
Hello everyone! Happy Dev Log day! We are getting much, much closer to a fully stable Demo! Only a few assets left to build, and only the most stubborn bugs left to squish. And guess what? I've got my bug squishing shoes on!
Let's get into the meat and potatoes, the Dev Log: Below are tons of fixes and improvements. There's also a ton of work being put in to a new trailer, so keep your eyes peeled!
New Features:
Multiple Normal Maps can be assigned to each Satellite now. Increasing details without a performance hit.
Added a Workshop Mesh and Normal Maps.
Recruiting a Citizen displays a purple message now, instead of green.
New overhead light in the main Scene. Provides clearer details in color differences.
Builder Ships now target a random incomplete Satellite instead of the least finished.
Changed Save and Load UI positioning.
Production Satellites like Farms now apply Citizen Attributes to their production Times. If you have stronger citizens working a Farm, that Farm will produce Food more quickly.
Capacitors now add Energy Capacity on a per-satellite basis. Allows them to be part of the Upgrade System.
New Mining Ship Mesh.
Bug Fixes:
Can now upgrade Satellites beyond Level 1.
Recruitment chances are reset properly after a successful recruitment event.
Fixed an issue where paying for Satellites was not applied correctly every time.
Transport Ships adjust the amount of resources they pick up if there are less resources than anticipated. If a Player spends that resource before the ship picks it up, it could cause bugs.
Transport Ships will return home immediately if there are no more resources at the pickup site.
Removed duplicate outdated Upgrade Save files.
Material Usage Charts resets Gold Gains after every tick.
There is no longer a large spike in the first tick of the Material Charts when loading a game.
Workshop Satellites no longer “shoot” when built. Their orbit is more stable.
Consumer Goods on Space Stations are now used correctly.
Citizen Recruitment Chances are saved correctly now.
Game will no longer crash if a Citizen gains a level while at max stats.
Upgrade Menu no longer stays open when selecting a new Satellite
Satellites that are selected that don’t have an Upgrade System, (solar satellites) no longer display a Level counter.
When Citizens eat food, their feeding timer is reset using the correct values now.
Balancing:
Farm Upgrades only increase worker count by 1 , instead of 1 * Level.
Restructured how Strength is calculated and applied to Citizens.
Resource Refund system is being reworked.
Misc.
Refactored the old Save System for Resources. Now reliably saves all resources, no matter the source.
Removed extra URP materials that were unused. Shrinks final build size by a small amount.
Refactored Farm Satellite behavior. Much more robust and scalable now.
Refactored the Production System to be scalable and modular.
Consumer Goods now cost 5 metal in addition to their other costs.
Completely refactored the Citizen Attribute System. Attributes are much more robust now.