This keeps their icons consistent with those in the main game view. On the galaxy map, you can now see the number of units stacked or contained inside of things like your fleet leaders.It was bugging Chris, too, and it was Chris's idea. Some tweaks to various colours in the Objectives to make things more consistent.The estimate is a colour/heuristic number combination, similar in principle to the hacking difficulty estimate.Objectives in the Intel sidebar now give an estimate of 'how hard this objective is', and are sorted from easiest to hardest within a category.The Metal Flow popup window now shows how much Metal your ships have Metabolized, and your per-planet metal income.Prompted by a long and periodically civil discussion on the Forums.Logistical Command Stations now Watch adjacent planets.A number of other miscellaneous tutorial tweaks from Puffin.Fifth tutorial is added, although perhaps not quite finished.Hacking waves can include Guardians again. Version 0.899 Intel Objective Difficulty Ratings And figuring out a whole new way to do tutorials, and get those back in, was a big piece. A lot of the initial discussions about all this were here, but other discussions were on discord and other places.Įventually this also just became a period for continuing to fix other bugs and annoyances, and in general working on refining everything now that we're out of beta for the new fleets-based paradigm. Making sure that nobody's playstyles are removed or invalid, and that everything feels balanced, and that there's enough to capture and think about, and that there's no substantial "netflix time" where you're just waiting around (unlike the first game). The downside was that there were still some things that were decidedly annoying that we knew we wanted to tackle, and that was initially what this phase was about. So a whole bunch of great things happened. Finally implementing the new lobby and how a lot of that works, for instance. The fleets work of the prior phase turned out to be a much larger undertaking than initially expected, but we also refined a whole bunch of other areas of the game at the same time. 28.6 Bugfixes and Interface ImprovementsĪI War 2: Pre-And-Post Launch Polish What was this phase all about?.28.4.6 Strikecraft Buff In General, Plus Lobby Balance Sliders.28.3 New Ways To Get Science And Hacking Points.28.2.1 Vast Reductions To Battlestation Counts.28.2 New VIP Capturable: Global Command Augmenter.28.1.1 AIP-Reducer Improvements In General.28.1 New Critical Target: Major Data Centers.28 Version 0.873 Battlestation Overhaul.27.6.1 Very Basics Of The Fleet Management Screen.27 Version 0.874 Basic Fleet Management.26.2 Counterattacks From the AI Replace Reprisal Waves.26 Version 0.875 Counterattacks You Can Taste.25 Version 0.876 Counterattacks Ate My Waves.24 Version 0.877 The Strikecraft Goldilocks Zone.23.6.1 Performance Boost From Guard Self-Duplication Fix.23.5.2 New And Adjusted Player Fleet Designs To Discover.23.5.1 Watchman Frigates At All Your Command Stations.23.2 Ability To Swap Ship Lines Between Fleets.22 Version 0.879 Many Fixes and the Tutorial Rework Starts.21.3 Performance Boost: Coarse-Processing of BG Planets.21 Version 0.880 Belatedly Finding Friends.19.2 Get New Ship Lines: Advanced Research Stations Return!.19 Version 0.882-0.883 Research and Reconquest.16.1 "Defensive Zombies" Behavior Option.15.1.2 Much Better In-Game Icon Placement.14.3.3 And Tech Upgrade Details Per Ship Type!.14.3 "Hold And Click To View Details Of Contents" Feature.13 Version 0.889 Reticulating Those Splines.12.5.3 Updates To Every Single Ship Visual.10 Version 0.892 All Ship and Structure Visuals Done!.9.3 Tutorial Design Framework Expansions: Map Design Completion.9.2 Map Generation Major Good/Bad Distribution Rework.9 Version 0.893 Usability and Tutorial Prep.8.1.3 General Saturation and Brightness.
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