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Alpha Test v3 Update 2 Messages in this topic - RSS

Doctor Dread
Doctor Dread
Administrator
Posts: 1478


6/30/2016
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
These are things that have been added since last update
  • City Rulership event in place and seems to running as intended now. Tangoor Dynasty and Core Engineering are the first city rulers of all of Barons of the Galaxy. Hopefully we'll have a planetary rulership event by next week.
  • There is a new "Dangerous Fad" event in place. It has a vote component and also uses a system of random flavor text depending on the product category the event fires under. This is going to be used in future events. Every event we add introduces a new feature in the code that we're testing in Alpha and will be used in future events. Hopefully speeding up how fast we can implement new event types the more we make.
  • The event description under the politics page has a link to the location of the event.
  • Terran federation ships now spawn and patrol the Sol System planets. They respond to battles that are not within cities. They randomly move towards battles and guard the location for random amounts of time. They are designed to stop you from attacking other players into complete destruction but they don't respond fast enough to stop you from raiding another player for a few rounds.
  • Battle messages will not send you a new message if you currently have an unread message for a battle in the same location.
  • The Top 10 grid on the Military subtab has been re-worked to show an accurate count/power of military units. The checkboxes for the different types of units also responds correctly now.
  • The Assets page location columns has been trimmed to show only the Sector,System,Planet,City to save space on the grid.
  • When you edit a contract, it loses the "exact price" that you had previously set. This was corrected.
  • New cities start at a population of 900,000 instead of 90,000. The rate at which they grow was increased also. Which, at 100 AVG Demand should be 50% every 100 turns (1 week)
  • You should be able to make a group of ground units even if they are upgrading now. The only time you can't upgrade units is when they are carried on another unit.
  • All ship upgrade types, Hit points, Attack, Cargo, Hangar, Move Speed now give a 50% boost per level to their appropriate stat instead of the varied percentages we were using before. A fully upgraded Scout should go 120 spaces a turn. That's probably "Point 5 past light speed" and could probably do the Kessel run in under 12 parsecs. Alternately you can make a Battleship with 30,000 Hit points
This week we're going to try to get the planetary and system rulership events up as well as a combat oriented event. We're also looking into doing more work for artifacts. We would like to try an Open Beta test in the next 2 weeks and probably launch a Kickstarter at the same time. Maybe July 15th
edited by DrDread on 6/30/2016
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