What changed
0 fixes1 addition0 changes0 removals
addedCommanders - presenting Habitat v0.5! We’ve got a whole host of updates and new features for you, so read up for the latest! New Features NOTE: Many aspects of the game have changed. Not all of the new systems are present in the Tutorials. Read about the details below to familiarize yourself with the changes. NOTE: Saved game data file formats have changed from v0.4. Your previous save games are not guaranteed to work with v0.5. If you wish to remove or edit them, they are plaintext JSON files here: PC: Users\ \AppData\LocalLow\4gency\Habitat_EarlyAccess_\HabitatSaves MAC: <Your User Folder>/Library/Caches/unity.4gency.Habitat (Early Access)/HabitatSaves LINUX: Home/.config/unity3d/4gency/Habitat_EarlyAccess_/HabitatSaves Junk Cities - Mission and Marketplace Central Perform missions and restock from three unique cities in Earth Orbit. - There are three junk “cities” in the initial map: New Britannia, Corinth Station, and New Atlantic City (come for the prime rib, stay for the Space Boxing) - Each city has unique items stocked in its Marketplaces for purchase. Wondering where the Ferris Wheel and Cruise Ships went? One of the cities has them now. - Weapons need to be ordered from cities now, not the Delivery System buttons on the bottom. The only exception is the grappling hook for towing - you can always order this. - All missions are now dispatched from the cities as well. Queue up as many as you want, claim rewards when you return. - To interact with a city, approach it until a notification shows up on the Combat Log that you’re in range. Click the city to access the city interface. - When hiring citizens, you must attach the Delivery Pod to your habitat to get the new citizens onboard. Don’t leave them behind! - Note: Cities can not be (currently) towed, pushed, or destroyed. The IPC does not insure habitats that attempt any of these maneuvers with cities - watch out! Citizens - the Everyday Inhabitants This update introduces the first iteration: used for engineers and for staffing Command Nodes. Keep them safe! - You start with 10 citizens on board. Every Engineer you create will use 1 citizen. Every Command Node you create will use 5 citizens. - You can get more citizens from the three Junk Cities. If you need more engineers, get more citizens. - You have a maximum number of cities you can sustain, which is based on the number of living space producers you own. Build more living space producers to increase the cap. - If you lose living space producers such that your citizen count is over your max, they will die over time until the citizen count returns to the lower cap. Oh, the humanity! - Citizens will become even more valuable in future updates - start learning how to take care of them. We’ve even given them names to make it easier. The Energy Control Panel - your Tactical Command Console Tune energy to Weapons, Boosters, and Producers to maximize what you need right now. - Every Habitat in the habitat list on the right side now has an Energy Control Panel with Weapons (W), Boosters (B), Producers (P) and Available (A) energy categories. - In this update you have a maximum of three bars of energy to distribute. The higher you boost a category, the more effective everything in that category will be: — Boosted weapons will do more damage and fire faster — Boosted boosters will grant more thrust (speed) — Booster producers will grant more resources per second - If you starve a category completely
Habitat changes
addedCommanders - presenting Habitat v0.5! We’ve got a whole host of updates and new features for you, so read up for the latest! New Features NOTE: Many aspects of the game have changed. Not all of the new systems are present in the Tutorials. Read about the details below to familiarize yourself with the changes. NOTE: Saved game data file formats have changed from v0.4. Your previous save games are not guaranteed to work with v0.5. If you wish to remove or edit them, they are plaintext JSON files here: PC: Users\ \AppData\LocalLow\4gency\Habitat_EarlyAccess_\HabitatSaves MAC: <Your User Folder>/Library/Caches/unity.4gency.Habitat (Early Access)/HabitatSaves LINUX: Home/.config/unity3d/4gency/Habitat_EarlyAccess_/HabitatSaves Junk Cities - Mission and Marketplace Central Perform missions and restock from three unique cities in Earth Orbit. - There are three junk “cities” in the initial map: New Britannia, Corinth Station, and New Atlantic City (come for the prime rib, stay for the Space Boxing) - Each city has unique items stocked in its Marketplaces for purchase. Wondering where the Ferris Wheel and Cruise Ships went? One of the cities has them now. - Weapons need to be ordered from cities now, not the Delivery System buttons on the bottom. The only exception is the grappling hook for towing - you can always order this. - All missions are now dispatched from the cities as well. Queue up as many as you want, claim rewards when you return. - To interact with a city, approach it until a notification shows up on the Combat Log that you’re in range. Click the city to access the city interface. - When hiring citizens, you must attach the Delivery Pod to your habitat