Full notes
Full Idle Space Navy update
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What changed
- Fixes
- UI and audio
- Gameplay
- Events
To view this Devnote with screenshots, check it out on the Phoenix Aura website.
Good news: I'm not dead! The long story short is that I'd been fighting a persistent stomach ailment ever since the release of Idle Space Navy 0.09.5, and that really limited my energy to work on the project (along with any of my other projects). That, however, has finally resolved, and I'm back up to full energy.
The good news there is that I've finally cleaned up the new Items UI and Deployment Center, and after that, everything else has been falling into place - so here's the news you've been waiting for:
Idle Space Navy 0.10.0 Releases 25 May
That's right, we finally have a definite release date for Idle Space Navy 0.10.0! After a much longer release cycle for all projects involved than I intended (I had originally intended 0.10.0 to be out in early April, and that after I developed a small idle game for my website), I've finally got 0.10.0 in a state where it's ready to release.
As usual with a major release, I'll be having a launch stream on my Twitch channel, this time starting at 7:45pm Pacific (10:45pm Eastern), with the release of 0.10.0 onto Steam at the top of the hour (8:00pm Pacific, 11:00pm Eastern) on 25 May.
What's Coming in 0.10.0
Obviously, there's a lot of changes in 0.10.0, many of them related to quality of life.
The New Items System
In 0.09.5 and before, you'd have long lists of every individual item. It was easy to get cluttered, or even get item overload. The limitation of modules to 240 helped this, but more was needed to help organize the list.
Initially, a thought was given toward being able to sell old items, but old items will actually be useful in the Contracts system coming in future versions, so I was hesitant to include this kind of system in 0.10. However, what's changed in 0.10 is that deployment of items is now managed type by type. Instead of having a list of every single Cutter or Frigate you own, you'll simply have X Cutters and Y Frigates in the deployment system, and you can deploy and recall them with single clicks.
The Deployment Center is now much easier to use as well. Instead of deploying every single item individually, you package up a whole ship - including its weapons and modules - and deploy it all at once, and then you can manage a ship's items from the same parts of the Deployment Center. This creates a much more unified and easy to use interface, speeding up deployments.
One significant change is to Temporary Modules - they're deploy and done instead of being recallable. The Module Points spent on them aren't refundable either - once placed, they stay placed, and are destroyed if the ship is recalled.
Module Points?
Instead of endless strings of module items, you now can pick Modules out a la carte. To do this, Module rewards are replaced with Module Points, which are spent in the Deployment Center to place Temporary Modules. A new resource icon is being added to the Resource Bar to show how many Module Points you have on hand.
The Commonwealth of Isara
The enigmatic scientist castes of the Commonwealth of Isara are ready to assist your navy in pacifying the various pirate bands raiding their borders. Skilled in resource management as well as research, they can greatly boost the effectiveness of your Credit
Source
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