship editing by simply dragging to move or duplicate modules in ship editor, ship motion traces test in debug overlay.
Selected modules can be moved at once by dragging them to desired location and dropping.
Selected modules can be duplicated by dragging and holding left ctrl when releasing the drag.
Modules can be dragged to disconnected positions, but the ship has to be in one piece to exit editing.
Note: Active origin (core) module can't be replaced or deleted by dragging other modules over it.
Core and thruster modules can be moved by dragging as well.
Ship motion traces
Implemented a simple test of tracing ship movement semi-persistently in debug overlay. It looks quite neat so I thought it worth mentioning.
I might later make a proper implementation with better performance and visuals as a battle overlay.
0.2.1805.16 Missile controls and synchronized move command
This update gives more control over missiles and adds synchronized movement mode for ships. Also includes some smaller fixes.
Missiles
New missile launch controls UI allows disabling automatic launching and lets player manually launch missiles from selected ships.
Launching missiles can be queued and is automatically optimized to launch requested number of missiles as fast as possible.
Missiles can now be selected and followed with camera.
Missiles can be given movement command that sets their heading.
Missile target can be manually set as a ship or module within a ship.
A group of missiles can be given multiple targets at once. Game logic distributes the targets between the selected missiles.
Enemy missiles can be now set as targets, but still only beam weapons will damage them.
Side note: Refactoring to allow selecting and giving commands to missiles was pretty major effort requiring changes to some 20 classes because those were made to only work with the Ship class.
Synchronized ship movement
This feature is a limited implementation of "move in formation" type command for ships only. Optimal (fast) movement in formation is a difficult problem in Battlefleet Engineer because all movement is physics driven, acceleration is generally very low, and each ship's performance can't be estimated very accurately as it changes over time.
This implementation calculates motion solution where all selected ships reach their target positions at the same time and then executes that plan. If ships deviate too much from their expected intermediate positions during execution the plan gets revised. Further, the plan is calculated so that (when possible) the acceleration, coasting and deacceleration phase changes of all ships are synchronized in effort to maintain relative positions (formation). The multi-degree-of-freedom synchronized motion solution calculation is done by industrial-grade Reflexxes Type II library.
To give a synchronized move command, enable the synchronized move command mode from the formations menu or using its keyboard shortcut, select two or more ships, give a movement command normally using right mouse and modifier keys.
Limitations:
Waypoints are not supported. This also means that ships won't navigate around asteroids.
Reflexxes only supports symmetrical acceleration and deacceleration so a lower value dictates ship's performance.
Formations tend to break apart during movement if speed limiter is turned off. I think this is because phase synchronization not working without a speed limit.
Missiles don't support synchronized motion.
Other
Added "select similar" action by double clicking on a ship or missile in battle.
Fixed "module disabled" effects getting applied to chemical thrusters when they run out of fuel.
Camera no longer stops following object when it gets disabled.
Organized fleet command buttons to a collapsible widget.
0.2.1803.03 New particle effects.
Almost all particle effects in the game have been revised to make them bigger and prettier. Most noticeable additions are explosion, flame and smoke effects that also make it very clear when a ship or module gets disabled. The number of spawned particles can be adjusted from the settings screen at any time so you can control the performance impact.
The game has had GPU accelerated particle systems (which can handle a lot of debris and effect particles) since before the first release but the effects have been pretty subtle. While the subtle effects were more realistic, bigger effects can greatly add to the visual appeal of the game, especially on video where details are lost in compression and scaling.
Changelog
New flame and smoke effect when an active (not armor or hull) module gets disabled.
Redesigned explosion effect when a propellant tank module gets destroyed.
New explosion effect when a core module gets disabled.
New Explosion effect for impact explosive missiles.
Smaller tweaks to all other particle effects as well.
Updated particle effect textures and infra to allow different sprite sizes. The sprites are now defined in a separate file.
Added separate spawn rate multipliers for effect and debris particles to the settings screen.
Various improvements to particle emitter code to make flame and smoke effects look better when attached to accelerating and rotating objects.
Increased visual size of projectiles when not zoomed in very close.
Increased visual size of missiles in "icons overlay" shown when zoomed far out.
