Changes as of 0.2.14
Ship updates:
- Each shipyard now supports two ships instead of just one
- Ships can now be repaired (which costs credits, as usual)! You can also command them to self destruct.
- Shipyard also has a new thumbnail in the City Construction menu
- Ship names have been updated
- Added a warning flag to let you know your ship has finished construction and is ready for launch
- Added a ‘Construct Ship’ job priority category
Not ship updates:
- Turret isotope cost has been lowered from 8 to 4, but it now requires 8 energy instead of 4 energy to power.
- Added some lovely SFX to building transitions
- Added UI indicating that excess resources need to be removed on a device construction
Codex updates and people who talk to you:
- Codex and Advisors panels are now actually accessible!
- Updated the contents of the Rebel Barks and Codex
Balance changes:
- Reduced fuel consumption of trucks a little bit
- Balanced frequency and duration of weather
- Added credit costs for ship unlocking
- Increased fuel creation of fuel fabricators by 33%
Fixes as of 0.2.14
- Fixed the unlock panel not refreshing when unlocking a ship
- Fixed weather progressing while the game is paused
- Adjusted transparency of the City Construction panel
- Fixed ship construction timer always displaying 999
- Fixed fuel silos and tanks being completely emptied by Transport Hubs
- Fixed a crash when ship construction delivery jobs were sorted incorrectly
- Fixed placing a shipyard on top of existing Employees causing shipyard to never complete construction
- Did a massive rework of in-world icons, UI widgets, ship layouts etc to prevent memory leaks when a shipyard is in game
- Fixed weather not saving properly
- Fixed ships being allowed to construct if there were not enough Employees to man them