Fix a bug that thruster and turret consume zero propellant and ammo.
Resource System Rework (Version 0.5.8)
[color="orange"] Hello every architect! In this update, there is a total rework of resource system. Previous resource system gives a weak connection between resources and modules. So, it is quite difficult for players to plan their design when retrieving spoils or trading with merchant before. However, with new resource system, it is very intuitive and convenient to plan your design. [/color]
New Resource System
All module's construction needs one corresponding construction kit and some general construction material. Upgrading module will cost one corresponding enhancement kit to target level. General construction material's requirement is determined by module's size and level.
When delete modules that already built. the construction kit and enhancement kit will not be returned. It will be exchanged to money by a quite low ratio comparing to its original price. General construction material will be returned by a moderate ratio.
Redesign combat's spoils generation algorithm. Combat spoils come from three ways: (1) On the basis of you combat score (enemy combat power comparing to yours). (2) From enemies' storage. (3) From enemies' wreckages. So, if you could defeat your enemy quicker, and deal less damage, you will get more spoils.
Adjust merchant's storage replenishment algorithm. Higher grade resource has fewer chance to be replenished.
Increase Ammo, Propellant, Construction material generation quantity. You don't need to gather ammo all around world anymore.
Other Improvements
Improve rotation input behavior in transform panel.
Improve ship's heading indicator's behavior.
Bug Fixes
Fix a bug that Z-axis sometimes inverse when switch between combined controller and attitude controller.
Fix a bug that photograph camera cannot save and restore camera placement.
Numeric Adjustment
Change damage and shoot interval properties of some turrets.
Adjust torque multiplier property of thrusters.
[color="orange"] In next one or two weeks, I will still work on adventure improvement. See you then. [/color]
Ver 0.5.7 Hotfix
Fix a bug when angular dynamic solver solves maximum available torque.
Fix a bug when combined controller represent inversed in some situations.
Disable attitude selector when use combined controller.
Controller Improvement (Ver 0.5.7)
[color="orange"] Hello every architect! This update mainly improves controlling experience. There is a huge improvement I believe. You can check details below and try it in game. (Also, I have tried the traditional aviation movement, unfortunately it doesn't fit game's overall mechanics and style.)
In next two or three weeks, I will work on adventure improvement, there will also be a huge improvement by that time. [/color]
Improvements
Add combined controller to control direction and roll at the same time.
Improve controller circle shader, so it is easier to tell direction of circle.
Controller sphere can rotate over upward vertical or downward vertical.
Now you can change transform from panel when select multiple modules.
Improve handle rotation represent, you can switch between Indication or Invariant.
Improve transform representation when scale components are negative.
Add ship heading indicator, you can check it at any time.
Improve UI layout and colors.
Bug Fixes
Fix power button not interactable in test mode.
Fix core module change when transforming modules.
Fix camera movement bug when exit scope mode.
Numeric Adjustment
Change hull property of some modules.
Change damage and range properties of some turrets.
Tutorials Available Now
[color="orange"] Hello everyone. These days I have been working on interactive tutorials, and now they are finished. I strongly recommend everyone to play through them once, because there may be some features even experienced players not know.
In next few days, I will work mainly on adventure improvement, besides any known bug fixes and UI improvement. [/color]
Tutorials Update
Combat tutorial.
Basic design tutorial.
Build ship from scratch.
Bug Fixes
Fix attitude rotator unstable bug when in max thrust mode.
Fix a shader bug when ship damaged.
Improvement and Optimization
Improve UI of dragging.
Remove max speed restriction from velocity direction in local space, instead use local forward direction. Thus, ship will remain velocity when attitude change. (Drifting is more practicable.)
Capacitor has full energy when begin battle.
Hotpatch Ver-0.5.5
Numeric Adjustment
Missile Turret
Increase missile reload time.
Increase missile slide time of some types.
Increase shooting range.
Kinetic Turret
Increase shooting range.
Increase damage of some types.
Detectors
Substantially decrease sensibility.
Bug Fix
Fix spawn position bug .
Fix verification bug when battle begin.
Fix Cinematic bug in design mode.
Improvement
Adjust weapon effects.
Add default derivation postion sync.
Adjust detection system algorithm.
Roadmap and Future Plans
Hello every architect!
The game has been released for a few days. Have you built the dreadnought that you dream about, and use it to destory all the enemies blocking your way? I think you may wonder what the game's future plans are, so I make a brief roadmap below. Almost all the items have been mentioned before in various occasions.
This roadmap is set up according to the whole EA duration (12 months estimated). Yellow color stands for near future, while orange color stands for far future. Items could be added or removed in future if necessary.
[color="cyan"]Content and Gameplay[/color]
[color="yellow"]Directed Energy Weapon (Laser Weapon)[/color]
[color="orange"]More Modules in existing categories[/color]
[color="orange"]More Styles of Modules[/color]
[color="orange"]Hangar and Carrier-Borne Aircraft[/color]
[color="orange"]Axial Weapon[/color]
[color="yellow"]Procedural Generated Event Chain in Adventure Mode[/color]
[color="cyan"]Features[/color]
[color="yellow"]Interactive Tutorials[/color]
[color="orange"]Fully Online Support[/color]
[color="orange"]Mods Support in Workshop[/color]
[color="yellow"]Cutscene Tools to make movies[/color]
[color="yellow"]Dynamic Adventure Ship Library based on Workshop[/color]
[color="cyan"]Improvements[/color]
[color="yellow"]Main Menu Beautification[/color]
[color="yellow"]In Game Interface Beautification[/color]
[color="yellow"]Cutscenes in Adventure Mode[/color]
About Criticism
There are some criticism about lacking interactive tutorials, menu UI being crude. I sincerely take that criticism and promise will imporve them in future. However that will not occupy all the game development. It will be balanced with new content development, debugging and other things. So that will not be accomplished immediately and I ask for your understanding.
[color="cyan"]Thanks again for all your supports and love. I will work hard to make this game better. I wish you could enjoy the game.[/color]
Hotpatch Version 0.5.4
Add multiple notifications in design mode.
Add ambient light adjust in design mode.
Fix a shader bug.
Several UI bug fixes.
Multiplayer Hotfix
Fix a bug when client try to connect to host player.
One Day To Release
Two Main Ideas of Game:
I love sandbox games, aslo I love space games. So I was hoping there could be a game can:
Design easier, but produce fancier!
Has an intensive captain commanding experience of capital ship!
So I made this game.
At current stage, I think this two main ideas has been basically achieved. However I need you players' feedback to improve game to a higher level. This is also why I choose to do an EA launch rather to wait for a full launch.
Future Plans
More Modules
I am planing to add “Directed Energy Weapon”, "Point Defense Weapon", "Energy Shield" for sure in near future.
I am also planing to add "Hangar and Carrier-Borne Aircraft", "Axial Weapon" in future.
Fully Online Support
Now, game's multiplayer gameplay is mainly based on LAN (though some players could connect to each other through NAT-traversal). I am pursuing to upgrade to fully online support in future.
Mods in Workshop
At current stage, workshop is only for upload and subscribe ship designs. However I have already implement current official content based on interface defined. So it will be relative simple to make it to support mods and other contents (e.g. modules, effects, cutscenes) in future.
Gratefulness To All of You
Thanks for all the patience and waiting, the game finally is going to be released. I will working hard to add more content and do polishing after EA launch.