What changed
0 fixes2 additions2 changes0 removals
addedMap Rework!> Added variable building slots to map tiles to deepen tactical depth of where to colonise > Added 'border' keystones to entice strategic skirmishes and wars > Removed black holes as the only central spawn tile > Central tiles still keep their negative astra malus as a risk, but can now be any tile type > Reworked Reactor placements for quadrant fairness > Big performance increase to the map so it doesn't feel sluggish or slow down advance time > Exotic/Star tiles are now more prevalent > Made the tile variation system to prepare for follow up player customizable tilesets > Added a map editor tool so you can create your own maps and use them in single player or local servers
changedGameplay Changes (Shards for every culture!)> Added a shard system to each culture, with 14 shared bonuses plus 6 unique bonuses per culture, allowing players more design choice over their playstyle path > Veil don't yet have an extra special building, until we think of something good > Shipyard infrastructure now grants a 1% bonus to stats per level, previously 2%, but additional infrastructure buildings also now grant this 1% per level bonus, previously they did not > This means you can further specialise your colonies or outposts with additional light or heavy infrastructure > The first infrastructure building grants the speed and travel buffs, but additional buildings only grant raw stats > Heavy supports now get their bonus stats exclusively from Orbital Exchange, and are no longer multiplied with the heavy shipyard building > Building descriptions updated to match the above changes
addedQoL> Radar now displays both interception time and final arrival time for intercepted attacks > Cargo routes can have zero resources on one leg, allowing for pick up only routes > Largest shareholder remains in control even when stake is under 50%, to avoid zombie corps > Added the ability to toggle minimum credit rating for who can accept your loan, and added personal player credit ratings > Added faction only and ally only trade offers, SPU offers, and ship offers > Stopped bots from using alwaysSend on raids and spamming bad successive raids
changedPerformance> Multiple different optimizations across various parts of the game, leading to about 50% faster advance-time and 30% better map render performance
Riftborne changes
added> Added variable building slots to map tiles to deepen tactical depth of where to colonise > Added 'border' keystones to entice strategic skirmishes and wars > Removed black holes as the only central spawn tile > Central tiles still keep their negative astra malus as a risk, but can now be any tile type > Reworked Reactor placements for quadrant fairness > Big performance increase to the map so it doesn't feel sluggish or slow down advance time > Exotic/Star tiles are now more prevalent > Made the tile variation system to prepare for follow up player customizable tilesets > Added a map editor tool so you can create your own maps and use them in single player or local servers
changed> Added a shard system to each culture, with 14 shared bonuses plus 6 unique bonuses per culture, allowing players more design choice over their playstyle path > Veil don't yet have an extra special building, until we think of something good > Shipyard infrastructure now grants a 1% bonus to stats per level, previously 2%, but additional infrastructure buildings also now grant this 1% per level bonus, previously they did not > This means you can further specialise your colonies or outposts with additional light or heavy infrastructure > The first infrastructure building grants the speed and travel buffs, but additional buildings only grant raw stats > Heavy supports now get their bonus stats exclusively from Orbital Exchange, and are no longer multiplied with the heavy shipyard building > Building descriptions updated to match the above changes
added> Radar now displays both interception time and final arrival time for intercepted attacks > Cargo routes can have zero resources on one leg, allowing for pick up only routes > Largest shareholder remains in control even when stake is under 50%, to avoid zombie corps > Added the ability to toggle minimum credit rating for who can accept your loan, and added personal player credit ratings > Added faction only and ally only trade offers, SPU offers, and ship offers > Stopped bots from using alwaysSend on raids and spamming bad successive raids
changed> Multiple different optimizations across various parts of the game, leading to about 50% faster advance-time and 30% better map render performance
Map Rework!
> Added variable building slots to map tiles to deepen tactical depth of where to colonise > Added 'border' keystones to entice strategic skirmishes and wars > Removed black holes as the only central spawn tile > Central tiles still keep their negative astra malus as a risk, but can now be any tile type > Reworked Reactor placements for quadrant fairness > Big performance increase to the map so it doesn't feel sluggish or slow down advance time > Exotic/Star tiles are now more prevalent > Made the tile variation system to prepare for follow up player customizable tilesets > Added a map editor tool so you can create your own maps and use them in single player or local servers
Gameplay Changes (Shards for every culture!)
> Added a shard system to each culture, with 14 shared bonuses plus 6 unique bonuses per culture, allowing players more design choice over their playstyle path > Veil don't yet have an extra special building, until we think of something good > Shipyard infrastructure now grants a 1% bonus to stats per level, previously 2%, but additional infrastructure buildings also now grant this 1% per level bonus, previously they did not > This means you can further specialise your colonies or outposts with additional light or heavy infrastructure > The first infrastructure building grants the speed and travel buffs, but additional buildings only grant raw stats > Heavy supports now get their bonus stats exclusively from Orbital Exchange, and are no longer multiplied with the heavy shipyard building > Building descriptions updated to match the above changes
QoL
> Radar now displays both interception time and final arrival time for intercepted attacks > Cargo routes can have zero resources on one leg, allowing for pick up only routes > Largest shareholder remains in control even when stake is under 50%, to avoid zombie corps > Added the ability to toggle minimum credit rating for who can accept your loan, and added personal player credit ratings > Added faction only and ally only trade offers, SPU offers, and ship offers > Stopped bots from using alwaysSend on raids and spamming bad successive raids
> Multiple different optimizations across various parts of the game, leading to about 50% faster advance-time and 30% better map render performance