Unending Galaxy : plus excitant que du X ? Steam 1.2

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Anarkis Gaming, c'est le studio qui travaillait sur Grand Rogue Auto (https://forums.jeuxonline.info/showthread.php?t=1209990), ainsi que sur certains mods pour les jeux X-Universe. Unending Galaxy est un 4X spatiale en 2D vue de dessus, et c'est le jeu du genre qui s'approche le plus du gameplay des X-Universe. Actuellement en Alpha, bientôt en Beta, Unending Galaxy est gratuit et jouable sur Windows. Le joueur contrôle un vaisseau unique via les touches du clavier, et peut jouer en solo, ou acheter d'autres vaisseaux pour monter sa flotte, et lui donner des ordres façon Stratégie Temps Réel.

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http://anarkisgaming.com/category/unending-galaxy/
http://www.indiedb.com/games/unending-galaxy

La version 0.7.0 disponible depuis aujourd'hui 14 septembre 2014 ajoute un gros morceau : la diplomatie. Alliances, guerres, cessés le feu, trahisons, accords commerciaux... sont à présent de la partie. En plus cette aspect, cette nouvelle version améliore également un peu tout le reste, dont la gestion des flottes militaires par les IA, ainsi que des nouvelles factions, de meilleures performances, un meilleur équilibre, etc. Des mots du studio, le développement est maintenant très proche de passer en Beta (core features completed).

Soit, mais ça donne quoi ?

Au départ, plusieurs options sont possibles : commencer pirate (et donc pote avec la faction des pirates) avec une petite flotte et des primes sur le coin de la tête, ou encore débuter avec son propre petit empire au commande de plusieurs secteurs, avoir une large puissance fédérale mais pas d'empire, ou encore pilote militaire errant... En ajoutant le choix du nom de la faction, du blason, de la couleur, du nom du pilote, un goût de personnalisation assez agréable vient chatouiller le joueur.

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Pour cet exemple, j'ai choisi de commencer pilote errant, commandant d'une petite flotte militaire. Je me retrouve dans le secteur Capitale de ma faction, libre d'aller où je le désire. La vue de dessus est assez bien lisible, et se décline en plusieurs niveaux de zoom.

unga_03.jpg

Dans le niveau le plus proche, il est possible de se déplacer en direct via les touches du clavier (ESDF, flèches, 8456, ZQSD... c'est configurable), de sélectionner les objets à l'écran et de se battre (clic droit sur la cible pour tirer avec le vaisseau principal, les alliés viennent en renfort comme dans un STR). A tout moment il est possible de changer le vaisseau principal, en sélectionnant la cible désirée (à condition de l'avoir dans sa flotte bien sûr) et en appuyant sur une touche.

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Depuis la vue du Secteur (déformée sur mon écran 16/9, bug, c'est de l'Alpha), je garde le contrôle de mon vaisseau, mais je ne peux plus me battre directement. Les combats continuent cependant, et les alliés font leur boulot via l'IA.

unga_05.jpg

La vue Galaxie permet de voir l'ensemble des secteurs et leurs connexions, exactement comme dans X-Universe pour ceux qui connaissent. Les couleurs correspondent aux factions. La position des soleils et planètes est relativement "logiques". La plupart des empires ayant un soleil et quelques planètes, ainsi que des champs d'astéroïdes, des nébuleuses, etc. Des icônes permettent de voir rapidement sur le secteurs disposent de stations, et de portes de saut (pour passer d'un secteur à un autre éloigné). De cette vue, je n'ai plus aucun contrôle sur ma flotte.

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Les options sont déjà bien avancées et implémentées malgré le statu d'Alpha, et l'interface est plutôt claire et complète, et permet une lecture précise des différents éléments du gameplay.

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Un journal récapitule les évènements qui se déroulent sans cesse, sans attendre l'action du joueur : guerre, invasion, construction, alliance...

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La diplomatie, nouveauté de cette version 0.7.0 est assez riche, et prend en considération le temps qui passe : plus la paix est durable, plus l'alliance est forte. L'IA qui voudrait déclarer une guerre contre le joueur ou ses alliés prend tout en compte également, et n'attaquera probablement pas un joueur allié avec de puissants empires.

