Navigating your save files should now be easier, as i now show a little screenshot next to each save slot. Obviously only on new saves, but thought it would be useful (also station builder saves). Will probably be some further refinements with this (might be able to zoom in a bit rather than showing all and possible more game info displayed), but needed to get an update out as a few more fixes with save files.
Patch notes:-
Screenshots now shown next to game save files in load/save menus.
Screenshots now shown next to station builder saves in load/save menus.
Fix: Loading scrap fields, generated a non functioning scrap area.
Fix: Saving data with a docking connect issue (introduced in v0.6.0.30).
Nick
Bug Fixes - v0.6.0.30
Just a couple of fixes for the weekend. The main one being a really bizarre issue, that caused the whole screen to go white during play! This happened when a captured meteor would pass directly over a tractor beam, and the fx i was using didn't like a very small value. Looks like an engine issue, but for the time being, i've just made sure i don't pass small numbers in!
Thanks to Cornellus for the bug report and save file/info. ːsteamthumbsupː
Patch notes:-
Fix: Screen white out, when captured meteor passes directly over tractor beam.
Fix: Docking connect, docked ship id save data was incorrect format.
Fix: Load game, docking connect ship id not included in new id mapping.
Fix: Clearing repair jobs on worker destroy, not checking for wall type repair.
Nick
Scenario Improvements - v0.6.0.29
The scenario 'Trading' has been renamed to 'Economic' and has been expanded with new win conditions. So earning credits and attracting visitors has been added along with resource selling. Winning a scenario now also gives you the option to continue playing, rather than exiting the game (any high scores are stored till you are ready to end the game).
I also had feedback on building rooms via dragging when wall tile is selected. Previously your start/end point could be on a built wall (so your rooms are separated by 1 wall). However you couldn't do the same when walls are in construction. So i've now implemented that, so should make your construction plans quicker. Do let me know if anything appears odd with this change though.
Full patch notes.
Economic scenario now includes credit earning and visitor numbers to possible win conditions.
Winning a scenario now gives you the option to continue playing (any high score saved til end).
Add description to state custom setting in scenarios, disabled high score saving.
Selecting custom difficulty in scenario, but setting them all to normal, resets difficulty to default on menu return.
Improve: Room/Floor construction via wall dragging, selection can now include in construction blocks which are now skipped.
Nick
Trading Update - v0.6.0.24
Quite a few changes with traders, trading and economics with this update. Main change being that buy/sell prices now fluctuate daily, depending on previous buy/sell amounts. You can also have multiple traders due, where previously only one inbound was allowed.
Lots of other little changes with balancing, full update notes:-
Daily resource price fluctuations based on previous demand.
Visitor facilities influence visitor number per trader.
Trader spawning, change check to allow multiple, based on trader settings/disembark fee.
Disabling navigation beacon now doesn't cancel due traders.
Ship comms, update to show multiple due traders.
Research cost adjustments.
Haul amounts (ore) adjusted for droid and human workers.
Improve: Turrets now don't target very slow moving scrap/meteors unless getting close to your station.
Fix: Ships comms ticker only need to generate the max 8 displayed.
Fix: Trade/Tutorial large button sprite not scaling correctly.
Fix: Navigation beacon setting missing from save data.
Nick
Trader Fix and Casino Player Advantage - v0.6.0.16
Sorry folks, but in the previous release, I introduced a bug with traders that caused a crash. That's now fixed. Thanks to bpjones80 for the bug report.
Have also added an extra setting for casino advantage, where you can give the house a negative advantage, meaning you will gradually lose credits to casino players. Not good for your credit balance, but improves your worker and visitor morale!
Patch notes
Casino setting now includes negative house advantage.
Steam extension updated (v2.0.0) / SDK(v1.6.0)
Fix: Trader spawn crash. Current trader count error.
Casino & Trader Balancing - v0.6.0.15
Your human workers can use the casino for recreation (own wallet, doesn't affect player credits). Made some adjustments to the casino, so now visitors/workers can actually win some credits, depending on your house advantage setting. Morale also now affected with losses/wins, and visitors will also use morale to determine if they should return to their ship.
Improvements to traders and when they turn up. Using the trader activity setting, and taking into account storms and pirates.
