Update progress
Version 1.7.0
Completed:
- Upgrade to Unity3D 2021 (5 years of updates applied in one go)
- Custom universe - new max size of 64 sectors. It will still be possible to go tiny
- Custom universe - sector sizes are significantly larger
- Custom universe - fewer "major" factions are generated but those that are generated are significantly more powerful
- Custom universe - "major" factions now much more likely to start the game with capital ships
- Factions now able to produce fleets of 8 ships (previously a max of 6 but frequently would be much less).
- Increased the bar of most video setting levels except "lowest"
- Balancing - ships are generally much faster
- Custom universe "preview" - Ability to show the new universe that will be created (like the in-game universe map). This feature will become more useful as new customization settings are added.
- Custom universe - now generates some "unstable wormholes" - wormholes that have a volatile endpoint
- Sector map - Able to view the sector map in any discovered universe sector and see what owned ships can scan
- Sector map - various fixes
- Wormholes now visible from significantly further away, wormholes recoloured and lighting tweaked.
- Fix where faction may not build ships when it should
- Fix where faction may leave itself insufficient credits to trade
- New database of pirate faction names
- Fixes and tweaks to the ship/station Info screen
- Factions screen - now no longer shows "freelancer" factions. Some improvements to the info displayed on this screen.
- Custom universe - ships/stations/missions are less likely to spawn far away at sector boundaries
- Fix - a Return to base order is now abandoned if the base becomes hostile
- Orders screen - reduced lag when shown, possible orders are shown at top of list
- Orders - allowed stackable (queued) orders. E.g. attack target then return to base
- New orders - Explore universe, explore sector
- New orders - Fly through wormhole
- Faction naming - reduced the number of generic 'corporation' style names - factions are now more easily identified by their name
- Fix where own ship can be selected. When changing ship, scanner is reset properly
- Rebalance of missiles - missiles move quicker, have more fuel, are more dangerous and cost more
- Rebalance of mines - more powerful, costly, more likely to destroy incoming missiles, NPC ship more likely to use these.
- Replaced the shield impact effect/graphics
- All ships now have curved collision detectors. This means less ship bunching / ships getting stuck on eachother. Ships collisions now also become slightly more bouncier.
- The distance at which some ship effects (e.g. thrusters) is now based on video quality setting
- The camera is now much less jolty when both "Auto-pick target" and "camera lock" are both enabled
- Small rockets now collide like other projectiles. These are now fired with some inaccuracy (spread)
- Sensor relay - owned ships will have visibility of targets scanned by other owned/allied ships in the sector
- NPC ships are now able to intercept targets that are detected by friendlies
- Fix where ships may not trade with owned stations when they should
- Fix where some NPC ships may lose their orders after reloading the game
- Game can now save in the background / reduced lag when saving
- Improvements to 3D audio e.g. ship thruster / missile sounds
- NPC ships no longer cloak in combat unless attempting to flee
- NPC ships are now able to collect cargo around them to rearm or for profit
- Ships and stations suffering hull damage can leak cargo - provides new opportunities to raid ships or scavenge
- An in-game cinematic option where the camera will pan around the player's ship
- Skirmish mode improvements. Upped limit to 8 teams, 12 ships per team, ships are better positioned at start. Fix where some backgrounds/environments weren't used.
- Fix where some in-game NPC speech isn't created
- Player ship is stopped from flying too far out of sector bounds - ship is moved back and set to stop
- The bounty board now shows how long ago the info on a target was updated
- Factions now make a declaration of war when going hostile against the player, explaining the war motiviation and which factions are joining.
- Factions can ask friends to join in wars (as well as allies). Relations are damaged if another faction is asked to join the war but doesn't
- Fix where NPC faction may not go to war when it should when receiving huge damage
- All NPC factions now rely on their intel database. They can no longer attack what they can't see i.e. they don't cheat (as much)
- Damage to ship components is now more significant. Damage is shown on the HUD. Components can be completely destroyed but will auto-repair to a small amount of health
- Sector security level - this is a dynamic value based on the number of major faction forces within the sector. Npcs either avoid or flock to high-security sectors depending on their goal
- Tweaks to the way that abandoned ships/cargo are generated to favour fringe sectors
- New station type - bar/tavern
- New station type - laboratory
- New station type - satellite - unarmed station that provides intel at deployed location
- New cargo types / completed the supply chain for Impulse
- Npc patrols by major factions now favour low-security / border sectors
- Wars between major factions will be more obvious and deliberate than the hostilities that can happen currently. Factions will track war progress and make peace when appropriate.
- Universe map - complete overhaul for new engine features, now updates in real-time
- Fix where some factions are missing their name
- Fix where spawned bandit factions "discover" more factions in the universe than they would normally meet, causing worse performance
- Fix where loading game and player ship cannot load any more passengers / various other passenger transport fixes
- New feature - the range at which ships/objects are detected is now dynamic.. smaller objects are always harder to detect. A number of factors influence detection range (more on this to follow)/li>
- New feature - nebula/gas clouds - these have a number of different effects on ships - objects inside clouds are generally harder detect
- Cloaking device rework - the cloak now limits detection of a ship rather than hide it completely - it is still possible to be detected and targetted. It is possible to fire when cloaked
- When firing weapons ships/stations broadcast their position and become far easier to detect for a short while
- Rework of how bounty is seeded and placed by NPCs. Bounty hunters now unlikely to go against factions with no chance of successs
- Fix infamous exploit to hijack ships
- Fix where a ship could dock without requesting permission from owner
- Fix to miners - all ships in a mining fleet use all available lasers
- Fixs when player is docked at a ship which also docks (e.g. equipment dealer).