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Parfois, l'espace est vide. Ici j'ai voulu me rendre dans un secteur en guerre (un raid de pirate), mais le temps de m'y déplacer, tout a été détruit !

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Il ne reste strictement rien. Le secteur est libre, et si je n'avais pas une flotte strictement militaire, je pourrais tenter de construire une station, un portail de saut, etc.

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Je me rends alors plus au "sud" pour retrouver un peu de civilisation. Je passe par des décors variables, nébuleuses, planètes plus ou moins grosses, astéroïdes (que l'Ia exploite en prospectant).

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Lorsque j'arrive à destination, plusieurs secteurs de distance, je n'ai pas fait attention à mon journal ni à l'état de la carte. Erreur. La faction "tueuse", celle qui est contre tous, l'ennemi commun, est en plein raid, et ne fait d'une bouchée de ma flotte. Sans allié, sans empire, sans équipement autre que celui du départ, je fonds.

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Game over.

http://anarkisgaming.com/category/unending-galaxy/
http://www.indiedb.com/games/unending-galaxy
__________________
* Jeux1d100 ? Le blog Jeux1d100.net sur les jeux indécents et Linux, et la chaîne YouTube *
L'auteur de Unending Galaxy dit que son jeu ressemble très fortement à la série de X (the threat, reunion, Albion) dans ses mécanismes, tout en étant plus dynamique (à la manière d'un Drox Operative, l'univers évolue sans attendre le joueur). Distant Worlds fait partie des grosses inspirations, ainsi que Sins of the Solar Empires.

De ma maigre expérience, j'ai exactement l'impression de jouer à ça. C'est à dire, un X-Operative-of-the-Distant-Solar-Empires-Reunited-in-Albion.
Ben c'est pas du tout le même type de jeu, DW c'est du pur 4x (gestion de civilisation) alors que les x sont des Space sims (avec un gros morceau de gestion de corporation).
Sins of the Solar Empire, c'est encore différend, c'est un rts avec des bouts de 4x.
Dans Unending Galaxy, les secteurs changent selon les mouvements de l'IA.

L'IA construit des stations, des panneaux solaires, des portes de saut, colonise les secteurs voisins, met en place des relations (paix, guerres, alliances, commerce...) et sans l'intervention du joueur, comme dans les 4x comme Distant Worlds.

Le joueur peut en faire autant, et au fil du temps, prendre possession de nombreux secteurs jusqu'à avoir un empire, qui tourne de manière semi-autonome (l'IA de l'empire du joueur peut s'occuper du développement, ou pas, si le joueur le souhaite, comme dans SotSE).

Le joueur peut définir que les constructeurs ne construisent rien, ou seulement du militaire, ou de la science, etc.

En même temps, comme dans les jeux X-Universe, le joueur ne pilote directement qu'un seul vaisseau, changeable à volonté du moment qu'il est disponible, auquel peut s'adjoindre toute une flotte à laquelle il est possible de donner des ordres (protéger le vaisseau-joueur par exemple).

Pour le moment c'est encore un peu brouillon, mais presque toutes les features sont là. Reste à les développer et les équilibrer, ce qui se fera dans les prochaines versions de l'alpha puis de la Beta.

Le développement est un peu ralenti en ce moment, à cause d'un problème personnel dont l'auteur parle sur son blog : sa mère à un cancer étendu, et il passe plus de temps à l'hopital que devant son ordinateur...
Et voici la Beta 1 !

http://www.anarkisgaming.com/2014/11...sed/#more-1407

Je n'ai pas encore testé la chose, pas depuis que j'ai fait un premier retour sur le jeu.

