What changed
0 fixes2 additions3 changes1 removal
changedJuly 6, 2024 (at least in the time zone I'm writing this post). Today is the 588th day since I've set off on the journey that has been Idle Space Navy . There was the disorganized fun of the pre-Steam period, the reality check of the Steam release, and steady improvements in the game since then. As much as some reviews drive me nuts with their complete lack of meaningful feedback, those that have left reviews and discussions on both Steam and in Discord have helped me hone my skills and redesign the game.
changedThe fourth Alien Power. We have the Terran Union (damage and Kinetic weapons), the Centauri Conglomerate (scrap and credits), and the Commonwealth of Isara (Calibration Chips). Now, though, we'll have the as-yet-unnamed 4th Alien Power, which will play a very significant role. At first glance, the fourth Power will only handle Experience gains - but there are big plans for this Power. It's the first Power that will interact with the other three, boosting various aspects of their abilities depending on your Player Level (L). This does mean that the fourth Power will be the first to have an unlock requirement - you'll have to be at least tier 3 in all three of the preceding Powers, and have a combined tier count of at least 11 (so two of the three Powers will have to be tier 4, or one will have to be tier 5).
changedUnlockable Ships and Weapons. The Terran Union has been the only Power with ships - your default ships come from the Terrans, as do the Frigate and Destroyer. Now, however, we'll be getting Ships and upgraded Weapons available for unlock and then purchase from all the Alien Powers. There's only going to be one or two ships (the X1Y1 ships) and one weapon for unlock to start with, but that's because there will start to be Ship-based bonuses.
addedShipyard cap boost upgrades. The main limitation keeping people from going further faster is that the Shipyard caps remain the same, making the Artifact boosts (which are currently small, and will also be rescaled upward) the only way to advance. Not anymore - there will be a new set of upgrades in the Artifact System which will boost the caps to your Shipyard Damage, Scrap, Credits, and XP upgrades depending on the Artifact upgrade's level and your maximum level. What's more is that these will be available as Tier 1 upgrades for all Alien Powers, making it all the easier to get much higher advancement more quickly.
removedCatch-Up System. In versions prior to 0.10.0, ship and weapon levels in the Lab were kept on Artifact collection. This was not intended and started to present a lot of balance issues, so these got nerfed by being reduced to their square root on every Artifact collection. However, that too ended up causing a lot of lag time when collecting, which also wasn't intended. Starting in 0.11, there will be mechanics to use the removed levels in a Catch-Up System. More on this as it is developed.
addedNew enemies and enemy effects. There are three new enemy types planned for 0.11 - Armored,
Idle Space Navy changes
changedJuly 6, 2024 (at least in the time zone I'm writing this post). Today is the 588th day since I've set off on the journey that has been Idle Space Navy . There was the disorganized fun of the pre-Steam period, the reality check of the Steam release, and steady improvements in the game since then. As much as some reviews drive me nuts with their complete lack of meaningful feedback, those that have left reviews and discussions on both Steam and in Discord have helped me hone my skills and redesign the game.
changedThe fourth Alien Power. We have the Terran Union (damage and Kinetic weapons), the Centauri Conglomerate (scrap and credits), and the Commonwealth of Isara (Calibration Chips). Now, though, we'll have the as-yet-unnamed 4th Alien Power, which will play a very significant role. At first glance, the fourth Power will only handle Experience gains - but there are big plans for this Power. It's the first Power that will interact with the other three, boosting various aspects of their abilities depending on your Player Level (L). This does mean that the fourth Power will be the first to have an unlock requirement - you'll have to be at least tier 3 in all three of the preceding Powers, and have a combined tier count of at least 11 (so two of the three Powers will have to be tier 4, or one will have to be tier 5).
