This is just a small bug fix patch to address a common multiplayer desync related to the recently introduced research queue. It also adds info to tooltips about which hotkey corresponds to a given item in the UI if applicable.
Quality of Life:
+ Hotkeys are now displayed in the tooltip of the corresponding UI element (can be turned off in the settings)
Bug fixes:
* Fixed a desync related to the research queue when trying to research more than one technology of a selection group (where you have to choose one technology) * Limited the max amount of research queue targets to 10 to prevent a localization issue
Enjoy!
TeamJA
Planet S - State of the game #12
Hey everyone!
Planet S has now been in Early Access for 1 year or in other words: Planet S was released 1 year ago! This time we want to give you a look at the big features we are working on for the last big update before the full release, the Victory Update!
Roadmap:
Here is a look at the updated roadmap:
The release will very likely happen in August now maybe the full release as well.
Victory Update:
Our plan for the Victory Update is to finish off loose ends, add a new Victory Condition to "win" the game without going to war with others, AI opponents to play against in both single and multiplayer as well as some larger community requested features. Here is a list of the things we plan to add:
AI opponents to play against - They will work just like regular players and build their own colonies and ships. We have already made a lot of progress on the AI and most importantly: It won't be a cheating AI as we want them to behave like they are a regular player with a real economy.
Special victory condition - More on that later but as mentioned before it will allow you to "win" without attacking anyone.
Terraformer - A special new building that can be researched that will allow you to terraform tiles into other tile types. So for example mountain tiles to land tiles or even ocean tiles to mountain tiles if you want to. (Community request)
Pirates - You will be able to create worlds in which you will get attacked by pirates from time to time (Community request)
Colony shares - You will be able to buy colony shares of other players to eventually buy their entire colony (will be optional on world creation) (Community request)
Flags - Instead of just a faction color, every faction will be able to create a flag on world creation and it will be displayed in multiple areas in the game like for example near military buildings. (Community request)
There will also be a few smaller changes and improvements but thats our list of "bigger" features that we are working on for the Victory Update!
Current state:
QoL and Bug fixes from last SotG:
We were able to tick of a few boxes on our TODO list since last month:
A research queue / Ability to select a technology to be researched and the system will automatically research each technology towards the target technology - Shipped with 0.5.2
The laser is able to fire through the sun - Fixed with 0.5.1
A couple of buildings sounds are missing or not playing their sounds - Fixed with 0.5.1
Big TODOs:
Faction flags - Planned for the Victory Update
Terraforming - Planned for the Victory Update
"Large planets" world type - We are currently investigating if that technically possible or if it will cause any problems / negatively impact the game in any way
Modding support - After the full release of the game
Quality of life:
Here is a list of QoL changes that are in the works or on our TODO list:
Show hotkeys in tooltips
Auto upgrade mode for the city center
A world option to increase or decrease the amount of resources generated in if limited resources are enabled
Bugs:
There is still a diplomacy related desync that can happen - We addressed one with the last patch (0.5.2) and we also added additional debugging error codes to help us find the issue
That is it for this months SotG! As always we love to hear your feedback and thank you for your support throughout the last year!
TeamJA
Planet S Version 0.5.2
Hey everyone!
This update fixed a couple of crashes and bugs that were reported over the last couple of weeks! On top of that this update also adds the building to queue up technologies for research and brings some optimizations and war changes.
Quality of Life:
+ Added the ability to queue up researches (Suggestion from the Discord)
Left click a locked technology to queue it up
Right click to reset the queue
Shift + Left click to add multiple technologies to the queue
Bug fixes:
* Fixed defence buildings showing energy usage in the building menu tooltip * Fixed visionary and weapon engineer counters not working in the city center UI * Fixed a crash related to the interplanetary laser * Fixed a camera related crash * Fixed a crash related to spaceships * Fixed an overlapping issue in the trade routes menu * Fixed a crash that could occure in the diplomacy menu when removing a condition or consequence * Fixed the spaceship group tray hitbox when not visible * Fixed a diplomacy desync
Balancing:
~ The colony will now only switch into war mode if a military building / defence building is being attacked to prevent attackers being able to force colonies into war mode by quickly attacking small production buildings or fields (Suggestion from the Discord)
This update addesses most of the issues that showed up since yesterday.