Le changelog depuis octobre :

Citation :
Here is the full changelog of Unending Galaxy [Beta 1]

AI - Factions
+ Factions are much better at handling their money
+ Made shipyard building higher priority than military bases
+ Factions can transfer money between accounts when needed
+ Not all factions manage their money the same way (siraks send more money toward military, the federation toward diplomacy, ..)
+ Some factions (siraks and pirates) can spawn civilian scavenging ships
+ Bounty hunter and scavenger spawn cap proportional to amount of capital sectors (instead of total sectors)
+ AI Core doesn't use money anymore (docks are free, otoh they cannot convert money into ship parts)
+ Factions with a territory >1/3 of the map will become less aggressive

AI - Ships
+ New AI : Scavenger Ship (collect loot dropped by others and sell it)
+ New AI : Spacefly
+ New AI : Spacefly Hunter
+ Most individual ship AI can flee and seek repairs
+ Reduced amount of time some AI ships can stay docked doing nothing
+ Police forces (and some other categories) will follow offenders until they leave their solar system
+ Fixed some cases were 2 military ships would fight despite peace time (caused by call for help from 3rd party)

Communications (ship to ship)
+ Added option to ask pirate for the nearest pirate base
+ Added option to sell your cargo to traders who are looking for it
+ Added option to ask a ship to surrender its cargo (if any)

Diplomacy
+ Added option to request a tribute from another faction
+ War weariness (when very high) has a bigger impact on the decision to make peace
+ Effectiveness of bribes varies from faction to faction.
+ New negative relation modifier: dislike of big empires (>1/3 of the map)

Economy
+ Balanced pricing of weapons, shields, docks and ships
+ Building stations cost money
+ Factions receive more initial money to cover for said building costs
+ Factions use separate account for diplomacy, military, building and general matters
+ Good transport between factories of same faction no longer require money
+ Construction speed of docks (default speed) doubled
+ Military bases will accept to buy all ship equipment (including foreign ones)
+ Improved trading jobs dispatch
+ Civilian pay taxes when they make a profit instead of getting a % removed periodically from their total funds

Fog of War ** New **
+ Added ability to hide objects in sectors the player don't have assets in
+ Stations, once revealed stay revealed, but ships don't
+ FoW is optional and can be disabled when starting a new game

Game Data
+ Slight weapon and shield tuning
+ Several new ships (mostly pirates)
+ Ships turn rate heavily increased to improve how movements look
+ Adjusted price of some wares
+ Updated all maps
+ Changed Sirak flag

Gameplay & World
+ Added extremely basic "declare independence" mechanism
+ Added initial cease fire timer to factions so maps with full fledged empires won't fall into chaos immediately
+ Asteroids renamed to "Rocks (iron ore)", "Rocks (crystal)" ..
+ Destroyed ships can drop passengers
+ You can sell passengers to slave pits (money gain)
+ You can bring back passengers to the safety of a trade stations (50% money gain + reputation)
+ Ships "glide" longer when their engine is off
+ Renamed "Constructor" to "Dock Builder"
+ Renamed "Loot!" to "Cargo Pod"
+ Renamed asteroid miners to "mining" ships (instead of "civilian")
+ Sectors linked to solar systems and named accordingly
+ Implemented random name generator for pilots of all 3 races (no more John Doe XYZ)
+ Improved hitboxes of small ships
+ Spaceflies spawn in a few rare ore belts.
+ Some factions (pirates, isa, federation) will spawn spacefly hunting ships
+ Added some more stuff

Graphics
+ Bloom shaders should work as expected and with much less impact on FPS
+ Added some new nebulae and planets
+ Replaced Sirak transport with one more consistent with other Sirak ships
+ Made asteroids bigger
+ Better sprites for many factories
+ Better sprites for drath, sirak and human specific stations
+ Added many new icons
+ Added custom crosshairs
+ Interpolation (video) settings working as intended

Independence ** New **
+ Added option to transition from pilot to empire leader
+ Option available in the empire manager
+ All sectors with a player trading station / military base / shipyard will be given to the player
+ All factions who lost a sector will declare war on the player

Map Settings
+ "Hide unexplored sectors" setting is now working properly
+ Undiscovered sectors next to explored ones appear in transparency / darker on the galactic map
+ Initial expansion setting is now working
+ Added option to start with a large player empire
+ Added option to set a military manpower multiplier
+ Added option to set initial amount of resources given to factions
+ Added option to set the pacing of the game (build times, expansion, production...)

