I've added pirate boarding to the game, but have added this as a beta release currently as I need to do a bit more balancing and testing. If you want to check it out you can enable the beta by clicking the games properties in your steam library and selecting the beta tab, and selecting beta in the beta participation dropdown.
For more info on pirate boarding, visit the beta discussion.
Cheers, Nick
Pirate Ship Improvements - v0.5.0.116
Hi folks,
Just a small update with a few improvements to pirate ship behaviour. You may know i'm currently busy adding pirate boarding addition to the game, so this means some changes to pirate ships. I have improved a few things here, so thought i'd get these changes out to you now, rather than wait for the next big update. Also, as it includes some fixes that are better to get out asap.
Patch notes:-
Improve: Pirate ship stealing now starts when tether attached to station.
Improve: Pirate ship tether now retracts on depart.
Improve: Missiles - smooth turn/acceleration, and target higher risk threats.
Fix: Trader/pirate airlock movement block incorrect when up orientation.
Fix: Auto message delete per instance.
Nick
Production Balancing - v0.5.0.114
Main change with this little update is the efficiency modifiers with production items (refinery/armoury/farm/electrolyser). Previously when low O2, output was lowered but input remained the same. This isn't what is wanted, what would make more sense is that production is slowed, so input is now reduced along with output (not altering the chemistry!).
Few other little fixes, noted below:-
Improve: O2 efficiency modifier on production applied to input as well as output.
Fix: Trader always had 3 visitors, should be random.
Fix: Ship comms, disembark button could be clicked even if it appeared disabled.
New Advanced Refinery and Electrolyser - v0.5.0.113
New update has quite a few changes to production. The refinery by default now only outputs metal and water. It must be upgraded before it can also produce fuel and air (research unlock, followed by upgrade).
To give you another option here though, I have also added the electrolyser item. This takes water and outputs fuel and air. You'll now have to weigh up having a refinery and electrolyser, and/or researching the advanced refinery.
Electrolyser is more efficient than the advanced refinery, but outputs fuel/air at a set rate, the advanced refinery fuel/air/water output ratio can be configured. The advanced refinery also takes less power than the basic refinery and electrolyser combined.
I've also made balancing changes whilst looking at production/efficiencies. The low/no O2 penalty has now been reduced. Less ore usage by the refinery. and fuel/air output adjustments. Probably will be further tweaks here, so any feedback welcome.
Couple fixes as well, main one being shields weren't always detecting pirate lasers. Since i expanded shield range, it was now possible for a pirate, laser and it's target to all be within the shield circle. Wasn't checking for this simple case, doh!
Patch notes:-
New electrolyser item.
New research item - Advanced Refinery
Refinery only outputs metal and water.
New upgrade option on refinery. Once upgraded, fuel/air/water ratios can be configured.
Improve: Low/no O2 production penalty reduced.
Improve: Reduce refinery ore input figure.
Fix: Shield check on pirate laser, need to also check if laser doesn't cross shield circumference.
Fix: Game over check add no metal / no metal storage unrecoverable state.
Fix: Issue loading save files, when in-game. O2 balancing not using updated floor tile count.
Nick
Airlock Improvements - v0.5.0.110
Several improvements to airlocks. Airlocks now only link up and sync in rooms with 1 external airlock and 1 internal, with the room having no items. Dock overlay now only showing on external airlocks. When traders are now docked airlocks will show red indicating workers cannot pass.
Shields now reduce chance and damage to solar panels and connectors.
Trader blocking airlock overlay red to indicate blocked movement.
Custom music loading enabled.
No external access message added.
Fix: Worker jukebox usage - move off items even if jukebox in range.
Fix: Airlock external check, test for external floor as well as empty.
Fix: Draw dock - disable on internal airlocks.
Nick
Ship Docking and Movement Changes - v0.5.0.106
Bit of a change with docked ships (at airlocks), as they now block worker movement going past the docked ship. Think that makes sense as visitors only enter your ship if you have life support so we can assume the airlock is specifically for that docked space craft (and airlocks can open freely, with no pressurisation).
Due to this airlocks can now be individually set to allow/disallow docking, as you will need ways for workers to still access items outside your station.
Few fixes as well as was looking at docking areas and movement restrictions. Full notes:-
Airlocks now have an allow/disallow dock option.