- Universe mode - player can respawn after death. Game will track number of deaths
- Greater variation of sky backdrops. Other lighting improvements
In progress
- Increase database of ship names
- Increase database of faction names
- Optimize the size of the save game file to reduce size
- Easier station building - use a simple "Build" button to build. No longer using complicated 'station parts'
- Custom universe - pirate sector
- Custom universe - nomadic fleet faction
- Pilot avatars - procedurally generated image of every pilot
- New factory type - recycling plant - will convert any cargo at all into credits
- Fix historic crash when changing sectors
- NPC ship will now attempt to avoid missiles
- NPC ship behaviour is now more influenced by that pilot's 'combat skill'. The NPCs combat skill will be viewable.
- Various display tweaks to the HUD
- Saved game editor tool (for 1.7 and 1.6.2 save files)
- New 'raid' order
- Better pathfinding - NPCs use a heatmap to avoid danger zones
- New system of dialog where NPCs speak according to their personality
- Custom universe - now generates high-value bounty targets (bosses)
- Sector control/claiming - the ability to own sectors and impose rules on those that inhabit it. A sector can only be claimed by one faction at a time. Some factions will seek to own sectors more than others. The player will be able to claim sectors.
- Ship variants become more distinct. Ships intended for mining/trading/passenger transport have significantly reduced combat capability, warships have less cargo.
- Custom universe - game type - start as a 'major' faction (Capital ships pack required)
- New faction type - pirates - these will phase out "bandits" and behave more with the intention of raiding cargo
- New feature - active effects - modifiers applied to ships/stations over time
- New feature - custom fleet names. No longer limited to 8 fleets
- New feature - player has named pilots rather than "AutoPilot". Pilots can be renamed.
- New feature - fleets will message player in certain situations (e.g. when exploring and discovering abandoned cargo)
- Additional orders - protect specific target, patrol, fly to sector, attack target, attack sector, purge sector
Backlog
- Weapons platforms - replace individual turrets. These will be much much more powerful, combining many turrets into one structure. Allows factions to properly defend their stations
- Tweaked pathfinding to handle/avoid nebula sectors
- Improve efficiency of autopilot fleet when get into formation position
- Faction logos
- Pilot rankings - a simple levelling system used by computer controlled pilots. Increased pilot ranks will increase combat attributes (shield, hull). This is a precursor for a more extensive ranking/progression system to be developed later.
- Station turrets - the existing stations will generally be armed, reducing the need to build many laser turrets
- Point defence turrets - applicable to larger ships. Always AI controlled. Will fire at incoming missiles. Several variants will range in efficiency (as per laser I, II etc)
- Custom universe - experimental setting - peaceful mode. No hostile factions are spawned and factions never engage in war. Player may attack but AI will not fight back.
- Custom universe - experimental setting - all hostile mode. The entire universe is always hostile to the player.
- Custom universe - new settings - level of initial pirate activity, number of asteroids, global ship/station cap, wormhole distance (from center)
- Custom universe - new setting - level of spawned abandoned ships
- Custom universe - new setting - faction respawning
- Custom universe - custom start - pick fleets, stations, credits to start new universe game with. Capital ships pack required to start with capital ships/stations.
- Speech - the variance of AI "chatter" will be increased. Autopilot will no longer sound like a human pilot.
- Asteroid expiry - asteroids will be destroyed once mined to depletion. Asteroids will eventually respawn. The asteroid lifespan will be customizable during universe creation.
- Property screen - will be made more efficient and have more filters to work with many items
- Option to sell owned station
- Option to stop construction of an owned station
- Rebalance income from passenger missions
- Buy sector intel - make more obvious what is being bought
- Fix bug where sector map stops functioning
- Ship size adjustment
- Ship speed rebalancing (some specific ships)
- Weapon range rebalancing
- Ship scanner becomes a customizable component
- Custom universe - Storyline factions e.g. TEF, Lambda will be generated
- Custom universe - Storyline characters will be generated
- Custom universe - Another set or sector names as an alternative to the random ones usually generated
- Game option to remove the usual wormhole animation
- New UI screen - contacts list - all ships/stations recently encountered and other options for them
- Player faction logo customization
- Option to 'bulk buy' ships at stations
- Fix where loading game and NPC fleets may lose their target
- Fix where loading game and active missiles lose their target
- Fix where ships leave wormhole and ships are merged or are propelled at high velocity
- Fix where stations are built by factions too close together
- Fix where some stations are given the incorrect name
- Ability for player to place bounty
- New feature - abandoned stations
- Ability for player to place distress calls
- Option to freely rotate camera around ship
- Ability to restrict the amount of credits that player faction NPCs will spend
- Targetted/focused weapons fire (e.g. target weapons against certain components or hull)