Mission System
+ Added highlight of target object for cargo missions
+ Opening the mission tab in empire manager will highlight the current mission

Optimizations
+ Massive performance improvement in very populated maps / long games
+ halved physics threads CPU cost (wasn't high to begin with)
+ Reduced AI threads CPU cost by a tiny bit (still lot of work to be done)
+ Some very often used combat related functions are less CPU consuming
+ Cached current order and target of ships to get better performances in many critical parts
+ Cached sector's GetMilitaryStrength (may speed up pirate ship AI and faction AI a bit)
+ Other misc code optimizations
+ Changed the way components are stored so access and addition are faster
+ Saving the game takes much less time
+ Cached asteroid list (reducing cpu cost of miners, spaceflies)

Sound
+ Option to set the volume for sound effects is now working as intended
+ Added weapon sound effects (for the ship the camera is on) and explosions
+ Added menu opening sound effects
+ Added "Jump" sound effect
+ Added sound for the ship's engines
+ Setting sound/music volume to zero will prevent sounds from playing instead of muting (less cpu usage)

UI
+ Holding down [Shift] show the overlay (health and name) of all ships and docks
+ Said overlay's look has been improved
+ "Exit to main menu" go back to the main menu instead of the splash screen
+ Added solar system information to relevant menus
+ Text displayed when changing sector shows system and uses owner's color
+ Improved log at the bottom, can show up to 4 lines and use colors (red = bad event, green = good event)
+ Trade/Comm button (and keyboard shortcut) become a contextual "Use" button (comms, trade, loot, use wargate)
+ Trade/Comm button's icon change according to context
+ Jump button moved to the galactic menu bar
+ Added more help tooltips / updated existing ones
+ Slight redesign of the left menu bar
+ Added "get repairs/resupply" to individual ship command menu
+ Unpausing the game no longer reset the view mode to standard
+ The cargo tab used in many menus has been improved

UI - Bookmarks ** New **
+ Added "bookmark" widget (similar to the fleet one) to keep track of important player ships/docks
+ Double clicking an item in the list open its setup menu
+ Left click only select the object
+ Bookmarks sorted by class > name

UI - Cargo Transfer ** New **
+ Menu used to transfer cargo between player owned ships (and stations)
+ The two objects need to be close by
+ Double click an item to quickly transfer it
+ Use the trackbar for a more precise transfer

UI - Communication Channel
+ Redesign of the menu with more colors and information
+ Added pilot's name, sex and race info
+ Added pilot's portrait (not a lot of them, but better than nothing)

UI - Dock Building Menu ** New **
+ New menu used to build docks and stations
+ Show list + stats, price, description and image for all stations / docks
+ Tells why a specific dock can't be built

UI - Empire Manager
+ Double clicking in asset list open settings menu for the selected object
+ Added money account management options
+ Added ability to transfer money between accounts
+ Asset count show ship and dock counts instead of total number
+ Added "Stats/Graphs" tab
+ Added button to declare independence

UI - Factory Settings
+ Applied the same style as in the other menus
+ Added count of inbound traders and hostiles
+ New button: apply current settings to all factories of the same type
+ New button: apply current settings to all factories

UI - Galactic Map
+ When shown the GalMap is centered on the current sector on camera
+ Pressing the [J]ump key toggles between world map and jumping mode
+ Holding [Shift] shows your relation with other empires
+ Added menu bar to choose between various overlays
+ Military Overlay : Display amount of military assets in sectors
+ Diplomatic Overlay : Relations between owner of a sector and player
+ Asteroids Overlay : Amount of asteroids in the sector

UI - Game Over Screen ** New **
+ Shown by the player has no assets left
+ Display power/money/territory graphs for each faction
+ Details about player's empire with total score

UI - Order Menu Bar ** New **
+ Replaces the weird and hard to use "individual ship order" menu
+ Appear when one or multiple player owned ships are selected
+ Used to give quick orders like "move", "attack", "protect", "build", "get repairs", and so on