Version 0.2! New damage model and game balance. Updated ship library and battle challenges.
The major damage model and game balance changes have been in the beta branch for a while. This update makes them official and contains updated battle challenges, bug fixes. See previous announcements for details about the changes.
New features
Armor plate simulation with per-segment damage independent from module damage
Explosion simulation
Armor piercing explosive projectiles that explode after penetrating
Projectile passthrough, ship internal ricochets
Projectile penetration, armor plate and module damage visualization
Beam (weapon) penetration and passthrough, distance-based shield interaction
Content changes
All stock ship designs either improved or replaced with new ones
Existing challenge levels updated and tweaked to take the new game balance into account
Imrovements and fixes since the previous beta version
Implemented new collision avoidance check that calculates where the ship would stop if it "hit the brakes" and tries to stop the ship if that point is inside an obstacle or outside level bounds.
Improved ship movement along (around) asteroids by fixing some issues and adding some new flight control logic for that
Improved "movement disabled" check that is a condition in enemy ship surrendering logic
Fixed fleet creation challenges sometimes getting the enemy ships moved and asteroids added to them
Fixed some rare exceptions / crash related to ships getting disabled
Fixed projectiles that exit ship to a void left by a single module within the ship not colliding again with the ship properly, causing them to pass through some modules
Fixed player fleet ship listing not showing at all in battle setup screen if the fleet contains ships that are not in the blueprint library
Full version number: 0.2.1802.10
0.2.1801.27 - Updated stock ship designs and fixes for beta branch
I have now gone through all ship designs that come with the game and updated them for the new damage model and game balance. Practically all ships got some changes. Some were redesigned, some all new designs are introduced and some outdated designs are removed completely.
The battle challenges haven't been updated yet.
Tips for updating your own designs
Change from heavy to medium armor except in critical places. This reduces weight and ship cost a lot.
Place hull modules for additional light armor inside ship.
Use corner and slope armor pieces where possible to benefit from increased effective armor thickness.
Add more gas tank modules to ships with chemical thrusters.
Cut number of weapon modules to reduce ship cost. Add power generation and radiators to get better fire rate instead.
Shields now use even more power when under strain. Reduce number of shield modules and add power generation.
Check the ship's center of mass since armor is now very heavy.
Fixes and changes in this version
Fixed projectile impacts sometimes causing ships to jump or shake.
Fixed exception if user clicks "release ship control" button twice very quickly.
Fixed a crash related to module targets.
Core modules now explode (but still don't necessarily get destroyed) when they get disabled.
Improved mobility stat calculation to take relative actuator strength into account. This affects automatic classification to ships and platforms.
Improved enemy surrender logic to keep enemies fighting longer.
Balance: Buffed armor effectiveness against kinetic projectiles.
Balance: Reduced medium plasma electricity use and increased that of medium gauss.
Next I will update the battle challenges, hunt down some remaining bugs and then the beta branch will become the official version. If you don't like the new balance now is the time to voice your suggestions.
New damage model and major game rebalancing now in beta branch!
I have worked on these new features and gameplay changes for the past few months, and would like to hear your thoughts on the community discussion forum.
http://steamcommunity.com/app/685910/discussions/0/2595630410183931964/
To get the beta version: Right click on Battlefleet Engineer in the games list -> Properties -> Betas -> Select "development" from the dropdown and close the dialog.
What?
The new damage model significantly deepens simulation of projectile and beam weapon damage to ships, and removes many previous limitations in an effort to make the ship engineering aspect of the game more meaningful and detailed. Managing weak points and compromises in ship design, and leveraging those of the enemy in battles is now much more important.
Modules now have separate armor plating, which is divided to small segments. Each segment takes damage independently. Previously there was only a simple armor hitpoints value for each module.
Projectile hits first consider armor penetration and damage to the hit armor segment, then may penetrate and cause damage to the module.
Projectiles can now penetrate into a ship, hit internal armor, ricochet internally, explode with a timed fuse, or pass through entire ship and still hit something else.
Beams now lose energy according to distance traveled within enemy shields, can penetrate into ship and even pass through a ship.