Quality of Life:
+ Added the ability to reassign the laser fire / shooting key + Added an info icon above the rocket silo while its on cooldown and while its constructing a rocket
Bug fixes:
* Fixed some building sounds not working or missing entirely * Fixed the interplanetary laser being able to shoot through the sun * Fixed a translation error in the rocket silo UI * Fixed a small memory leak on rocket impact * Fixed a small sound related memory leak * Fixed a crash that occured when loading a savegame with an active rocket explosion * Fixed the grapes farm not working / not being able to place grape fields * Fixed a crash related to resources that could occure while loading a savegame
Performance:
+ Implemented a small performance optimization for AMD Radeon based graphics cards
Enjoy!
TeamJA
Planet S - State of the game #11
Hey everyone!
Yesterday we finally released the High Tech Update and we are very happy with everyones reception! This State of the game will just give a short look at the updated roadmap as well at the usual things that we are working on.
Roadmap:
Here is a look at the updated roadmap:
The High Tech Update is live now and next up is the Victory Update which will be the last big update before the actual release of the game (Version 1.0.0). It will implement victory conditions and bring a special new one which will allow you to "win" in singleplayer matches and without killing everyone (But yes you will be able to continue playing your world even after winning). On top of that we will also finally at AI opponents to play against in singleplayer and multiplayer. Additionally we also want to add a couple of community requested features like the Terraformer, Flags and few more. But more on that in the next State of the game!
Our plan for the release is to make the game as stable as possible with 0.6.0 and the follow patches and then announce the release date. The actual release patch won't contain any new feature but will instead only be either a small patch with remaining fixed or QoL stuff or the previous patch promoted to 1.0.0. We decided against using a big content update as the release patch so that the game is as stable as possible on release day! More infos on that in the future!
Current state:
We are really happy with the current state of the game, especially in terms of stability as there are only very few issues. The High Tech Update has been the most stable "large update" we released so far actually!
Big TODOs:
Faction flags - Planned for the Victory Update
Terraforming - Planned for the Victory Update
"Large planets" world type - We are currently investigating if that technically possible or if it will cause any problems / negatively impact the game in any way
Modding support - After the full release of the game
Quality of life:
Here is a list of QoL changes that are in the works or on our TODO list:
Show hotkeys in tooltips
Auto upgrade mode for the city center
A research queue / Ability to select a technology to be researched and the system will automatically research each technology towards the target technology
A world option to increase or decrease the amount of resources generated in if limited resources are enabled
Bugs:
There still a couple of rare diplomacy desyncs and a few smaller issues that we are planning to address with 0.5.1:
There are a couple of diplomacy related desyncs that can happen but are relatively rare
A couple of buildings sounds are missing or not playing their sounds
The laser is able to fire through the sun
That is it for this months SotG! As always we love to hear your feedback and thank you for your support!
TeamJA
Planet S Version 0.5.0 - High Tech Update
Hey everyone!