UI - Sector Map
+ Stations are highlighted by default
+ Holding shift highlight all ships and docks
+ Only show names for docks and selected ships (to reduce name clutter)
+ Ships do rotate

UI - Ship Settings
+ Replaced role and defense grid options by AI package selection
+ AI Packages are : Military, Police, Miner, Scavenger, Spacefly Hunter, and Manual Commands

UI - Statistics ** New **
+ Added game statistics menu used in Empire manager and gameover screens
+ Graphs with military power, sector count, assets and money filters
+ Ability to filter by faction
+ Kills, losses, damages, station builts total money spent and earned counters
+ Added score counter

UI - Trade Menu
+ Added bounty info and a way to pay it from the trade menu
+ Added reputation to trade menu
+ Added option to release passengers in your cargo hold
+ Removed Galactic news (no more room in menu and it's a duplicate with empire manager)

Bug Fixes
+ Fixed: Rotating bullets (0.7.4 bug)
+ Fixed: [Potential crash when moving the mouse over the fleet widget when the game is closing
+ Fixed: Potential exception if Swarm Queens are enabled and there's no asteroids on the whole map
+ Fixed: GetDistance was not thread safe causing exceptions and slowdowns
+ Fixed: GUI crashes when the player has a ship without shield systems
+ Fixed: Duplication of some objects during the save process causing all sorts of issues
+ Fixed: Savegame crash if a ship has too many orders stacked
+ Fixed: Pressing [Esc] on "credits" menu crashes the game
+ Fixed: Shield size changing with ship rotation
+ Fixed: Changing the target of an invasion could confuse the military fleets' AI
+ Fixed: Law "tolerate piracy on 3rd party" not working as intended
+ Fixed: Relation with factions not reset properly when restarting a game in same session
+ Fixed: Mission highlight stroke sometimes too large
+ Fixed: Potential case where police ships could help pirates
+ Fixed: Taxes paid by bounty hunters and miners not going to the factions
+ Fixed: Adding a ship to the defense grid doesn't work if it's not identified with a military role too
+ Fixed: [space], [enter] keys set as shortcuts could cause issues with widgets and buttons on main window
+ Fixed: Hull could sometimes go below 0 without getting the object destroyed right away
+ Fixed: Bug that would often prevent ship AI to find a base where to get repairs
+ Fixed: Player receiving money for mission he didn't accept
+ Fixed: Sensor.GetFollowers resulting list may not be correctly sized
+ Fixed: Dock traders from factories which got destroyed aren't dealt with
+ Fixed: Ships/missiles unable to choose between two rotations/angles
+ Fixed: Ships standing still after they flee from a foe
+ Fixed: Minor errors in movement component
+ Fixed: Factions refusing to make peace against player without empire
+ Fixed: Tooltips not properly aligned
+ Fixed: Jump button not always properly updated
+ Fixed: Some video recording software couldn't record the "New Game" menu
+ Fixed: Some FSM states stack orders incorrectly
+ Fixed: Police ships wouldn't update their orders if target ship is docked
+ Fixed: Highlight of mission targets for missions that have not been taken by the player
+ Fixed: Graphical component for mines and missiles created twice wasting memory & cpu
+ Fixed: It was possible to add zero quantity of an item to a cargo.
+ Fixed: Raiders collecting a random loot instead of their own
+ Fixed: Relations between factions not reset when playing multiple games in 1 session
+ Fixed: It was possible to trade with hostile stations
+ Fixed: It was possible to talk with space critters and AI core
+ Fixed: Possible crash on save load during game caused by jump animations
+ Fixed: Savegames not getting all components properly (local objects ignored)
+ Fixed: Another savegame potential crash
+ Fixed: Resupply order could give too many ships to carriers if current wing not docked
+ Fixed: Quitting the game could cause a "pointer" error that would prevent the game from exiting
+ Fixed: Pirate bases not buying illegal and pirate produced wares
+ Fixed: Quitting Trade and Comms menus by opening another menu wouldn't unpause game
+ Fixed: Splash screen closes too late
+ Fixed: Some oddities in comms (pirates asking for help against cargo, player ships giving missions, ...)
+ Fixed: AI Core ship part production facility was still producing nominal amount of parts (pre shipyard related update)
J'ai regardé le trailer de la beta. En quoi ce jeu est t-il différent d'un starsector par exemple ? En tout cas, d'un point de vu visuel, le jeu me semble moins "beau". Donc si ce dernier ne présente pas un gros plus en terme de gameplay face à starsector, je n'y vois pas grand intérêt.
Starsector, c'est d'abord (dans la version jouable actuelle) un jeu tactique : développement d'une flotte unique, et combats plus ou moins précis.

