The first post-EA build is now ready for testing! Please switch to the pretest branch in the Steam game properties. See this post with instructions on how to change the game branch: https://steamcommunity.
Full notes
Full The Spatials: Galactology update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes1 addition4 changes0 removals
Gameplay
Balance
Maps
changedThe first post-EA build is now ready for testing! Please switch to the pretest branch in the Steam game properties. See this post with instructions on how to change the game branch: https://steamcommunity.com/app/450700/discussions/0/1697169163416373010/ We are using a branch for now due to the nature of some of the changes, and because 3.13 breaks saves with 3.12. This way we get more time to test 3.13 and give more time for players to keep playing the default 3.12 branch. 3.13 still has some months of development left, stay tuned for more development updates and pretest builds.
changedNamed enemies with progression and persistenceEnemies now always have an unique name, instead of the generic names in earlier versions. The main reason is that they are also persisting. This means a given named enemy will always have the same sprite, if they manage to survive. Survive? Yes. Just as you can install insurance cloners for your officers, enemies that reach certain notoriety fighting you will get a chance to be saved before you kill them. They will teleport out instead of dying. Notoriety? Yes. Since enemies are persisting, they now also have a simplified leveling system. There's 30 enemy rankings, and each ranking gives the enemy more hitpoints and more weapon power. The higher rankings make them truly formidable adversaries. Rankings are a bonus on top of their level. Ranked enemies which survive your encounters will be able to face you again in the future. Every time the game spawns a random enemy it will also consider spawning a persisted named enemy instead, allowing them to gain an even higher ranking. This also comes with a nerf to the loot drops from enemies. Lower ranked enemies will never drop wearable items, while higher ranked ones will, and for the first time they will also be able to roll items with rare/epic/legendary bonuses, depending on their rank.
addedNew station raidsStation raids have been greatly enhanced in 3.13. They are now able to really scale up, to create an actual danger to your station, proportional to your development and your enemies hate. The size of the foot soldier group is now variable and can include more than 20 units. A proportional subset will always have higher rankings, even if the game has to generate fresh new higher ranked enemies. Siege objects are now introduced, and they will spawn in higher difficulty raids. Turrets are always spawned to protect them. Mortars are slow artillery, that fire a slow projectile, and can reach any point on the map. The explosion of the projectile is devastating, but the game will always tell you in advance where it is going to fall with a red circle area.
changedNew station raidsDocks are exactly that. Enemy shuttles will keep docking there unless you destroy them, and they will unload small enemy groups. They have a long cooldown, but more than one dock is possible.
changedTombsFallen officers will now occupy a new object, tombs. If an officer dies the game will try first to occupy their assigned tomb, and if they have none, any non-assigned empty tomb. This happens even if the officer dies while exploring a planet. It's not mandatory to build tombs, officer corpses will still be spawned if there are no available tombs at the moment of death.
The Spatials: Galactology changes
changedThe first post-EA build is now ready for testing! Please switch to the pretest branch in the Steam game properties. See this post with instructions on how to change the game branch: https://steamcommunity.com/app/450700/discussions/0/1697169163416373010/ We are using a branch for now due to the nature of some of the changes, and because 3.13 breaks saves with 3.12. This way we get more time to test 3.13 and give more time for players to keep playing the default 3.12 branch. 3.13 still has some months of development left, stay tuned for more development updates and pretest builds.
changedEnemies now always have an unique name, instead of the generic names in earlier versions. The main reason is that they are also persisting. This means a given named enemy will always have the same sprite, if they manage to survive. Survive? Yes. Just as you can install insurance cloners for your officers, enemies that reach certain notoriety fighting you will get a chance to be saved before you kill them. They will teleport out instead of dying. Notoriety? Yes. Since enemies are persisting, they now also have a simplified leveling system. There's 30 enemy rankings, and each ranking gives the enemy more hitpoints and more weapon power. The higher rankings make them truly formidable adversaries. Rankings are a bonus on top of their level. Ranked enemies which survive your encounters will be able to face you again in the future. Every time the game spawns a random enemy it will also consider spawning a persisted named enemy instead, allowing them to gain an even higher ranking. This also comes with a nerf to the loot drops from enemies. Lower ranked enemies will never drop wearable items, while higher ranked ones will, and for the first time they will also be able to roll items with rare/epic/legendary bonuses, depending on their rank.
