Hey Founder! It’s been a while, huh? I’ve got some interesting news for you… Seems like the Council is pretty pleased with the way your Corporation has been expanding. They’ve given me the go-ahead to release the hottest new ship-building tech to you. We’ve done some testing on our end, and although it’s a little unstable right now, I’d really like to get your feedback on what’s there right now. You should be getting the full details in a few moments.
Oh, and also, uh… the person who usually tidies up my notes wasn’t here today, so they’re a little less organized than they usually are… Hope that’s not a problem for you, Founder.
Changes as of 0.3.5
indicates changes due to community feedback!
- Ever wonder what’s going on inside your ships while you’re fighting off Rebels? Wonder no longer: you can finally take a peek inside with the Tactical View to start strategizing, both in and out of combat:
- Each ship you can purchase has its own pre-created layout, currently optimized by the Council. Founder-created ship interiors will come in another Titan Tuesday update. All ships have a variety of different guns built in, so that you can start attacking specific areas on Rebel ships
- Watch out, because someone’s been making Rebel ships too! Figure out the best strategy against dozens of unique interiors for a variety of challenges. Will you attack their life support devices or destroy their guns first? Don’t forget to keep up on repairs - some of these Rebel ships are packing serious heat.
- Ships have their own local fuel and power networks, so there is no need to worry about connecting them to your city.
- With Tactical View comes a few additions to the Employee Management panel - each Ship you launch has its own job priority list that you can manage as your needs change
- You may also want to familiarize yourself with Ship-specific devices, like Engines, Crewpods, Life Support and more. There are also some devices like the Generator that require an Employee to operate on a ship.
- For those lore-hungry Founders, we’ve added additional loading screen texts for each image! Keep an eye out for the new ones
- The weather seems to be getting stronger on Titan - it will now affect your City in different ways, based on how intense the weather is
- Rain provides a decrease in the effects of pollution, dampening the output from your Smokestacks, Mines and Trucks
- Snow will make your Employees and Citizens walk slightly slower than usual
- Stats like how much fuel and energy is stored, as well as number and type of ships owned, will now figure into Net Worth (displayed at the Game Over/Win screen) and Rebel attack difficulty
- Destroying rocks now generates pollution
- You can now choose a target for your Defensive Turret! Select the Turret and use the UI panel to decide which Rebel ship to take out first
- Have an excess of resources but that resource patch is sitting in the way of your perfect city layout? Resource patches can now be destroyed instead of requiring a full depletion, making city expansion faster than ever. It will generate pollution though.
- Storage containers now display a coloured light depending on the filters you’ve assigned them, making location of specific resources faster than before
- Employees will also display a coloured light depending on what resource they’re carrying
- A big balance change - we’ve reworked the way Fuel and Pollution function and they are now on the same timescale as the rest of the in-game world instead of on their own timescale. This should help significantly with fuel fluctuation issues.
- Ships now turn on a dime instead of needing to bank to turn around
- The speed of Employees inside a building or ship has been reduced by 10% to allow for more readable combat
- A new user option: if playing with dual monitors, you can now set the monitor containing your game window to capture the mouse to allow for easier edge panning
- A new Corporation starts with 8 Employees instead of 5
- Due to how combat has changed, the number of Rebel ships that can be attacking a city is now 10. Also, the number of additional attackers in Survival mode has also been decreased
- An important update for our fan translator community: we’ve done some massive overhauls of how localization will work, making the whole process simpler and more user-friendly. Our programmer Ben has written a handy guide on how to translate game files here.
PLEASE BE ADVISED: If you were using old localised files they will no longer work! You will not be able to use the old files you had before.
- Added some icons to Fuel producing devices and buildings to indicate that Xethane in the area is low or depleted to better help players diagnose fuel issues
- Added ‘requires xethane’ to the tooltips of Fuel Fabricators and Turbines
- Transport Hub now displays a popup indicating how much fuel was used by the last truck movement if the Transportation Overlay is being displayed
- Ships now have randomly generated names that can be customized in addition to their hull type name
- The Transportation Overlay has an updated look to better communicate information about trucks and their movements
- A new flag indicating how many of your Employees are idle has been added to the Employee Management tab
- The Mine connection tube now displays a red tube if a tile outside its range is selected
- To prevent maps where the player can be softlocked, it’s no longer possible to set the amount of crevices and sinkholes to ‘none’ in a custom map
- Doubled the amount of crevices in the Pioneering Terraformer map
- Alphabetized the device lists for better organization
- Some balances to overall difficulty
- Multiple iterations behind the scenes to settle down on a balance for Tactical View combat pacing
- Increased the health of all ships by 25%
- Survival mode has less random variance when generating attack waves
- Across all difficulties, the more successful the player is, the shorter the time between attacks
- Added an additional 10 min of preparation time before Rebels arrive the first time an attack is triggered
- More minor adjustments to the way difficulty is scaled based on performance
- Turrets fire slower than previously due to slower paced combat overall
- Turrets now cost 10 minerals more, require 50% more energy to use, and do 33% less damage than before
Fixed Issues as of 0.3.5
- 100+ bug fixes to the new features included in this update
- Added a lot of checks to prevent a number of different crashes
- Fixed snow showing up under device blueprints
- Fixed final tutorial step never dismissing
- Fixed mine pipe not being centered on connected mine
- Fixed mine range not updating for connected mine
- Fixed self destructing ship damage being instantly applied when the game was paused instead of waiting until the game was unpaused
- Fixed incoming attack timer reading ‘completed’ instead of ‘incoming’
- Fixed first ship being visible in a second shipyard when a built ship was ready to launch
- Fixed jitter on shipyard when placing on city map
- Fixed destroyed buildings being on fire again when loading a game
- Fixed adding an outlet to a battery-only grid wasn’t powering relays or pylons correctly
- Fixed an outlet and two relays (and no power) causing one of the relays to look powered on when it wasn’t
- Fixed pylon looking powered when connected to any source of energy, even if it was non-functional or disabled
You can find the full list of known issues here.