Unending Galaxy, c'est plutôt un jeu de stratégie globale : développement d'un empire, avec production, diplomatie, guerre, expansion.

Les deux jeux ont une approche différente, et ne sont pas concurrents. Ils sont seulement "dans l'espace 2D avec une vue de dessus".

UG est vraiment très proche des jeux X-Universe (X3 Reunion par exemple), sauf qu'il est en 2D vue de dessus. Les mécanismes sont similaires, on y pilote toujours un seul vaisseau, mais on peut gérer plusieurs flottes en même temps en donnant des ordres. Il s'agit aussi de créer et développer son empire, en commençant tout en bas de l'échelle comme un solitaire sans faction, puis en commerçant, puis en construisant une première base, puis en produisant des vaisseaux, etc.

Il existe plusieurs options de départ, on peut commencer tout seul et neutre, ou directement à la tête d'un empire possédant plusieurs secteurs, une industrie, des alliés et ennemis... ou quelque part entre les deux.
En attendant la Beta 2 qui doit arriver en janvier 2015, le développeur continue de fournir son blog en informations sur le développement et en images sur les progressions faites. Unending Galaxy devient très plaisant à l'oeil, à mon goût.

Au delà du visuel, le gameplay s'améliore et s'approfondit également. Les pirates ne seront pas qu'une faction "rouge sur le radar", mais ils pourraient aussi être approchés et offrir certains services : annulation d'une prime, contrat pour éliminer un vaisseau particulier, ou une station, mener des missions contre paiement...

L'échelle des vaisseaux a été revue, les Battleships ou Carrier sont plus imposants par exemple. Ils vont aussi vite qu'avant en ligne droite, mais tournent plus lentement.

http://www.anarkisgaming.com/news/wp-content/uploads/2014/12/Snap1309.png

http://www.anarkisgaming.com/news/wp-content/uploads/2014/12/Snap1324.png

http://www.anarkisgaming.com/news/wp-content/uploads/2014/12/Snap1327.png
Beta 2 disponible : http://www.anarkisgaming.com/2015/01...ta-2-released/

Les gros morceaux :

Citation :
New pirate guild and missions : guilde des pirates et missions qui vont avec
Bounty hunting board at shipyards : tableau de chasseur de prime dans les stations
Improved and stronger police patrols : meilleures patrouilles de police
Better pilot-to-pilot communications (traits, pay fine to cops) : meilleure communication inter-pilote avec des traits de personnalité notamment
Movement system using acceleration, deceleration and rotation : système de mouvement avec accélération et rotation revues
Nicer graphics, new nebulae and clouds : améliorations graphiques, nébuleuses, nuages
New ships, weapons, wares, stations and a new faction : nouveaux vaisseaux, armes, denrées, stations, et nouvelle faction
Active pause, improved menus : pause active et améliorations des menus
http://www.anarkisgaming.com/news/wp-content/uploads/2015/01/Snap1349.png

Le patch note complet :

Code:
Last Update : 27-01-2015

AI - Factions
 + Factions cannot invade pirate owned territory anymore
 + However, they can use pirate sectors as beachheads during wars
 + Max ship parts that can be stored limited to 2000
 
AI - Mining Ships
 + Try to jump to safety when attacked
 + Can seek repairs when needed
 + Won't go into sectors the owner is at war with anymore
 + Player owned miners will stay around their home sector if set
 