addedStation raids have been greatly enhanced in 3.13. They are now able to really scale up, to create an actual danger to your station, proportional to your development and your enemies hate. The size of the foot soldier group is now variable and can include more than 20 units. A proportional subset will always have higher rankings, even if the game has to generate fresh new higher ranked enemies. Siege objects are now introduced, and they will spawn in higher difficulty raids. Turrets are always spawned to protect them. Mortars are slow artillery, that fire a slow projectile, and can reach any point on the map. The explosion of the projectile is devastating, but the game will always tell you in advance where it is going to fall with a red circle area.
changedDocks are exactly that. Enemy shuttles will keep docking there unless you destroy them, and they will unload small enemy groups. They have a long cooldown, but more than one dock is possible.
changedFallen officers will now occupy a new object, tombs. If an officer dies the game will try first to occupy their assigned tomb, and if they have none, any non-assigned empty tomb. This happens even if the officer dies while exploring a planet. It's not mandatory to build tombs, officer corpses will still be spawned if there are no available tombs at the moment of death.
The first post-EA build is now ready for testing! Please switch to the pretest branch in the Steam game properties. See this post with instructions on how to change the game branch: https://steamcommunity.com/app/450700/discussions/0/1697169163416373010/ We are using a branch for now due to the nature of some of the changes, and because 3.13 breaks saves with 3.12. This way we get more time to test 3.13 and give more time for players to keep playing the default 3.12 branch. 3.13 still has some months of development left, stay tuned for more development updates and pretest builds.
Named enemies with progression and persistence
Enemies now always have an unique name, instead of the generic names in earlier versions. The main reason is that they are also persisting. This means a given named enemy will always have the same sprite, if they manage to survive. Survive? Yes. Just as you can install insurance cloners for your officers, enemies that reach certain notoriety fighting you will get a chance to be saved before you kill them. They will teleport out instead of dying. Notoriety? Yes. Since enemies are persisting, they now also have a simplified leveling system. There's 30 enemy rankings, and each ranking gives the enemy more hitpoints and more weapon power. The higher rankings make them truly formidable adversaries. Rankings are a bonus on top of their level. Ranked enemies which survive your encounters will be able to face you again in the future. Every time the game spawns a random enemy it will also consider spawning a persisted named enemy instead, allowing them to gain an even higher ranking. This also comes with a nerf to the loot drops from enemies. Lower ranked enemies will never drop wearable items, while higher ranked ones will, and for the first time they will also be able to roll items with rare/epic/legendary bonuses, depending on their rank.
New station raids
Station raids have been greatly enhanced in 3.13. They are now able to really scale up, to create an actual danger to your station, proportional to your development and your enemies hate. The size of the foot soldier group is now variable and can include more than 20 units. A proportional subset will always have higher rankings, even if the game has to generate fresh new higher ranked enemies. Siege objects are now introduced, and they will spawn in higher difficulty raids. Turrets are always spawned to protect them. Mortars are slow artillery, that fire a slow projectile, and can reach any point on the map. The explosion of the projectile is devastating, but the game will always tell you in advance where it is going to fall with a red circle area.
Docks are exactly that. Enemy shuttles will keep docking there unless you destroy them, and they will unload small enemy groups. They have a long cooldown, but more than one dock is possible.
Tombs
Fallen officers will now occupy a new object, tombs. If an officer dies the game will try first to occupy their assigned tomb, and if they have none, any non-assigned empty tomb. This happens even if the officer dies while exploring a planet. It's not mandatory to build tombs, officer corpses will still be spawned if there are no available tombs at the moment of death.