Moons of Ardan cover
Moons of Ardan screenshot
Genre: Simulator, Strategy

Moons of Ardan

Version 0.8.1.5 released Mar 04, 2022

Fixes




  • SR-1830 - [BUG][UI] Pollution visual progressivity was broken (+Increase city center visual pollution radius)
  • SR-1809 - [BUG][UI] Citizen count was corrupted if the player build houses while the population was falling
  • SR-1828 - [UI] Job count was corrupted when the player changed the allowed slots of a building while it was paused
  • SR-1829 - [UI] Improve "send bug report" visibility on error panel
  • SR-1826 - [UI] When changing planet with different levels of populations, the citizen UI was not updated correctly
  • SR-1827 - [UI] Remove obsolete part of pollution tutorial
  • SR-1820 - [UI] Remove obsolete part to plan a route tutorial + fix in french
  • SR-1810 - [BUG] Crash when building the wonder because of a missing LightDetectorComponent component

Version 0.8.1.3 released Feb 18, 2022

Fix a crash that was happening when loading a save where an orphan tree was still growing (orphan trees are left by deleted woodcutter’s hut)

Version 0.8.1 released Feb 18, 2022


Improvements




    <*>SR-1765 [GRAPH] Improve tree models for different planets



    <*>SR-665 [DEV] Road are now saved and loaded to prevent new road layout
    <*>SR-1272 [AUDIO] Reduce "space music" length
    <*>Improve tree scaling when converting moon’s trees
    <*>Improve resources locations scaling on moons
    <*>SR-1030 [PERF] Improve save loading time
    <*>SR-1537 [DEV] Performance improvement pass
    <*>SR-1782 [UI] Tune the save/load panel scroll speed
    <*>SR-1764 [GRAPH] Pollution visual is not tied linearly to the moon’s pollution percentage
    <*>SR-1727 [DEV] When the woodcutter’s hut is full, trees are not chopped down


Balancing



SR-1785 [GD] Increase tree grow time, woodcutter plant time and chop down time




    <*>Planted every [4h -> 10h]
    <*>Cut down every [12h -> 24h]
    <*>Tree grow rate [4h -> 38.4h]
    <*>The first tree of a woodcutter is now planted as soon as the building is built and manned

SR-1791 [GD] Increase moons size




    <*>Soriis radius: 120m -> 150m
    <*>Soriis orbit radius: 6600m -> 7800m
    <*>Tinar radius: 180m -> 210m
    <*>Timar orbit radius: 3240m -> 3600m
    <*>Velaa radius: 240m -> 270m
    <*>Velaa orbit radius: 4470m -> 5400m

Misc




    SR-1789 [GD] City center range has been increased [60m -> 75m]
    SR-1790 [GD] Medical center range has been increased [36m -> 45m]



Fixes




  • SR-1794 - [BUG] Fix a grid error for pathfinding that was hidden there for a long time
  • Fix savegame loading that was duplicating orphan trees
  • SR-1773 [BUG][FEEDBACK] When deleting woodcutter, it seems that the tree effect was not taken into account anymore

Version 0.8.0 released Feb 09, 2022

Thank you to all testers from the Discord channel that helped us!





Improvements



Improved woodcutters








    <*>Woodcutters now plant their own trees at a slow rate. [one tree every 4h]
    <*>Their production depends on the number of adult trees. A tree takes close to 4h to become an adult.
    <*>Placing a woodcutter’s hut close to already existing trees gives a boost to the building as it uses them as adult trees.
    <*>When woodcutter's huts are destroyed, their trees stay on the moon.
    <*>Woodcutter maximum productivity depends on the free space around them, when building the expected efficiency is displayed.


Trees are planted by woodcutters




[expand type="details"]

    <*>SR-1121 [GD] Improve woodcutter
    <*>SR-1599 [GD] Think of the planting/cutting rate of the woodcutters
    <*>SR-1598 [GRAPH] Have trees that grow
    <*>SR-1687 [DEV] Tree are planted one by one
    <*>SR-1597 [DEV] Woodcutter need to plant trees if not available in the range

[/expand]

Woodcutters have an area of operation



    <*>When you build in that area, you remove trees and reduce the woodcutter efficiency


[expand type="details"]

    <*>SR-1705 [UI] Display woodcutter efficiency when building (Other buildings part)
    <*>SR-1685 [UI] Display woodcutter efficiency when building (Woodcutter part)
    <*>SR-1698 [DEV] Delete trees when placing buildings

[/expand]

Trees are different on each moon






[expand type="details"]

    <*>SR-1686 [DEV] Each planet has a different tree visual
    <*>SR-76 [GRAPH] Tree models for different planets

[/expand]


