Although, frankly for the details on “The Nanocaust,” you need to click through to the forum link where community member BadgerBadger explains his work. This is the first player-created special faction, and it’s something we’re building into the game as an option for anyone to use without having to do a special separate download or whatever else.
The other main thing from this build is basically pass #2 of Keith playtesting the game and revising based on his findings. This is overall a smaller batch of testing and revision work, because Keith was traveling for about a week and I’ve been doing the same. But overall it’s some solid stuff, and we’re marching onward toward where the game needs to be on a number of fronts.
Keith has also done a pair of videos, lately, and you can expect more in the future:
Keith writes: The modding tutorial on xml/code (tool links, etc) is still pending, but this contains a lot of info on modding itself, as many of the changes I’m making are functionally mods.
Keith writes: The initial bit on the dps formula and the overall balance architecture is interesting if you’d like to know more about that, but the addition of Badger’s Nanocaust faction is much more interesting, the real testing of that starts around 1:18:15 in the video.
Cinth and Blue have also been plugging away on their work, and I’ll be putting out a massive batch of their content changes (new shipn visuals, adjusted ship visuals, etc) early next week. 🙂
Release notes here! They are short and overall not that exciting, unfortunately. That said, if you’re modding the GUI, it’s a pretty titanic shift in terms of what you’ll find in there now.
So what’s up?
Basically over the last months we’ve learned a lot about what functions we do and do not need in our GUI in order to make it fit all the various screen resolutions and configurations, and to be as performant and attractive as possible. It’s still blocky and untextured right now, so the attractive part isn’t there yet, but with the changes from this week we’re now able to pursue “functional, well-organized, and non-overlapping” with renewed vigor.
There are a few other things in there as well, including some minor changes that make a huge difference in how the balance of AOE units affect things. There’s a few more of the voice acting audio clips that play now, and a few quality of life improvements with hotkeys.
Anyhow… this is one of those “iceberg” releases where it is actually a lot larger than it looks on the surface. 😉
The key quality-of-life improvements, in no particular order, are:
– You can now choose to start with the first planet already under your control, and thus skip that first battle that tended to be the same.
– Turrets and similar structures that you build now leave remains that you can rebuild, similar to AIWC. Not having to manually re-place turrets after every significant defense is very nice.
– Tech costs and various other numbers are now rounded to not be weird values like 1199 (instead 1200, in that case).
– BadgerBadger’s “Find Planet” function has been integrated. Thanks Badger!
– BadgetBadger’s improved campaign-based save/load system has been integrated. Thanks Badger! (I keep finding myself saying that) The structure of the campaign data is likely to change to something more robust before 1.0, but this is a definite step in the right direction.
Up next is more of the same troubleshooting: finding the trouble that gets in the way of the game being fun, and shooting it. For now I’m focusing on my own testing as it’s a tighter feedback loop in many ways, but that will be broadening out.