Its finally time for the High Tech Update! This update brings a lot of new content, new spaceships, special weapons and a new type of planet! There is a lot to cover so lets go:
NEW Gas planets:
+ Can only be colonized if you reach Tier 4 citizens + Only special buildings can be placed on the surface + Source for Hydrogen and Methane + Will automatically generate in old and new worlds (happens while loading an old savegame)
NEW Tier 4 Citizens:
+ NEW Added visionaries and weapon engineers as tier 4 citizens. You can now upgrade your researcher residences to visionary residences and your military technician residences to weapon engineer residences. + NEW Added 32 new items:
Carbon fiber
Nano fiber
Titanium
Cobalt
Titanium alloy
Composit metal
Potatoes
Nutritional substance
Flavor manipulators
Smart food
Vanilla
Pudding
Cacao
Chocolate
Desserts
Liquor
Cocktails
Grapes
Barrels
Champagne
Manganese
Micro electrodes
Brain interfaces
Accumulators
Household robots
Uranium
Fuel rods
Plutonium
Hydrogen
Methane
Helium
Oxygen
+ NEW Added two new construction materials: Nano fibers + Composit metal. Nano fibers are specific to science civilizations and composit metal to military civilizations. + NEW Added multiple new buildings and production chains + NEW Added multiple new technologies to both factions
NEW Large spaceships:
+ NEW Large cargo spaceship
Requires Tier 4 citizens to be unlocked
More HP than the small cargo spaceship
8 item slots
+ NEW Guardian
Requires science Tier 4 citizens to be unlocked as well as a special technology
Science specific
Ability to disguise nearby spaceships to make them invisible to other players
6 laser turrets
Decent damage to buildings and spaceships
Quite tanky
+ NEW Battle cruiser
Requires military Tier 4 citizens to be unlocked as well as a special technology
Military specific
High HP
Very high damage against buildings
Can shoot with up to 10 turret on buildings
Less effective against spaceships but still quite strong
NEW Special weapons:
+ NEW Interplanetary laser
Science specific
Requires helium (generated in fusion reactors) and excess energy to function
Can be upgraded with different modules
Requires a special technology and Tier 4 citizens to be unlocked
Controlled by the player directly
Can also attack spaceships
+ NEW Interplanetary rocket silo
Military specific
Requires plutonium (generated in nuclear power plants), hydrogen and methane (plus some extra stuff) to construct a nuclear missile
There are three different types of rockets with varying strength and costs
Requires a special technology and Tier 4 citizens to be unlocked
Does A LOT of damage
Balancing:
~ Production buildings now always consume energy unless they are paused (should help with the random crazy energy spikes)
Bug fixes:
* Fixed a crash related to the diplomacy menu * Fixed particle flickering if a colony gets taken over * Fixed an issue that caused the game to crash after 80+ hours of continuous playtime (yes someone had the game open for that long) * Fixed a rare crash related to planet garrisons * Fixed ship groups getting selected while typing into a text field * Fixed being able to select spaceships through planets * Fixed a UI layering issue in the residence UI * Fixed the tax bonus research effect * Fixed military buildings requiring energy to work even though they don't use energy * Fixed an issue that caused colonies to not get removed from trade routes if a colony gets taken over * Fixed being able to place buildings without the necessary funding
We are looking forward to what you all think and we hope you enjoy it!
Enjoy!
TeamJA
Planet S High Tech Update Announcement + Trailer
Hey everyone!
We are happy to announce the release date for the High Tech Update. The update will go live on the 31st of May! The update will contain the following features:
Special weapons! The science civilization will get an interplanetary laser and the military civilization will get an interplanetary rocket!
Three new spaceships ("Large cargo spaceship", "Guardian", "Battle cruiser")
Gas planets, from which you can collect gases from
Tier 4 residents - Visionaries and Weapon Engineers will be available as upgrades for Researchers and Military Technicians
32 new items to produce
51 new buildings to build
40 new technologies to research
Release time zones: Central European Time (CET): 6 pm Eastern Time (ET): 12 am Pacific Time (PT): 9 am
Check out the new trailer:
Planet S - State of the game #10
Hey everyone!
This months State of the game will be a little shorter as we are still hard at work on the High Tech Update.
Roadmap:
Here is a look at the current roadmap:
As you might have already noticed the High Tech Update sadly won't release in April but in May instead. We didn't get quite as much done as we anticipated. Currently we still need to finish up a couple of buildings as well as the special weapons and a couple of smaller things.
Current state:
QoL and Bug fixes from last SotG:
Again we only managed to push out one patch for the game since last month so not much has changed.
There is a hard to debug desync that can cause colony items to go out of sync and trigger a desync - This one should be fixed now and we didn't receive any more reports of this since last month but we are continuing to moniter the situation to make sure that we didn't miss anything
There is a very rare bug that can cause multiplayer games to go horribly out of sync without triggering a desync - We addressed this with 0.4.6 and we also added additional sync checks so that the game can actually find this desync in case we missed something
Big TODOs:
Faction flags - Planned for the Victory Update
Terraforming - We had to move this to the Victory Update, sorry!