Woodcutters only plant trees in their free area of operation




[expand type="details"]

    <*>SR-1696 [DEV] Woodcutters take into account trees in the range
    <*>SR-1688 [DEV] Tree are not planted or cut if the building is shutdown

    <*>SR-1596 [DEV] Reduce woodcutter output if buildings are in it zone
    <*>SR-795 [GD] Diminish the woodcutter efficiency, if too close to other buildings

[/expand]

Misc



[expand type="details"]

    <*>SR-1716 [DEV] Handle trees that are the result of a previous woodcutter

[/expand]


New pollution system








    <*>Pollution levels rise depending on the ratio between produced pollution (buildings + citizens) and dissipation (trees and pollution scrubbers)
    <*>A saturation system is used for pollution, which means that the higher the pollution is, the harder it becomes for it to increase.
    <*>Abundant trees on a moon result in a better dissipation value.


Pollution will impact the moon's look



    <*>Pollution has a visible impact on the moons. If it rises too high, dirt will appear on the ground and buildings.


[expand type="details"]

    <*>SR-1656 [GRAPH] Add visual pollution
    <*>SR-1707 [DEV] Integrate pollution visuals

[/expand]

Pollution impacts citizen happiness





[expand type="details"]

    <*>SR-1657 [GRAPH] Happiness icons
    <*>SR-1649 [UI] House UI has been modified to display inhabitant count and pollution level
    <*>SR-1658 [UI] Merge happiness and citizen's face

[/expand]

Pollution increase citizen consumption



    <*>Citizens become angry and consume from 80% to 200% of their normal rate depending on their happiness (which is directly linked to the moon's pollution).


[expand type="details"]

    <*>SR-1653 [DEV] Pollution increase citizen consumption

[/expand]

Pollution reduces building production



    <*>Buildings will be less efficient when pollution is high and citizens are unhappy. This penalty can go up to 50%.


[expand type="details"]

    <*>SR-1651 [DEV] Pollution reduces building production

[/expand]

Pollution is displayed under the moon's name



    <*>Global pollution information is centralized in a tooltip over the pollution bar under the planet name.


[expand type="details"]

    <*>SR-1592 [UI] Add pollution meter to planet information
    <*>SR-1584 [DEV] Create a pollution meter for each planet
    <*>SR-1612 [GD] Add a pollution dissipation value
    <*>SR-1710 [GD] Link trees to planet dissipation level

[/expand]

Pollution is generated by citizens



    <*>Citizens pollute according to the level of their house.


[expand type="details"]

    <*>SR-1648 [DEV] Houses are generating pollution according to their inhabitants

[/expand]

Pollution is generated by production buildings



    <*>Most buildings produce pollution except for the Woodcutter's hut, Water collector, Water purifier, Hydroponic farm.


[expand type="details"]

    <*>SR-1629 [UI] Display pollution value on the right side in the building info panel
    <*>SR-1585 [DEV] Add a pollution value to each building

[/expand]

Pollution generated by production buildings can be seen in the build menu




[expand type="details"]

    <*>SR-1609 [UI] Display pollution value in building tooltips

[/expand]

Production buildings generate pollution depending on their efficiency



    <*>Building-related pollution information is displayed when hovering over the pollution value on the top right corner of the selected building information panel.


[expand type="details"]

    <*>SR-1627 [DEV] Building pollutes depending on their efficiency
    <*>SR-1634 [UI] Pollution tooltip in building info panel when hovering pollution value
    <*>SR-1637 [LOCA][UI] Improve building pollution meter tooltip

[/expand]

A new tutorial has been added to explain pollution




[expand type="details"]

    <*>SR-1622 [UI] Create pollution tutorial screen
    <*>SR-1639 [UI] Improve pollution tutorial screen
    <*>SR-1641 [UI] Improve pollution tutorial by explaining that spaceships pollute the origin moon
    <*>SR-1682 [UI] Tell happiness is linked to pollution

[/expand]

Misc


[expand type="details"]

    <*>SR-1631 [FEEDBACK] Houses and city centers should also pollute
    <*>SR-1683 [GD] Advanced warehouse polluting more than the small one.
    <*>SR-1586 [DEV] Allows emission to stop when a building is shut down
    <*>SR-1610 [GD] Study pollution value that makes sense!
    <*>SR-1628 [DEV] Pollution number should be more stable
    <*>SR-1608 [DEV] Check warehouse upgrade pollution value

[/expand]


New building: Pollution Scrubber








    <*>It can absorb up to 400 pollution units




[expand type="details"]

