Update log
Full Unnamed Space Idle update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- UI and audio
Status Update
Its been a while, so here is a status update for the next content patch and some quite unfinished teasers!
As I mentioned before, 150 is a big transition like 75 was, a new class of ship, changes to the main combat and a bunch of system changes and more upgrades etc. Much of the design and basic implementation for all this is done. There are 2 systems left that are not fully specced out and implemented, but they are not receiving huge changes (in theory). I will (relatively) shortly be starting on content and testing + polish that will hopefully exclude any large redos of the new stuff.
Pre 150 is getting a task list for the transition (better handled then the 75 one in theory!) and that is about 3/4 done. Before I can fully finish that, the 150+ portion needs to be pretty ironclad on the start, since the "end" state of some systems at 149 will depend on what I end up doing with them at the start of 150.
While I am reluctant to do a small patch of 143-147/148 since there will be almost nothing going on for it without introducing the transition stuff, I will shift to doing that small patch if it looks like this bigger patch will not be done before May.
So you can expect a patch with some content in April at the latest, it could just have very little new stuff, or quite a lot of new stuff depending on how well March goes :p.
Some 150+ Details!
Spoilers below.
Everything here is still a bit rough and subject to change.
New Ship Class and Combat
The new ship class is a big step up and will invalidate the previous scale of combat even more so then the 75 upgrade did. There is still a big enemy ship ala the current Capitals, but the other ships are more important again and feed into the battle with the big enemy ship more directly. Speaking of big, here's a nice little gif to demonstrate the scale of the new ship compared to the normal sized enemies (those things you can barely see)
The new layer of combat involves arranging various shots and effects you get from your cores to be used against the new colossal enemies in the most effective way. Think a *very* light combo system. This is in addition to the more "normal" weapon arrangement to take care of the smaller enemies that has shifted towards a more pre-capital style.
Compute Update
Compute is the biggest system update that is occurring right as you get to 150 and will be a pretty large driver of progress for a while as well as being quite a bit more interesting then its previous incarnations and having plenty of space to do more with it down the line. The basics are all implemented so here is a pic of the currently still work in progress UI.
Other Systems
As for the other systems, these are generally far lighter changes then the two above.
Some things phase out entirely (goodbye veil piercing).
Some things will "roll over" to a new set of upgrades along with some other minor changes to let complexity ramp up again, such as Synth.
And some things will simply continue on mostly as is but with more stuff like every content patch since they work well for that, like Warp.
However, there are 2 systems that are still somewhat up in the air for the changes (if any) so
Source
