Release notes here.
The nanocaust have seen a big revision as part of this one, and I was definitely tempted to name the build after that. But the strikecraft being better-balanced compared to everything else probably affects more people, so here we are. The list of short-term general annoyances is getting much smaller, and the discussion that started it all is here.
So what’s new?
- Lots of bugfixes, and some ui enhancements and AI improvements all over the place.
- You can now see the history of the AIP increases and decreases by clicking the AIP section of the top toolbar, which is SO handy — thanks, Badger!
- In Badger’s own words, the nanocaust changes: The nanocaust rework is basically a dramatic simplification of the code. I took the Fleets mechanism out and put in a mechanism that basically says “If there are no enemies on planet X, take all the ships on this planet and attack any adjacent planet that is weak enough for the local forces to take. If there are no adjacent hostile planets, go to a random adjacent friendly planet”. This was what I did originally but it was too powerful so I introduced the nanocaust fleets mechanic basically as a nerf.
However, the end result was a rather boring and not-super-menacing nanocaust. So now it’s back to its original terrifying version. I may need to introduce some additional mechanics to slow it down, we’ll see. The logic it uses is also essentially the same logic that Marauder Raiders use.
- The strikecraft balance is now reduced to 2x hulls instead of 3x, and attack multiplier down to 1.5x. So now your turrets should have a fighting chance. Big thanks to Puffin for aggregating that feedback and making the change. The strikecraft previously felt too chaff-y, but now are hopefully in the ideal middle ground; let us know!
- Bunches of balance changes based on player feedback.
- I’ve personally been traveling for the last week, but have written up some things that might interest you. Specifically:
- My plans for tutorials are a lot more traditional now.
- My plans for 1.0, techs, and fleets are written up and hopefully make sense.
- Same for my plans for multiplayer, although that news is probably less welcome.
- Still lots of exciting things in the works, as noted via various links, mantis, and so on.
More to come soon. Enjoy!
Problem With The Latest Build?
If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you’ll see a variety of options. You can always choose most_recent_stable from that build to get what is essentially one-build-back. Or two builds back if the last build had a known problem, etc. Essentially it’s a way to keep yourself off the very bleeding edge of updates, if you so desire.
The Usual Reminders
Quick reminder of our new Steam Developer Page. If you follow us there, you’ll be notified about any game releases we do.
Also: Would you mind leaving a Steam review for some/any of our games? It doesn’t have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that’s how you make it happen. Reviews make a material difference, and like most indies, we could really use the support.