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Steam News17 December 20187y ago

All the Little Things – 16th Dec 2018

Hi Everybody! This week we’re talking about some of the other small, medium, and even big things we’ve been working on since we last put out an Alpha update (aside from the Astrofleet app in our last post).

Full notes

Full Astrobase Command update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes2 additions3 changes0 removals
  • UI and audio
  • Balance
  • Gameplay
addedHi Everybody!This week we’re talking about some of the other small, medium, and even big things we’ve been working on since we last put out an Alpha update (aside from the Astrofleet app in our last post). There’s a mix of station simulation event features, UI/UX changes, and upgrades to visuals. We haven’t put out a new build to the alpha players yet, but it’s coming extremely soon(tm).
addedStation AtmosphereAlso added to the game are: fresh air, climate and pollution. You will need to build air pumps to create fresh air which characters deplete by breathing, and air purifiers to filter out smog which is created by some non-environmentally-friendly sections. On the flip-side of fresh air you have pollution, whose existence in a module you’ll be able to spot with your naked eye, especially if it’s getting very polluted. You can also vent the atmosphere in a module. Climate represents how hot or cold a module is and how comfortable it is for the occupants. The sections and components contribute to the module’s overall climate. Next step is making perishable resources expire and turn into waste if they’re not kept cold enough. So it’s a good idea to build cargo sections with refrigeration if you want to store food there!
changedFiresWhen an explosion occurs, such as from reactive resources in a module without the benefit of compartments, or from failed reactor tasks, this will now start a fire! The fire will burn through industrial and organic resources in a module. Compartments function as fire-breaks. Fires produce smoke and require air, which means venting a module can put out a fire. The fires are of course also represented visually both directly and through changes in lighting.
changedSelection User ExperienceSelecting things on the station (Modules, Sections, Crew, etc) has received upgrade. We had a look at how to make this better and not only have the visuals been changed but the mechanics behind it have been reworked and polished. Additonaly, the info panel for characters has (as was always intended) been replaced by the Rolodex card.
changedConstruction VisualizationAs we’ve talked about previously we put in some effects to show the progression and state of construction in

Astrobase Command changes

addedThis week we’re talking about some of the other small, medium, and even big things we’ve been working on since we last put out an Alpha update (aside from the Astrofleet app in our last post). There’s a mix of station simulation event features, UI/UX changes, and upgrades to visuals. We haven’t put out a new build to the alpha players yet, but it’s coming extremely soon(tm).
addedAlso added to the game are: fresh air, climate and pollution. You will need to build air pumps to create fresh air which characters deplete by breathing, and air purifiers to filter out smog which is created by some non-environmentally-friendly sections. On the flip-side of fresh air you have pollution, whose existence in a module you’ll be able to spot with your naked eye, especially if it’s getting very polluted. You can also vent the atmosphere in a module. Climate represents how hot or cold a module is and how comfortable it is for the occupants. The sections and components contribute to the module’s overall climate. Next step is making perishable resources expire and turn into waste if they’re not kept cold enough. So it’s a good idea to build cargo sections with refrigeration if you want to store food there!
changedWhen an explosion occurs, such as from reactive resources in a module without the benefit of compartments, or from failed reactor tasks, this will now start a fire! The fire will burn through industrial and organic resources in a module. Compartments function as fire-breaks. Fires produce smoke and require air, which means venting a module can put out a fire. The fires are of course also represented visually both directly and through changes in lighting.
changedSelecting things on the station (Modules, Sections, Crew, etc) has received upgrade. We had a look at how to make this better and not only have the visuals been changed but the mechanics behind it have been reworked and polished. Additonaly, the info panel for characters has (as was always intended) been replaced by the Rolodex card.
changedAs we’ve talked about previously we put in some effects to show the progression and state of construction in

Hi Everybody!

This week we’re talking about some of the other small, medium, and even big things we’ve been working on since we last put out an Alpha update (aside from the Astrofleet app in our last post). There’s a mix of station simulation event features, UI/UX changes, and upgrades to visuals. We haven’t put out a new build to the alpha players yet, but it’s coming extremely soon(tm).

Inspect nodes

You know how in RPGs you might see a magnifying glass over a piece of junk in-game, and when you click it flavor text would pop-up which reads “This is a piece of junk.” Since Astrobase Command is (in-part) an RPG we have something similar. But because you are playing with a fully simulated space station, this flavor text isn’t fluff at all — it actually represents the game state. An object is a “piece of junk” because it was once a functioning element of the station that didn’t get repaired. When you click on something in ABC you get text that describes its actual circumstance. Currently this is implemented for work-related game-play elements as the foundation. As we further the develop the stories, the same feature will be used for story-specific content. So you can click on objects in the game world and always see what’s happening!

Station Atmosphere

Also added to the game are: fresh air, climate and pollution. You will need to build air pumps to create fresh air which characters deplete by breathing, and air purifiers to filter out smog which is created by some non-environmentally-friendly sections. On the flip-side of fresh air you have pollution, whose existence in a module you’ll be able to spot with your naked eye, especially if it’s getting very polluted. You can also vent the atmosphere in a module. Climate represents how hot or cold a module is and how comfortable it is for the occupants. The sections and components contribute to the module’s overall climate. Next step is making perishable resources expire and turn into waste if they’re not kept cold enough. So it’s a good idea to build cargo sections with refrigeration if you want to store food there!

Fires

When an explosion occurs, such as from reactive resources in a module without the benefit of compartments, or from failed reactor tasks, this will now start a fire! The fire will burn through industrial and organic resources in a module. Compartments function as fire-breaks. Fires produce smoke and require air, which means venting a module can put out a fire. The fires are of course also represented visually both directly and through changes in lighting.

Derelict Stat

This is a summation of how busted a module is. It takes into account the repair status of its sections and components, and also the atmospheric conditions. As a next step, morale of a module’s occupants will be influenced by how derelict the module is. Nobody likes to live or work in a run-down module!

Selection User Experience

Selecting things on the station (Modules, Sections, Crew, etc) has received upgrade. We had a look at how to make this better and not only have the visuals been changed but the mechanics behind it have been reworked and polished. Additonaly, the info panel for characters has (as was always intended) been replaced by the Rolodex card.

Construction Visualization

As we’ve talked about previously we put in some effects to show the progression and state of construction in

Source

Steam News / 17 December 2018

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