Playtest: Difference between revisions

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The sixth update to the playtest was [https://steamcommunity.com/games/1857080/announcements/detail/3667652000897376511 released] on 10 January 2023.
The sixth update to the playtest was [https://steamcommunity.com/games/1857080/announcements/detail/3667652000897376511 released] on 10 January 2023.


'''<u>NEW CONTENT</u>'''
; Ship Editor
: An entirely new in-game ship editor that allows you to change your fleet ships, or desgn and build new ones.
: You must be at a shipyard to commit any changes, but you can make design changes at any time.
: You can load any ship directly into the ship editor from the Main Menu.
: Any ships you create with a value of less than $1M will be usable as New Game start ships
: Ships can be exported locally, or uploaded to Steam Workshop.
; New Ship Library
* We now have a library of ship designs, including many sourced from our talented Playtest community.
* When you visit a shipyard, you will find many ships for sale, including those designed by the community.
* Some ships for sale will be just the empty hull. Others will be pre-equipped and ready to fly, if you can afford them.
* Any ships you subscribe to from the Steam Workshop will be automatically included for consideration
* Any ships in the library with a value of less than $1M will now be available to start in the New Game menu.
* Ships you create are added to the ship library and will be available for purchase in game, at shipyards.
; Steam Workshop integration
: You can now share any ship you create from the main menu, by clicking the "Upload To Steam" button
: You can subscribe to any ship on the Steam Workshop, and it will be included in your game world via the Ship Library
: You may encounter that ship as an enemy vessel, or as a ship for sale.
; Combat encounters improved
: Combat encounters now use the Ship Library to create suitable enemy forces.
: You will now encounter a much larger variety of enemy vessels.
: The enemy forces will scale in difficulty based on the capability of your fleet, and your combat rank.
: Sometimes you will face just one or two very powerful enemy vessels. Other times you will face a large fleet of much smaller ships.
: Enemy ships have been given a rudimentary pilot AI, but this will improve in future
* The old boring combat mission has been removed
* It has been replaced with a sector-wide objective to eradicate all hostiles, which resets after each sector.
* You can earn big money by cleaning up each sector this way.
; Evasion chance
: During combat your ships now have a chance to evade incoming weapons fire
* This is based on the incidence angle between the ordnance and your ship
: (head on into fire gives no evasion chance. Side on (travelling fast and close to the enemy turrets) gives max evasion chance
* The faster you are travelling, the greater your evasion chance
* The faster you are turning, the greater your evasion chance
* Small ships gain the most from this. Large, slow heavily armoured beasts gain the least.
; On-screen award system
: Completing any mission or objective will now show an on-screen award
: The award shows your money earned, as well as any XP points gained, ranks increased etc
; Compass widget / detach camera control
: There is a new compass widget at the top of the screen, that shows the direction the camera is facing.
: You can click it to toggle if the camera is attached to the current ship, or moving freely.
: This is very useful during heavy combat where you can detach the camera from any one ship
; Settings menu (Main Menu)
* Controls for UI Scale
* Controls for Sound Volume
: (More to come)
; Lots of new artwork
; Lots of new audio
; Equipment resizing
: Lots of placeholder artwork has been replaced with final art, and some equipment has changed size.
* Thrusters are now 3x1 and sit entirely within a wall
* Engines now resized to 7x4 to better fit their sprite footprint
* Docking Ports are now 6x2, to better fit their sprite, and to give more delivery space
'''<u>SMALL CHANGES</u>'''
* The visualisation when placing equipment is now different, and is based on the normal view rather than the schematic view
* The basic Praxis starting ship now has a Small tank and a Medium tank onboard
* You can now repair structural damage from the SHIPYARD menu (when at a shipyard)
* FTL Charges now come in a stack of 1 (previously 100)
* FTL Travel has been sped up
* FTL drive now draws 80MW of energy when charging, instead of 100. (So as not to shut everything else down)
* Void Collapse slowed down and made to start further away in each sector, so you have longer before it arrives
* 'Weapons Free' and 'Exterior Work' are now enabled at the start of a game by default
* Passengers will now sometimes stay on deck during transport
* Travelling in hyperspace 'through' the void now causes structural damage. Be careful!
* NPC miners will now leave after mining a small amount
* Ice Comets are now shown in the sector map
'''<u>BUG FIXES</u>'''
* You can no longer 'turn in' the flight ready mission
* You can no longer turn in an industry/mining mission unless you have enough ore
* The Void Collapse predicted size is now accurate when in Home Sector
* Drones will no longer continue repairing a ship that has been destroyed
* Drones will now properly deactivate when their home ship is destroyed
* You will no longer receive CO2 warnings from enemy/neutral ships
* NASTY BUG: You will no longer lose tons of money sometimes after completing a mission (happens when revisiting previously visited star systems straight after)


== DEMO3A ==
== DEMO3A ==
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