Full notes
Full Solar Wave update
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What changed
- Gameplay
- Balance
Solar Wave changes
Hello everyone
So it's time for the second major update. This time we will talk about interstellar fleet movements and everything related to them. Until now, the space fleets in the game had only one limitation in their interstellar movements — the maximum jump range. This value was substantial and granted considerable freedom to both the player and the opponent. It was all fresh and interesting in its own way, but over time it became clear that there was a downside to such freedom.
Due to the high mobility of enemy fleets, it has become difficult to distinguish between front-line systems and protected internal ones. In some games, players found themselves in a situation where they had to defend almost their entire territory at once, or the enemy attacked from completely unexpected directions 😅
We can also add the inability to accurately predict the route of our own advancing forces and a number of other non-obvious factors. It was necessary to add some order to this chaos 🙄
After much thought, I decided to bring back the mechanics of interstellar communications to the game, which would limit the routes of fleets. I really didn't want to lose this freedom, but due to a combination of factors, I'm sending her under the knife 😑🔪
However, as they say, every cloud has a silver lining. The game has improved control over the gameplay, and the tactical component has grown. Even those systems where there are no resources can be valuable because of their location. The nodal defensive points and systems have been clearly identified, the capture of which will cause damage to enemy logistics. The game has become a little deeper.
All the changes are already available in the demo version of the game, and I hope you will like it!
Source
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