Changes as of 0.12.2
? indicates changes due to community feedback!
Threat Level Detected
- Rebel attacks are slightly changed – there is now a Rebel Threat Meter underneath your Remaining Camp count, letting you know you’re getting close to aggravating a Rebel Attack
- We’ve also rebalanced and adjusted the frequency and wait periods for different parts of the Rebel Attacks as well as their difficulty – let us know what you think!
- Discovered and resolved something in UI that was causing performance issues (both over the course of gameplay due to entering and exiting buildings, and at 6pm-8pm due to shadows being rendered on objects that did not require them)
- Please let us know if performance has improved! We are really excited about this fix.
Gotta Go Fast
- The more Engines you build inside a ship, the faster the ship will go (up to a certain point!)
- Generators on ships no longer require Employees to operate them
Back on the Grid
- Improved our Grid HUD visuals to prevent confusion (now displays ‘Grid # of #’, flashes when changed)
- Slightly increased the radius of all Energy Relays
- Made some visual adjustments to existing overlays and day/night cycle lighting
- Buildings now display a red hologram if they can’t be placed on a tile, as well as change cursors when invalid/valid placement
- ? Combined the Territory and Command overlays into a singular overlay!
- ? The Territory overlay stays active when placing new buildings, even if the building has an overlay assigned to it already (playing Pylons or Fuel Turbines for example)
Here’s a Piece of Advice
- Advisor system has gotten an overhaul, please let us know what you think!
- Also revised the linear Tutorial!
- Continued adding VO for tutorial and advisors
Game Modes
- Timed Contract mode is no longer available for older builds – it’s only active for the most current version fo the game
- Gave our New Game mode selection a makeover to improve UX and visuals
- Added a new ‘Auto-detect Settings’ button in the graphics settings menu. This should automatically choose the most performant settings for your computer
Minimap Makeover
- ? Visual indicator is now responsive to the camera’s zoom level
- ? Can be dragged to adjust the camera
- ? Can now be clicked to move the camera to different areas of the map!
- ? Added a legend for the new colours
Tip Off the Old Block (Text and Tooltip Updates)
- Added Transport Hub fuel storage status to the global Fuel HUD tooltip
- Added some text to clarify building and device functions
- New flavour text for unique map tiles (mountains, big ruins etc)
- Added a copy button to devices to copy their blueprints
Employee Appreciation Day
- Adjusted the way Employees on ships are displayed in the Employee Management tab for better clarity
- Added preventative measures for Employees who get stuck inside devices
Dismantling Devices
- Game now prevents connection and upgrade of factories if there are devices undergoing dismantle inside (to prevent crashes)
- Changed dismantle on ships to allow dismantle even when resources or Employees were still on board
Balance changes
- Employee Salaries are deducted at the end of the work day (4pm) instead of at midnight
- Buildings now cost a flat 1000 credits to unlock, instead of artifacts
- Unlocking the Spaceport now costs 3 artifacts
- Unlocking the Council Trading costs artifacts instead of credits
- Smokestack costs 100 minerals, up from 50
- Shipyard costs 200 minerals, up from 150 and 4 isotopes, down from 9
- Storage Facility has 2x more storage capacity
- Storage Facility costs 25 minerals, down from 50 and 2 isotopes, down from 4
- Industrial Fan costs 200 minerals, up from 150
- Road costs 20 minerals, down from 25
- Adjusted influence costs for claiming Rebel buildings
- Repair costs 10 credits per 1 HP, down from 20 per 1HP
Fixes as of 0.12.2
- Big performance fix (see changes section, and let us know if it’s working!)
- Fixed Employees in Ships taking a salary even though it was not listed in UI (we now don’t pay them at all. After all, they’re not technically ON Titan, right?)
- Fixed Council donations taking up storage from the Spaceport, preventing ship purchases even though in UI it appeared there was enough room for resources
- Fixed a bug that was actually causing the descriptions of some devices to be cut off, leading to incorrect information in tooltips
- Fixed a handful of one off crashes
- Fixed some incorrect text saying that Employees were required for Monetization Stations (Citizens are required, not Employees)
- Fixed orange highlight on mouse-over not being displayed on devices built on a ship after saving and loading
- Fixed keyboard shortcuts for assigning/unassigning Employees not displaying correctly
- Fixed Citizens healing from pollution damage if their residence was powered off or disabled
- Fixed some overlapping map tiles in some seeds
- Fixed Employees getting stuck in dismantle animation if saved just as dismantle completed
- Fixed newly built devices not displaying materials correctly
- Fixed citizens being assigned to the same job twice
- Fixed audio issue when dismantling all devices inside a factory would play a dismantle sound for every device
- Fixed an issue where if a save occurred right as a truck was picking up resources, trucks could be stuck in building entrances
- Fixed thumbnails being wrong on some Rebel buildings
- Fixed building lights flickering on load
- Fixed player ship selection being cancelled when a rebel turret finished construction
- Fixed rich text being used for leaderboards
- Fixed a storage discrepancy caused by cancelling an inprogress upgrade while some resources were already at the site
- Fixed Employees inside buildings being biased towards walking if heading to a job that had a set end point (ruins actions, supplying smokestack etc)
- Fixed trucks not choosing the closest tile when planning a route
- Additional fixes and refactors to the job processing cleanup to prevent bugs
- Fixed input module incorrectly displaying a full flag if a resource was discarded at any point during processing
- Fixed not all Full Time jobs being listed as such in the UI