"Large planets" world type - We are currently investigating if that technically possible or if it will cause any problems / negatively impact the game in any way
Modding support (No ETA for that yet)
(Multiple star systems) - Maybe after Early Access
Quality of life:
Here is a list of QoL changes that are in the works or on our TODO list:
Show hotkeys in tooltips
Auto upgrade mode for the city center
A research queue / Ability to select a technology to be researched and the system will automatically research each technology towards the target technology
A world option to increase or decrease the amount of resources generated in if limited resources are enabled
Bugs:
The last patch (0.4.5) has actually been the most stable build we had since release and we did manage to finally find and fix a desync that was in the game since release which was extremely difficult to reproduce! But we are not quite done when it comes to multiplayer desyncs:
There are a couple of diplomacy related desyncs that can happen but are relatively rare
That is it for this months SotG! As always we love to hear your feedback and thank you for your support!
TeamJA
Planet S Version 0.4.6
Hey everyone!
This patch addresses a couple of multiplayer related issues!
Bug fixes:
* Fixed a desync that could occure when placing a city center or a residence * Fixed resources being refillable even if the player doesn't own the planet that the resource is on
Other:
~ Added additional sync checks for when a colony takeover happens
Thats all for now! Enjoy!
TeamJA
Planet S - State of the game #9
Hey everyone!
In this months State of the game we want to give you an update on our roadmap, reveal the new planet type and talk a little bit about those "Special weapons" that we mentioned last time around.
Roadmap:
Here is a look at the current roadmap:
We are still targeting the end of April for the release of the High Tech Update but it might slip into May. We still have to do quite a bit of work on it but we are getting there! Also next name for the update after that will be the Victory Update! We won't go into much details here but the headline features will be a new special victory condition, as well as AI opponents + some community features that were requested in the Discord and in the Steam community. The update will also be special because it will be the last update before we leave Early Access! More on that in the coming months but for now let's focus on the upcoming High Tech Update.
High Tech Update:
Last time we mentioned that the update will add a new type of planet and we are happy to finally show it to you:
It's a gas planet! This new type of planet can be found in a new outer orbit of every world. You can't colonize the planet just like every other planet. This will only be possible after reaching Tier 4 citizens. You also can't build regular buildings on those planets. There is only a handful of buildings that can be build in the orbit of the planet such as the Hydrogen Extraction Station. Hydrogen can then be used in Fusion Power Plants to produce energy and Helium and to build interplanetary nuclear missiles. Another difference to normal planets is that your production buildings will require Oxygen to operate which you will have to collect on a regular, ice or desert planet.
You will also be able to keep playing your existing worlds as these planets will be generated retroactively into existing worlds.
This brings us to another new endgame feature that we will be adding with the High Tech Update. Both factions will get a "special weapon" that they can research in the research menu. The military faction will gain access to interplanetary nuclear missiles and the science faction will gain access to an interplanetary laser. Both are very much endgame stuff and they will not come cheap! The laser for example will require Helium to operate and the nukes will require Plutonium from Nuclear Power Planets as well as Hydrogen.
We hope you guys are as excited for the update as we are but there is still a lot to do, implement and test until the update is ready for prime time!
Current state:
QoL and Bug fixes from last SotG:
We were very focused on the next update this month so not much has changed since last time.
Hotkey to cycle through colonies - Shipped with 0.4.5
Big TODOs:
Faction flags (No ETA for that yet)
"Large planets" world type - We are currently investigating if that technically possible or if it will cause any problems / negatively impact the game in any way
Terraforming - We are trying to add this with the High Tech Update
Modding support (No ETA for that yet)
(Multiple star systems) - Maybe after Early Access
Quality of life:
Here is a list of QoL changes that are in the works or on our TODO list:
Show hotkeys in tooltips
Auto upgrade mode for the city center
A research queue / Ability to select a technology to be researched and the system will automatically research each technology towards the target technology
A world option to increase or decrease the amount of resources generated in if limited resources are enabled
Bugs:
We are not aware of any bugs in singleplayer. Multiplayer is still affected by a couple of desync issues.
There is a hard to debug desync that can cause colony items to go out of sync and trigger a desync
There is a very rare bug that can cause multiplayer games to go horribly out of sync without triggering a desync
That is it for this months SotG! As always we love to hear your feedback and thank you for your support!