to get the new citizens onboard. Don’t leave them behind! - Note: Cities can not be (currently) towed, pushed, or destroyed. The IPC does not insure habitats that attempt any of these maneuvers with cities - watch out! Citizens - the Everyday Inhabitants This update introduces the first iteration: used for engineers and for staffing Command Nodes. Keep them safe! - You start with 10 citizens on board. Every Engineer you create will use 1 citizen. Every Command Node you create will use 5 citizens. - You can get more citizens from the three Junk Cities. If you need more engineers, get more citizens. - You have a maximum number of cities you can sustain, which is based on the number of living space producers you own. Build more living space producers to increase the cap. - If you lose living space producers such that your citizen count is over your max, they will die over time until the citizen count returns to the lower cap. Oh, the humanity! - Citizens will become even more valuable in future updates - start learning how to take care of them. We’ve even given them names to make it easier. The Energy Control Panel - your Tactical Command Console Tune energy to Weapons, Boosters, and Producers to maximize what you need right now. - Every Habitat in the habitat list on the right side now has an Energy Control Panel with Weapons (W), Boosters (B), Producers (P) and Available (A) energy categories. - In this update you have a maximum of three bars of energy to distribute. The higher you boost a category, the more effective everything in that category will be: — Boosted weapons will do more damage and fire faster — Boosted boosters will grant more thrust (speed) — Booster producers will grant more resources per second - If you starve a category completely
Commanders - presenting Habitat v0.5! We’ve got a whole host of updates and new features for you, so read up for the latest!
New Features NOTE
Many aspects of the game have changed. Not all of the new systems are present in the Tutorials. Read about the details below to familiarize yourself with the changes.
NOTE
Saved game data file formats have changed from v0.4. Your previous save games are not guaranteed to work with v0.5. If you wish to remove or edit them, they are plaintext JSON files here: PC: Users\ \AppData\LocalLow\4gency\Habitat_EarlyAccess_\HabitatSaves MAC: /Library/Caches/unity.4gency.Habitat (Early Access)/HabitatSaves LINUX: Home/.config/unity3d/4gency/Habitat_EarlyAccess_/HabitatSaves Junk Cities - Mission and Marketplace Central Perform missions and restock from three unique cities in Earth Orbit. - There are three junk “cities” in the initial map: New Britannia, Corinth Station, and New Atlantic City (come for the prime rib, stay for the Space Boxing) - Each city has unique items stocked in its Marketplaces for purchase. Wondering where the Ferris Wheel and Cruise Ships went? One of the cities has them now. - Weapons need to be ordered from cities now, not the Delivery System buttons on the bottom. The only exception is the grappling hook for towing - you can always order this. - All missions are now dispatched from the cities as well. Queue up as many as you want, claim rewards when you return. - To interact with a city, approach it until a notification shows up on the Combat Log that you’re in range. Click the city to access the city interface. - When hiring citizens, you must attach the Delivery Pod to your habitat to get the new citizens onboard. Don’t leave them behind! - Note: Cities can not be (currently) towed, pushed, or destroyed. The IPC does not insure habitats that attempt any of these maneuvers with cities - watch out! Citizens - the Everyday Inhabitants This update introduces the first iteration: used for engineers and for staffing Command Nodes. Keep them safe! - You start with 10 citizens on board. Every Engineer you create will use 1 citizen. Every Command Node you create will use 5 citizens. - You can get more citizens from the three Junk Cities. If you need more engineers, get more citizens. - You have a maximum number of cities you can sustain, which is based on the number of living space producers you own. Build more living space producers to increase the cap. - If you lose living space producers such that your citizen count is over your max, they will die over time until the citizen count returns to the lower cap. Oh, the humanity! - Citizens will become even more valuable in future updates - start learning how to take care of them. We’ve even given them names to make it easier. The Energy Control Panel - your Tactical Command Console Tune energy to Weapons, Boosters, and Producers to maximize what you need right now. - Every Habitat in the habitat list on the right side now has an Energy Control Panel with Weapons (W), Boosters (B), Producers (P) and Available (A) energy categories. - In this update you have a maximum of three bars of energy to distribute. The higher you boost a category, the more effective everything in that category will be: — Boosted weapons will do more damage and fire faster — Boosted boosters will grant more thrust (speed) — Booster producers will grant more resources per second - If you starve a category completely