AI - Pirate Bases ** New **
 + Fully reworked the Pirate Base AI module
 + PB are better at deciding what to do
 + Pirate bases and ships have individual names. Ships have pilots.
 + They can attack military / patrol ships
 + They can intercept and kill dock builders
 + Pirate Bases can attack and destroy factories
 + They use real money to buy/build ships and other assets
 + They can earn money through successful raids
 + Pirate bases, depending on wealth/size, can build frigates and cruisers
 + Produce missions that bring rank and money
 + Linked pirate bases to economy, gaining money from wares being sold to traders
 + Wealthy bases can build a pirate boss (see below)
 
AI - Pirate Boss ** New **
 + Highly improved raider AI type
 + Hangs out around his home sector (2-3 sectors range)
 + Attacks juicy transports and other targets of opportunity
 + Recruit escort ships from its home pirate base
 + Will collect nearby cargo pods whenever possible
 + Give money to its home-base
 + Jump away when faced with too many enemies
 + Takes its escort ships into account while estimating hostile vs strength

AI - Police / Patrol
 + Police ships fly in small wings (1 frigate/cruiser + 2 fighters)
 + Rewritten Police AI module so they patrol the whole solar system they are supposed to protect
 + Patrol ships can seek repairs when needed
 + Added pilots to police ships
 + Reviewed how patrol wings are spawned (sytem sector count / 3 + 1 per Military Base)
 
AI - Ships
 + Heavily improved pirate raider AI
 + Pirate Raiders have home sector where they hang out when they are not raiding
 + Ships install more efficient weapon loadouts
 + Added code to prevent JumpFlee order from being interrupted by other events
 + Patrol ships tolerate pirates as long as they don't cross the law
 + Ships which can't find a safe sector to jump to will pick a random one instead
 + Bounty Hunter and Miner AI better at fleeing / determining threat
 + Most AI ship modules takes relevant pilot traits into account

Communications
 + Pirate guild pilots will offer mission (if doing any) when asked
 + Pirates no longer give away their base location as easily (need membership or good relation)
 + Pilots remember if they have encountered the player before
 + Guild members will recognize your rank
 + Added option to pacify cops by paying a fine
 + Additional intro dialogs (hostile/former hostile)
 + Additional answers to "what are you doing?" question
 
Game Data
 + Asterian Empire: A whole new faction of mineral based lifeforms with its own weapons and shields
 + Multiple new weapons
 + Added new luxury trade items
 + Added multiple new faction specific factories
 + New game starts: Pirate raider, neutral trader, lost fleet, sirak mercenary
 + Many changes to ships' movement data to accommodate new movement system
 + Added role to weapons (primary, secondary, special) so the game can build better loadouts.
 + New Aterian shield systems (lighter but higher recharge rate)
 + Moved Mbase, trading station, shipyard, and  solar plant data from faction to tech groups
 
Gameplay & World
 + Added "active pause" in which you can issue commands
 + Minimal hitbox set to 18x18px to avoid having annoyingly hard to hit ships
 + Pirate Raiders can spawn with initial bounty on their head to populate leader board
 + New, more fleshed out game starts
 + Killing pirates in faction space gives a small amount of reputation points toward that faction
 + Destroyed stations can drop loot
 + Added mynock hives and lifeforms
 + Initial faction territory gets pre built gates on new game
 + New faction trait : Looter -> increases loot drop %
 + New faction trait : Miner -> increases mining income by 15%
 + Changing ship will remove its AI module if any and set firemode to manual
 + Require sufficient faction/guild rank to buy faction specific weapons (the bigger the weapon, the higher the rank)
 
Guild System ** New **
 + Player can join or leave the pirate guild, joining is currently free (so you can try out the feature)
 + Completing missions, helping pirates increase XP and IP
 + Experience points are used to gain rank, unlocking various services
 + Influence points are used to ask favors from the guild
 + Attacking fellow guild member will raise a fine preventing you from accessing guild services until its paid
 + Pirate Guild membership shields you from attacks
 + current limitation: One guild per faction only.