Internal and external explosions are now modeled in detail as well, with armor plating providing cover against damage.
New damage overlay provides slowed-down animation of penetrating projectiles and explosions, shows armor plating state, and damage to enemy ships as well.
Kinetic weapons can now fire both armor piercing and armor piercing explosive projectiles. Explosive projectiles have lower velocity and thus penetration, explosions damage armor plates and cause mostly functional area damage.
Balance changes:
Armor is now generally stronger but very heavy and expensive. Modules now get disabled much more often than outright destroyed.
Armor is now much heavier and expensive.
Weapon modules are now much more expensive.
Kinetic projectiles (medium and super gauss) do lots of functional damage if they pass into a module, but very little structural damage. Functional damage makes modules disabled, structural destroys the module.
Medium and heavy armor are very effective against kinetic projectiles.
Plasma is especially effective at burning away armor plates and causes lots of structural damage, but doesn't penetrate armor or module to module. Shields are now more effective against plasma projectiles.
Beam weapons do decent damage all-around and have some penetration. Shields are now more effective against beams, 2 overlapping shields can stop a beam completely.
Beam weapons now use more energy.
Medium gauss can now benefit from radiators, fire rate drops after 4 shots otherwise.
Plasma and kinetic weapon ranges have been tuned. Projectile type affects kinetic weapon range to maintain same flight time.
Chemical thruster and gas tank modules carry less fuel. The gas tanks are much less prone to chain-explosions but cause area damage when blown up.
Why?
As a niche indie game, Battlefleet Engineer needs to focus on its strengths and unique core features to make a compelling product. I don't have the resources or will to try and emulate all features of other "block ship building" games, so extending the simulation and ship engineering aspect further makes sense.
Balance changes such as module weight and cost increases are meant to drive the meta game towards more interesting ship designs and battles. These along with other game design choices aim to discourage trivial "a blob with 10 layers of armor all around and 1000 guns" designs I would consider generally boring.
Main ideas behind armor changes is to make single armor layer viable on most ships and medium armor actually useful. The weapon damage changes serve to make them more distinctive and give them different roles. Kinetic weapons are pretty much defeated by armor plating, but plasma and beam weapons can weaken that armor plating to let them through, yet shields can be used to defend against those.
Version 0.1.1710.09 - Bug fixes and some usability improvements.
This is a maintenance update without significant new features, but some of the fixes do affect gameplay.
Usability changes
Fleet editor now opens with a core only ship already in it. Note that you can always easily restore your previous fleet setup by loading the "autosave" fleet.
Free skirmish battle setup screen now automatically remembers last used settings within session.
Bug fixes
Fixed missiles being pointlessly transferred between launchers. Missiles now get launched faster overall, in salvos of equal size.
Fixed point defence not working when the ship didn't have a primary target.
Tweaked fighting to escaping battle AI trigger logic so that missile heavy ship designs will stick around to use their other weapons as well.
Fixed display of fleet, level, and battle file modification date when using a different locale.
No longer possible to enter direct ship control mode in deployment phase by using its shortcut key.
Fixed redoing in ship editor causing reference to the ship's original blueprint getting lost.
Fixed rebuild action in ship editor creating an incorrect undo state containing only the ship's core.
Fixed an oversight that allowed non-core module to be set as origin in ship editor, causing the ship to become permanently disabled.
Fixed surrendered ships potentially getting re-activated when split by enemy fire.
Fixed scrolling in menus affecting initial camera zoom when entering battle, battle editor, or fleet editor screen.
Version 0.1.1709.27 - Ship editor mirror tool
This patch adds a very handy mirroring tool to ship editor, improves ship movement and fixed weapon firing accuracy.
Added a tool that can mirror your ship design by any horizontal or vertical axis, replacing the other side. This can effectively reduce your module placement effort by half! Works with undo as well.
Reimplemented some core motion control math to take moving target frame's own movement during planned motion into account. Generally ships should now reach and keep their desired engagement distance better.
Improved fixed weapon accuracy by refining their firing timing algorithm. The logic now extrapolates motion of the weapon and target to expected next frame's time and doesn't fire if the next frame's firing solution seems to yield a hit closer to the target's center.