    <*>SR-1621 [DEV] Create a building for collecting pollution
    <*>SR-1615 [GRAPH] Create pollution collector icon
    <*>SR-1614 [GRAPH] Create pollution collector model
    <*>SR-1729 [GD] Pollution scrubber productivity is not affected by moon pollution
    <*>SR-1626 [LOCA] Name pollution block resource
    <*>SR-1625 [DEV] Create new resource: Pollution block
    <*>SR-1623 [GRAPH] Create pollution block icon

[/expand]


New building: Pollution Processing Facility








[expand type="details"]

    <*>SR-1721 [ICON] Waste Removal building
    <*>SR-1588 [DEV] Create a building that sinks the pollution blocks
    <*>SR-1661 [GRAPH] Create "test" pollution long term storage building

[/expand]


Improved visuals



Improved Solinite mine




[expand type="details"]

    <*>SR-1663 [GRAPH] Improved Solinite mine building

[/expand]

Improved Permium mine




[expand type="details"]

    <*>SR-929 [GRAPH] Improve Permium mine building

[/expand]

Improve Cronium mine




[expand type="details"]

    <*>SR-928 [GRAPH] Improve Cronium ore mine building

[/expand]



Other improvements



Displays required resources when building




[expand type="details"]

    <*>SR-591 [UI] Displays required resources when building
    <*>SR-1718 [UI] Make the placement icons transparent

[/expand]

Max theoretical job count is also displayed when a building is paused




[expand type="details"]

    <*> SR-1611 [UI] Max theoretical job count is also displayed when a building is paused

[/expand]

Icons and text sizes in the resource panel have been increased.





Misc



  • SR-1745 [BUG] Paused status of buildings were not kept after loading!
  • SR-1522 [UI] Spaceship took off and land "logs" removed
  • SR-1713 [UI] Prevent the user interface elements to be collapsed (build, resources, population, milestone) as it misleads new players.
  • SR-1706 [AUDIO] Upgrade building sound is not different from the building sound
  • SR-1703 [UI] Add Discord link to the bug report panel



Balancing



  • SR-1647 [GD] Reduce nanofibler factory recipe and production rate «[Biomass:5/d][Biofilament:15/d][Metalloids:15/d] -> [Nanofiber:10/d]» => «[Biomass:3/d][Biofilament:6/d][Metalloids:6/d] ] -> [Nanofiber:6/d]»
  • SR-1646 [GD] Reduce biomass producer output rate [30/d -> 15/d]
  • SR-1768 [GD] Reduce citizen Clothes consumption (One unit supports [120 -> 140] level 3 citizens/day)
  • SR-1768 [GD] Reduce citizen Tools consumption (One unit supports [160 -> 180] level 3 citizens/day)
  • SR-1768 [GD] Reduce citizen Synthwitches consumption (One unit support [140 -> 160] level 3 citizens/day)
  • SR-1768 [GD] Reduce citizen Jewellery consumption (One unit support [160 -> 180] level 3 citizens/day)
  • SR-1768 [GD] Reduce citizen Basic Science (One unit support [150 -> 200] level 3 citizens/day)


Fixes



  • SR-1731 [BUG] Crash happened when production buildings were destroyed, the "transport requests" were not correctly updated
  • SR-1624 [BUG] Building collection could be stuck when delivery was done after the last unit production.
  • SR-1500 [BUG] Fix buildings that were not collected. Sometimes, even if the moon storage was not full, the reassignment of the deleted building was moon storage and it locks the assigned transporter.
  • SR-1640 [DEV] Prevent building (i.e. pollution scrubber) to sink all resources (i.e. nanofibers) when preloading inputs
  • SR-1759 [BUG] Fix the wrongly displayed "resource not available on moon" message when initiating a space route


Technical



  • SR-1720 [DEV] Create a save folder for each game version to help testers with their saves [WIP]
  • SR-1701 [UI][GRAPH] Rename texture to be resolution independent and use 128 textures for buildings

Price update

In the coming days, we will introduce our first price increase. (5.99$ -> 9.99$) (4.79£ ->8.99£)

As we move forward with development, we plan to bring our price ever closer to the final selling price with every step along the way.



We wish to thank all the players that have already decided to support us until now, and we hope that Moons of Ardan will bring even more enjoyment to future players as the game grows.

Version 0.7.1.7 released Dec 26, 2021

Fixes



  • SR-1650 - [BUG] Fix crash at loading because unemployed citizens were not managed correctly
  • SR-1624 - [BUG] Building collection is stuck when delivery is done after the last unit production

Version 0.7.1.6 released Dec 14, 2021

Fixes



  • SR-1616 - [BUG] Crash when emptying one employee building
  • SR-1620 - [BUG] The last worker was never "fired" from a building when using custom worker slots
  • SR-1611 - [BUG] Max theoretical job count is not displayed [when a building is paused]