Ships docked at airlocks now block worker movement past them.
Disabling airlock dock, update dock area colour overlay.
Fix: Dock area check not checking items across full 3x3 area.
Fix: Upgrade wall tilemap data missing from save file.
Fix: Repair Bay added an incorrect block path restriction.
Fix: Canteen item path restriction, was misaligned.
Nick
New Wall Reinforce Upgrade - v0.5.0.103
New reinforce upgrade can now be applied to walls once their schematic is unlocked via research. Similar to upgrading droids, in the wall info window click the research icon, and purchase via the popup upgrade window (if you have the metal available). You can also upgrade via selecting multiple walls, however walls must be at 100% health to upgrade.
Upgrading walls is classified as a build type job for your workers,
Full notes:-
Wall reinforce upgrade added to research.
Wall upgrade available, once researched (new wall reinforce graphics applied).
Workers build job check now also look for upgrade wall jobs.
Improve: Cannon projectile FX improved.
Fix: Adjust research and info windows for 125% text scale, to keep text in window.
Fix: Draggable windows now reset to centre screen on resolution change in game.
Nick
New Research Schematics - v0.5.0.98
Have added a security section into research, with 2 schematics, the armoury and the cannon turret. You now have to unlock before these are available from the build menu. They are also linked, so the armoury requires research before the cannon turret is available.
Couple of fixes to the tractor beam as well, first an issue with stationary scrap, where it could end up pushing it away, and a bug in minimum change angle calculation, could be wrong sign, giving wrong direction change.
Oh and have improved the shield turret, giving it a larger range. So is now more useful and worth considering in your defences.
Notes:-
Security section to Research (Armory -> Cannon).
Armory & Cannon, disabled in build menu until researched.
Improve: Shield turrets increase range ~50%.
Improve: Tractor beam on stationary items, set initial to required direction.
Fix: Tractor beam minimum change angle could be wrong sign, giving wrong direction change.
Nick
Research Addition - v0.5.0.95
An initial research screen is now available, accessed via the main game controls at the bottom right of the screen. Currently research items are unlocked via purchasing your chosen schematics with credits. Just the two unlocks at the moment, showing the two types of unlock.
Firstly the build menu restriction. At the moment that's just the Fuel Cell, that you'll have to unlock, before you'll be able to select it to build.
Secondly is the upgrade type of unlock. Currently this is the droid battery upgrade. Once researched, clicking on a droid will give you access to an upgrade panel where you can select to upgrade the chosen droid, if you have sufficient metal available.
Oh and upgraded droids will become orange, so you can spot which of your droids are upgraded or not. Now this feature is here, i'll be adding quite a few more schematics over the coming weeks, so do leave comments in the Research discussion on what you'd like to see.
As it's been a couple of weeks since last update, quite a few changes and fixes. Main fix being a crash when selecting an item that is in construction. Do report game crashes and bugs as i can only fix them once i'm made aware of them, thanks!
Also some balancing to address some feedback. Non droid maintenance charging now a bit quicker. Droid power usage slightly less. Pirate damage slightly less. Droid repair/deconstruct/upgrade times longer (more in line with droid construction time).
Patch notes:-
Research screen added (droid battery and fuel cell unlocks)
Upgrade panel added to droid info window.
Balancing: Reduce pirate laser damage.
Balancing: Reduce inside/outside droid power usage.
Balancing: Reduce charge time when not charging via the droid maintenance.
Improve: New game logo.
Improve: Droid work light fx should be under droid.
Improve: Airlock/Door placement, remove solar panel/connector close restriction.
Fix: Crash clicking on in construction item (invalid info window priority lookup).
Fix: Droid repair/deconstruct/upgrade times longer, correctly related to construction length
Fix: Visitor not charging via power system.
A Few Improvements - v0.5.0.87
Just a little update, with a few improvements. Couple of new messages, stating that pirates are stealing your resources and now a warning of approaching storm. Also a fix for a possible crash when pirates would be stealing scrap in some circumstances.
That's all in this one, as i've spent a couple of days testing an engine update, which fixes custom music loading, but seems to break Ubuntu builds. So still waiting for a further fix here.
Notes:-
Improve: Pirate stealing notification added.
Improve: Add a "storm due at x" notification message.
Fix: Pirate grabbing scrap, make sure exists in draw (something else destroyed it).