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Help us translate Steam
Cheers,
-- Brendan, Lead Developer
Cheers,
-- Brendan, Lead Developer
Cheers,
-- Brendan, Lead Developer
This major patch implemented the Galactic Council, overhauled the Sociology and diplomacy technologies, laid the ground work for Spying, and made improvements to Trade Routes and Commanders. It also completely overhauls the 3D ship designer's mechanics and user interface based on recent feedback. We would greatly appreciate feedback on the revamped 3D ship designer before we complete implementation of the remaining races' ship designs.
Cheers,
-- Brendan, Lead Developer
This patch adds high-resolution planet textures, a new improved planet shader, 3D ship Designer parts for the Z'loq and United Colonies, and more. The Large and Huge map sizes have been unlocked, Leader Names have been implemented, Star Names from Kickstarter backers have been added, and the start sequences and victory sequences have been implemented (temporarily disabled while we add voice narration hopefully for tomorrow!). For this update we've also implemented and tested all the code for Spying, which will be released as soon as we can develop the user interface for it.
Ship Models: United Colonies - We've now added a series of ship parts for the United Colonies race and implemented some default designs for them. The United Colonies ships look a lot more technologically advanced than the Renegades ships, and are covered in bright white plating.
Cheers,
-- Brendan, Lead Developer
Start Sequences:
Bug-fixes:
Cheers,
-- Brendan, Lead Developer
Cheers,
-- Brendan, Lead Developer
Cheers,
-- Brendan, Lead Developer
War Declaration: The AI now periodically assess whether they should declare war on another race using parameters such as fleet strength, strategic weaknesses in the enemy planets, their current favour level, the difficulty setting, and the personality type of the race's randomly generated leader. The AI also now automatically declares war if you bomb their planets or attack their fleets.
Strategic Analysis: When in a war, the Strategic Analysis AI will periodically analyse the enemy planets for strategic weaknesses and compare the strength of its own fleets to the strength of your fleets and planetary defences, also taking into account all the ships that could reach the target system in time to defend against attack.
Defensive Deployment: The Defensive Deployment section of the War AI deploys an empire's ships based on an assessment of nearby threats. It works out how many enemy ships could reach each star system, assesses the threat they pose (modified by whether they are at war or have a peace treaty or alliance) and sends enough ships to defend. This naturally tends to deploy ships around the race's borders and concentrates them near other races they are at war with.
Bid For Peace: The War AI continually re-assesses how its current wars are going and can decide to bid for peace with the enemy race. It will generate an offer that it thinks the enemy will accept, which may contain technologies and money to sweeten the deal. If the race is losing the war and it's absolutely hopeless and they think they're never going to be able to secure a peace treaty, they can sometimes even surrender to another race. All assets and planets are transferred over to the new race on surrendering, and a special diplomacy event announces it.
Cheers,
-- Brendan, Lead Developer
Cheers,
-- Brendan, Lead Developer
Just a quick note that a full dev update blog with screenshots and in-depth details on everything in this update will be released this weekend, hopefully at the same time as the first singleplayer mission goes live for testing. It'll also have an update on a few things that unfortunately caused us delays over the past two months, the final steps to get Predestination feature-complete, plans to finish off the UI, and more!
The singleplayer campaign will be split into two main story arcs: The first set of missions will follow each race's story from before the Revenant war and eventually leading up to the temporal disaster that threw all of the races back in time. The second campaign will follow each race's story after being sent back in time as they struggle to rebuild, become embroiled in engaging with their lost neighbours, and find a way to defeat the Revenants.
The first mission (which will be released hopefully this weekend) tells the story of the Kazzir space race, fuelled by the financial success of the planet's biggest entertainment corporation. This mission functions partly as a hands-off tutorial by guiding the player through the Pre-Warp era of the game as the Kazzir explore their planet, build massive cities and industrial infrastructure, and eventually race to the stars in search of alien life and bigger TV ratings.
Cheers,
-- Brendan, Lead Developer
Bug-fixes:
Cheers,
-- Brendan, Lead Developer
Cheers,
-- Brendan, Lead Developer