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Alpha8
Ed Kolis edited this page Aug 25, 2019
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Alpha 8 is the first release in a long time; there are a lot of changes here! (Bugfixes are not listed but trust me there's a lot of them!)
- Techs that have only one level no longer display "L1" in the GUI.
- This would be useful for Civ-style mods where techs have only one level and the "L1" is just clutter.
- Ships, facilities, and units can now be scrapped.
- You can now pick an empire to play as in quickstart.
- Like alien fleets, unscanned alien ships now display their owner in their name, e.g. "Jraenar Empire Frigate".
- Construction queues with no space yard ability and no free cargo/facility space no longer count as idle for end turn purposes.
- The result of a battle (e.g. victory/defeat/stalemate) is now shown in the empire log.
- There is now a "design library" which lets you store designs between games.
- Designs are automatically added to the library when you create them, and can be deleted by clicking the delete button on the design list.
- If you start a new game and you don't have the tech for a design, it will show up under "obsolete designs".
- Incompatible designs (e.g. from a different mod with different techs) won't appear.
- The library is saved in your AppData/Roaming/FrEee folder, in case you need to migrate it to a new PC.
- You can now shift-click a construction item to add 10 of them to the queue, or ctrl-click to add 100.
- Should probably make remove work the same way...
- There is now a debug console which you can type Python commands in to query game state; type a tilde "~" to access it.
- The galaxy map now has multiple modes (selectable via dropdown) so you can see things like space yard rate and enemy forces at a glance using various colors.
- You can now send a colony ship from the planet list screen via a right click menu.
- There is now a count of existing/queued items when you select something to build.
- Grid views using the new customizable style (e.g. planet list) now support filtering via a right click menu.
- You are now asked to confirm deletion of partially completed construction orders.
- Messages for pathfinding failure are now clearer.
- System map tooltips are now easier to read.
- You can now press escape to close dialogs.
- The distance from the selected sector to the hovered sector (with the mouse) is now shown in the tooltip.
- Sectors with owned objects in them are now highlighted with a colored square.
- No more stealth lunar colonies!
- First item ETA is now highlighted differently from queue ETA for idle queues on the construction queue list.
- There is now an "in progress" view on the research screen which shows only techs that are currently being researched.
- It's now easier to read text on the system map that's the same color as the background.
- System names are now shown on the galaxy map as tooltips.
- You can now sort ships by role (design type) on the construction screen.
- Double clicking a planet on the planet list now highlights it on the map.
- The research screen grid is now sortable.
- Combat simulations now display a wait cursor while in progress.
- The component report now distinguishes beam weapons from bolt weapons.
- There is now a popup when you win or lose the game.
- Repairs are now implemented; ships repair a number of components per turn depending on sector repair abilities, while units and facilities fully repair for free each turn.
- Various under the hood performance improvements.
- Facilities can now be upgraded.
- Sadly, we had to (temporarily?) can the newtonian combat as it was too buggy and no one could figure it out. Now it's just a generic turn based furball again.
- Pathfinding is now possible via warp points.
- You can now use templatizer-style embedded formulas (string interpolation) e.g.
Name := Mineral Miner Facility {level.ToRomanNumeral()}
. - Added a ScriptNotes property to the Galaxy class for scripts to store freeform data.