Good Friday.
It's been very nice being to spend time and just making tweaks instead of rushing for more content. This week I actually had the chance to sit down and try out a lot of these difficulty settings I added. In particular, I wanted to test space access capacity alongside some lopsided ship energy cost multiplier (200 before, 15 after in my case). I have made some QoL changes to it and buffed it a bunch.
In this update, I also added aerobraking. It's not particularly useful on default settings (and in fact can be dangerous for your planet) so it's an optional difficulty setting. It's mostly useful with space access capacity on. With aerobraking you can convert the potential energy of your import directly into heat, and save on space access capacity. However, anyone who does the math on this kind of stuff will quickly realize that at the rate we actually import resources in TT this will typically lead to an apocalypse of sorts. I found it quite enjoyable to try out on early story worlds.
However, if I am left to tweak things I could just tweak things forever. I need to take a break from tweaking and actually add some content once in a while. I'll be working on a new challenge world next.
Changelog
- Misc bugfixes
- Space access tweaks
- Aerobraking
- Significantly reduced boiling rate (more plausible, may slow down terraforming times in some cases)
- Reworked Rapid Extraction WGC Stance
- Added some energy cost values to scripting
- New advanced research
- Buffed hydrogen reservoir
- Modified requirements for the "Classic Renewable" achievement (this makes it harder)
- Added a tooltip to Hephaestus Construction Yard
- Added listed requirements for researches