changedUnlockable Ships and Weapons. The Terran Union has been the only Power with ships - your default ships come from the Terrans, as do the Frigate and Destroyer. Now, however, we'll be getting Ships and upgraded Weapons available for unlock and then purchase from all the Alien Powers. There's only going to be one or two ships (the X1Y1 ships) and one weapon for unlock to start with, but that's because there will start to be Ship-based bonuses.
addedShipyard cap boost upgrades. The main limitation keeping people from going further faster is that the Shipyard caps remain the same, making the Artifact boosts (which are currently small, and will also be rescaled upward) the only way to advance. Not anymore - there will be a new set of upgrades in the Artifact System which will boost the caps to your Shipyard Damage, Scrap, Credits, and XP upgrades depending on the Artifact upgrade's level and your maximum level. What's more is that these will be available as Tier 1 upgrades for all Alien Powers, making it all the easier to get much higher advancement more quickly.
removedCatch-Up System. In versions prior to 0.10.0, ship and weapon levels in the Lab were kept on Artifact collection. This was not intended and started to present a lot of balance issues, so these got nerfed by being reduced to their square root on every Artifact collection. However, that too ended up causing a lot of lag time when collecting, which also wasn't intended. Starting in 0.11, there will be mechanics to use the removed levels in a Catch-Up System. More on this as it is developed.
July 6, 2024 (at least in the time zone I'm writing this post). Today is the 588th day since I've set off on the journey that has been Idle Space Navy. There was the disorganized fun of the pre-Steam period, the reality check of the Steam release, and steady improvements in the game since then. As much as some reviews drive me nuts with their complete lack of meaningful feedback, those that have left reviews and discussions on both Steam and in Discord have helped me hone my skills and redesign the game.
Now, with 10 major versions and 38 total versioned releases behind me, it's time to take the next step and start the development of Idle Space Navy 0.11. There's a lot being packed into this update, so I'm going to lay it out. (If you don't want to read the planned changes, though, jump down to the "Milestone Program" header for information on my closed testing program.)
The fourth Alien Power. We have the Terran Union (damage and Kinetic weapons), the Centauri Conglomerate (scrap and credits), and the Commonwealth of Isara (Calibration Chips). Now, though, we'll have the as-yet-unnamed 4th Alien Power, which will play a very significant role. At first glance, the fourth Power will only handle Experience gains - but there are big plans for this Power. It's the first Power that will interact with the other three, boosting various aspects of their abilities depending on your Player Level (L). This does mean that the fourth Power will be the first to have an unlock requirement - you'll have to be at least tier 3 in all three of the preceding Powers, and have a combined tier count of at least 11 (so two of the three Powers will have to be tier 4, or one will have to be tier 5).
Unlockable Ships and Weapons. The Terran Union has been the only Power with ships - your default ships come from the Terrans, as do the Frigate and Destroyer. Now, however, we'll be getting Ships and upgraded Weapons available for unlock and then purchase from all the Alien Powers. There's only going to be one or two ships (the X1Y1 ships) and one weapon for unlock to start with, but that's because there will start to be Ship-based bonuses.
Shipyard cap boost upgrades. The main limitation keeping people from going further faster is that the Shipyard caps remain the same, making the Artifact boosts (which are currently small, and will also be rescaled upward) the only way to advance. Not anymore - there will be a new set of upgrades in the Artifact System which will boost the caps to your Shipyard Damage, Scrap, Credits, and XP upgrades depending on the Artifact upgrade's level and your maximum level. What's more is that these will be available as Tier 1 upgrades for all Alien Powers, making it all the easier to get much higher advancement more quickly.
Catch-Up System. In versions prior to 0.10.0, ship and weapon levels in the Lab were kept on Artifact collection. This was not intended and started to present a lot of balance issues, so these got nerfed by being reduced to their square root on every Artifact collection. However, that too ended up causing a lot of lag time when collecting, which also wasn't intended. Starting in 0.11, there will be mechanics to use the removed levels in a Catch-Up System. More on this as it is developed.
New enemies and enemy effects. There are three new enemy types planned for 0.11 - Armored,