
Hey there everyone! This week has been a flurry of activity! After last weeks tiny update, I felt like I really needed to focus on the little things. I went through all the notes in my code, and fixed everything that I could. This is a huge QOL improvement, that gets us one giant leap toward getting that long-awaited Demo up! More and more Trailer work too, that'll be coming up soon! New Features:
New Nebula skybox.
Finished Colony Ship UI.
Player Ships can now Save and Load their combat Targets.
Colony Ships can now Save and Load the planet they were going to colonize.
Player Ships, (combat) now head towards their assigned destination after loading.
The Colonize button now says “Colonize” instead of “Button”.
Space Stations and Habitats make their citizens unhappy if they are damaged.
Colony Ships can now take damage.
Pirates will now fire back at the same target after loading a game.
Shipwright Satellite ties into the Production system.
Citizen Shuttles will kill their Citizens if the ship is destroyed.
Added a new Citizen Attribute, which will address overcrowding in their habitats.
Shipyards can now tame damage.
Space Stations and Habitats monitor their population sizes and now apply bonuses or debuffs depending on their capacity.
Emperor Power – Fill Resources now adds a random resource per power spent, instead of filling the first resource slot then the second, etc..
Citizen Happiness will now effect recruitment. Happier citizens will net the Player more recruits per recruitment event.
The currently selected Emperor Power is now highlighted green.
Bug Fixes:
Pirates list of Healable ships is now refreshed correctly.
Player Ship Shield controller now removes destroyed ships.
Construction Timer on Shipyard is now reset after canceling a Ship.
Player Shield Controller can no longer double-add Shields.
Space Stations now spawn in the correct Solar System.
Newly colonized Solar Systems immediately turn blue instead of needing to cycle the view.
Player Ships now load their Plum-bob positions. Previously would not show where/if the ship had a destination.
Colony Ships can now cancel colonization efforts while en-route to their target.
Citizen Shuttles will now try to find a new target if their source and/or target habitats are destroyed.
Emperor Power – Fill Resources now adds the correct number of resources.
All instances of finding distance via Square Magnitude had their math corrected.
The Resource Counts UI now updates more frequently.
Damage is not longer applied multiple times after being hit once.
Selection Box is now in the disabled state after loading a game.
Only one message is displayed when a Citizen dies now, instead of two.
Emperor Power distance checks uses a Vector 3 now, which correctly calculates the distance requirements.
The particle effects for Emperor Powers is now disabled correctly
Can no longer try to cast an Emperor Power if the mouse if over a UI element.
Emperor Power – Brain Wash now checks for applicable targets instead of assuming the first target is correct.
Emperor Power – Throw a Party now also searches for nearby applicable targets before casting.
Balancing:
Increased rendering distance of the Camera. Allows more objects in the Scene to be viewed at once.
Misc:
Parallax Nebula alpha has been reduced.
Removed old scripts for the outdated Combat system.
Removed old scripts for Developer Options.
All stats on Ships use the correct variable type that aligns with the Combat System.
Created a new Buffer System for all scripts that iterate through a modifiable list system. This saves a bunch of CPU and is less likely to cause errors downstream.
Changed a bunch of List data sets to Hash sets. Drastically reduces overhead for various calculations.
Added new Editor Only sections to scripts. Helps keep Developer stuff out of the final Builds.
Created a modular system to assign Unique ID’s that persist through save/load.
Pirate Ships now have a Unique ID. Helps Player Satellites and Ships find their targets.
Created a global value to store the mouse position. Helps with error prevention.
Moved a bunch of logic from the Job system that also existed elsewhere. Saves Memory and CPU cycles.
Emperor Power – Spawn Asteroids now only updates Mine Satellites when casting instead of ever Satellite. Saves a ton of overhead per cast.