Patch notes:-
Human workers can now use casino.
Credit addition to your human workers (x earn per time period).
Casino players can now win credits.
Casino usage now affects morale.
Visitors morale taken into consideration when returning to ship.
Improve: Trader ship spawning use new trader settings, and take into consideration storms/pirates.
Fix: Trader ship status text when at 125% scale, not all text being displayed.
Fix: Trader ship moving to repair from another dock, didn't clear blocked airlock.
Nick
Casino Addition - v0.6.0.12
You can now build a casino item to earn more credits from your visitors! Set your earn level, by adjusting the casino advantage in the visitor charges window. You can also get more visitors by adjusting the new trader levels in custom difficulty settings.
Have also added in a new information screen when you start a game, indicating the resources, pirates and trader levels for the generated game. Think this is mainly useful for scenarios where your don't really know how a seed might generate what.
Patch notes:-
New casino item to build (services).
Visitor recreation expanded to include casino.
New area info display indicating sector information.
Trader levels can now be set in customisation difficulty.
Health bars now appear on pirate and trader ships, to help you know if traders need repair and how close you are to destroying pirates. Health bars will also now show on your crew outside combat if they have moderate damage.
Storms have not been triggering as frequently and/or not as long as intended due to a bug. This has now been fixed.
Few fixes/changes around pirate ships as well. Pirates would target turrets that had targeted them, but not firing (cannons out of ammo), now ignore. Pirates on way to dock, but then grabbing scrap, would not clear dock spot. Pirates grabbing scrap, but then targeting firing turret, should set to attack, needs to check range first. Pirates now have more variation in retreat chance.
Patch notes:
Health bars added to pirate/trader ships if damaged.
Improve: Show health bars for workers if moderate damage.
Improve: More variation in pirate ship retreat level.
Improve: Updated damage tileset (walls).
Improve: Pirates now only target turrets that are firing at them.
Fix: Storm not taking into account notification time. Finishing too early, on not starting.
Fix: Pirate moving to dock, but switching to scrap grab, wasn't clearing dock.
Fix: Pirate grabbing scrap, turretshooting check, needs to set state to movetofirerange.
Scrap Field Addition - v0.6.0.9
You may now find scrap fields around the play area. Scrap will be generated in these areas, so your worker robots set to haul will collect any if you have available salvage depots. Better yet would be to build close by and use tractor beams to automate collection.
Due to these new scrap fields, i have also updated the no build indictor to include these, as well as asteroids and derelicts. There was also a little flaw with build detection, where you were restricted from building where it looked like you could. So you should now be able to build much closer to space items.
Full patch notes
Scrap fields added that generate scrap.
Scrap fields, asteroids and derelicts added to no build indicator.
Improve: Pirate laser damage add smoke to target.
Fix: Formatting of some help text when French/Spanish.
Fix: Simplify build ok test, use non rotated rectangle for asteroids/derelicts.
Fix: Set time to normal if double, only if new high alert message (o2/fire/power/breach).
Fix: Disallow airlock/door placement next to a docking connector.
Pirate Boarding Addition - v0.6.0.6
Pirate ships that dock with your station may now also attempt a pirate raid. Pirates will try and break through your airlocks, board your station and attack items. Don't worry though, your crew with fight them, just make sure you have enough workers to fend them off!
Combat is an emergency job so make sure you have enough crew set to do those tasks, at least when pirate ships appear. Make sure you have droid maintenance to repair any combat damage, plus crew quarters if your human workers actually take health damage. You can see damage, with new health bars that appear above crew and pirates during combat.
Patch notes:-
Pirate ships can now spawn pirate raiders.
Pirates will attempt to attack your station items and crew.
Crew will attack pirates as part of the emergency job type.
Any visitors will return to their ships when pirates attack.
Health bar addition to characters in combat.
Pirate raid numbers added to game stats.
Improve: Game will drop to normal speed if running at x2 speed and high alert message occurs (Can be disabled in gameplay options).
Improve: Human jobs now cancelled en route if item no longer exists (sleep/eat/heal/recreation).
Fix: Worker cancelling a repair job due to emergency failed if position was next to repair.