Let me know what you think in the Forums/Discord or through the games feedback system. CEO can no longer direct control a ship which already has an Executron on board.Executron on the monolith can now see the countdown.Monolith turning is now smoother over multiplayer.Can now fire nukes over multiplayer again from the target panel.Infesters will now wonder a bit from the trading ship.Fixed issue with goods fabricator being used to cheat.Being killed while operating a turret will no longer break the game.Being killed while in the outfit machine will no longer break the game.Raised the health on Bane and Mechanoid to 1000.Fixed issue with matter beams and deflectors where the ship would be damaged anyway.Fixed space walking being super sensitive.Fixed an issue setting units to patrol stations where they would run into the corner.Fixed bug with having more than 1 outpost command producing too many ships.Fixed an issue flying fighters in a system with no QT points other than a wormhole.Added a moment pause before the tool tip appears.Fixed an issue wit the Executron being killed in a personal drop pod.Fixed a docking issue on outposts and derelict ships.Fixed a bug which would cause a match not to start due to not being able to put enough colonies down.Stop button has been added back again when mass electing units. Hit box on lines in the map editor are now a bit wider.Added new economy information to the overview screen.Choosing a new ship hull will assign it the latest researched tech.You can now choose teams before a game starts including teaming up the AI.You can now choose start positions on maps.New advanced outpost core added which can only be found inside Colony command outposts or searched for.Īlong with the new economy changes the following has been added:.Outpost cores have been relabelled and are their own separate thing unrelated to Science tech now.All tier 2 units and weapons now require Tritanium to build and all tier 3 units and weapons require Xeo gas and Tritanium.The mining rate on large asteroid miners have been moved from 4 seconds to 8 seconds.The Tritanium refinery now needs 200 raw metal instead of 100 to work.Only one ship can mine an asteroid at a time.Here are the following tweaks to the economy to help keep things balanced: While doing all this I am pleased to say I have also been on a good dig through the code and game and managed to get the frame rate up quite a bit especially late game with 4 CEO's so you should now see things run smoother, as ever this will continue to improve as the game is optimised. I also want to clamp down on run away economies which having a system like this will make it easier for me to work out whats happening. The other important thing to note is that with all this you shouldn't be able to just live off the home system mid/late game if you want a decent sized high tech fleet, if you play a game against someone who does expand into other systems then you should be at a disadvantage for not doing so, thats the theory anyway, let me know if its working or everyone is now going to turn into Turtles. The main aim is that the new infinite system should allow for a more stable economy meaning you concentrate on it less especially towards the end of a match, as there's nothing more frustrating than 55 minutes in and your having lots of fun but wondering why you have no Tritanium and realise the asteroid ran out and I am quite certain you would be rather spending your time blowing up the computer than twiddling your economy. Today I am releasing a patch to the beta branch, the reason for this is because I have made a minor adjustment to the economy to make things more fun and easier to understand however despite plenty of testing I am quite sure that some things still need some balancing.Īs of of this patch all asteroids are infinite to mine and you only get half the yield from smaller asteroids, it should help with the Industrial faction as they had to research infinite mining first which was strange as mining ships would fly off and then fly back again, also it helps with the Spy faction as they were unable to mine an asteroid once it had ran out which didnt help late game at all, the Science faction generally didnt need any tweaking as their economy was pretty infinite already.
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