- Version 1.0.7.9
- Hello Executives,
- Happy new year everyone!
- Small patch release today to fix a few but important bugs along with adding a new feature.
- New features
- Added new 2nd tier waste reduction tech
- Added a waste reduction toggle to the power screen so you can remove the buff if needed for nuclear missile construction.
- Bug fixes
- Fixed loading a game after playing the tutorial and it still continuing.
- Fixed an error reloading mining drones which would cause tactical icons to break.
- Fixed waste reduction research.
- Can no longer buy radioactive waste back off the trader.
- Made it so that self destructing a mining drone makes it rebuild.
- Adjusted the hit point on the nebular extractor so things are more likely to shoot it.
- Fixed bug where sometimes large mining ships didn't fully update after being upgraded.
- Further notes
- I will be focusing this year on smoothing out the rough edges, adding in requested features and generally improving what's already in the game based on the feedback I've been getting.
- So far on the list I have:
- Look into choosing where mining ships and cargo ships set their homes.
- Allow mining ships to stop.
- Create balanced maps in the map editor.
- Rethinking the science super shield so its more like the other 2 factions.
- Make the AI harder for veteran players.
- Look at making piloted ships fly back into game area rather than blow up if exiting comm range.
- Tweaking the Decimator so that it requires a warmup of some sorts.
- Giving the science faction more AoE weapons.
- And longer term projects:
- Upgrading the games graphics pipeline so that it makes use of the latest technologies.
- Explore the idea of allowing Excutrons to construct buildings.
- Explore the idea of giving Executrons their own economy.
- Improving station security with forcefields, scanners, traps etc.
- Adding more win conditions.
- Adding more content/Infestor types/random encounters.
- Adding in different types of command outposts.
- Cheers,
- Rob