Page 1 of 1

Version 0.9.2 Changes

Posted: Fri Feb 15, 2013 5:34 am
by SephiRok
Version 0.9.2 wrote:
  • Added Headquarters building.
  • Added empire frontier penalties (reduced credits and growth with increased distance from Headquarters).
  • Doubled territory bonus resource features' + % gains from 25 % to 50 %.
  • Increased sell/disband value from 20 % to 25 %.
  • Increased trading goods from 1 credits to 2 credits per production.
  • Pollution threshold is now influenced by global pollution.
  • Changed tier 0 buildings to give +25 % instead of +4.
  • Production is now separate for each item.
  • Tweaked research tree.
  • Tweaked unit terrain power modifiers.
  • Halved technology research costs.
  • Halved all unit powers except for Bug (power 1), Sciter (power 2) and Galeth (power 4); Colonial Trooper is power 1, Former and Colonizer are power 0.
  • Doubled Bug production cost.
  • Fixed alt-tab crash.
  • Fixed issues when alt-tabbing as resources are being loaded.
  • Fixed city screen not refreshing on tax changes.
  • Removed intrinsic city resource gains.
It still needs some bug fixing and we might tweak a few more things, but that's what we've got so far. To release sometime today or tomorrow.

After this I'll be working towards the new research tree visualization and I think Lorenz will be getting the alien invasion forward.

Re: Version 0.9.2 Changes

Posted: Fri Feb 15, 2013 3:16 pm
by whaleberg
Exciting!

I'm particularly interested in how the changes to city resources will work. It's definitely going to significantly slow down sprawl and make terrain more important. I think it's a change in the right direction, especially the change to tier 0 buildings. It's going to dramatically slow down game starts, which I think is probably good. That combined with the effective doubling of alien power levels is going to make things a lot more dangerous. I'll try and get some playtime in and let you know how the changes have gone.

I think frontier penalties are going to be a good addition, I think eventually you'll probably need to have ways of mitigating them, i.e. additional headquarters, reduction of frontier penalties with a road/ airport connection to headquarters, etc. Lets see how they play out first though.

Re: Version 0.9.2 Changes

Posted: Fri Feb 15, 2013 3:19 pm
by SephiRok
I think starts won't be much slower -- the headquarters building gives you what a city gave you before (+2 food, +2 minerals, +2 production, +2 research); they'll actually go a lot faster on the tech tree. But I liked the production pacing and tech-wise it was too slow.

Cheers,
Rok

Re: Version 0.9.2 Changes

Posted: Fri Feb 15, 2013 3:23 pm
by whaleberg
Ah, I didn't realize that headquarters gave a bonus. That's what I get for commenting before the updates actually released :)

Re: Version 0.9.2 Changes

Posted: Fri Feb 15, 2013 4:03 pm
by SephiRok
That's fine, input is always welcome. :-)