Graphics
 + Rotations per 4° increment instead of 5
 + Much more consistant rendering, more stable FPS
 + Better looking shields
 + Replaced capital ships sprites by bigger and more detailed ones
 + Replaced some ships with new models
 + Added glow effect when the mouse hovers main UI buttons
 + overlay and jump button bars now use the same design as the 'give order' bar
 + Nicer looking background (not pitch black anymore)
 + Much better looking nebulas and clouds (in large nebula regions of the map)
 
Mission System
 + New pirate mission "destroy cargo ship"
 + New pirate mission "weaken police forces"
 + New pirate mission "destroy factory"
 + New pirate mission "remove a bounty hunter"
 + New military mission "kill a pirate boss"
 + New bounty hunting missions available at shipyards

Movements
 + Ship movement uses thrust and turn instead of cardinal directions
 + Added new "combat" movement pattern
 + Added DockAt movement pattern with prediction when docking on carrier
 + Improved escort ship flying pattern (especially at low speeds)
 + General improvement of all trajectories
 + New movement type for missiles
 + Ships avoid getting stuck into walls and getting out of bounds
 + AI ships won't use enemy gates at all
 
Optimization & Code
 + Implemented kinematic movement system (replacing old system)
 + Removed lot of useless code thanks to new movement system
 + Simplified a few functions thanks to new movement behaviors
 + Removed references to old Pirate Base objects
 + Slightly increased loading speed by multithreading the few parts that can be
 + Missions can be tied to guild membership and rank
 + Added variable to prevent carrier/base from using specific ships
 + Reduced gal map refresh rate to reduce CPU load
 + Reduced miner AI range from 5 to 4
 + Heavily reduced CPU cost of building a list of all gates (improving perfs everywhere)
 + Made the process of checking for escort ship in most ship AI modules less CPU consuming
 + Reseting the game no longer causes the game to reload all sprite rotations (faster)
 + Misc small improvements
 + Made sure Physics, Input and AI threads always takes the same time to run to prevent desync
 + Made AI threads a bit less CPU intensive by increasing downtime between cycles

Pilots
 + Pilots remember that the player has been hostile in the past (don't do much with that info atm)
 + Added traits to pilots modifying their behaviors and combat abilities

Pilots Traits ** New **
 + Coward : Drop cargo more easily, more likely to jump away from combat
 + Hothead : Much less likely to flee
 + Helpful : more likely to answer questions / requests from the player
 + Leader : can recruit more escort ships
 + Weapons expert : +10% weapon damage  (stacks with faction trait)
 + Shield expert : 10% damage reduction on shield (stacks with faction trait)
 + Cruel : never accept surrendering from other ship / player

UI
 + Default map is "Galaxia"
 + Default starting scenario is "Neutral Trader"
 + Default new game settings are 50% map conquered and slow pace
 + All menu bars now use the same design as the 'give order' bar
 + Fleets and bookmarks overlays graphical update
 + misc other changes
 + Removed skin from game launcher (compatibility purpose)
 
UI - Comms
 + Made dialog font bigger in comms
 + Shows pilot's traits
 
UI - Empire Manager
 + Diplomatic screen give estimates instead of raw values for war weariness, funds and military strength
 + Decoupled "expand into unclaimed sectors" and "auto build stations" managers
 
UI - Empire Manager: Asset List
 + Menu redesign
 + More detailed info about ships and docks
 + Added "no civilians" and "no factories" filters
 + Replaced badly working popup menu by buttons
 + Accessing ship/factory/yard setup goes back to the list on close
 + Select multiple ships in the list via shift and control keys.
 + Access to ingame hotkeys (group management, quick orders) from asset list
 + Added button to change Ship AI package (works with multi selection)
 + Added context help
 + Some orders descriptions are more details

UI - Galactic Map
 + Jump button is a toggle
 + Mission targets highlighted on galactic map
 +"Unlocked" camera movement (move up / left not yet locked)
 + Added status is target sector is hostile/neutral/friendly or unclaimed in sector info overlay
 
UI - Sector Info Panel
 + Added "sell my cargo" filter (list best deals to sell what's in your cargo bays)
 + Nicer looking and more informative station list
 + Made "dock capacity" panel collapsible
 + Better use of screen real estate

UI - Ship Setup
 + Added options to set the bounty hunter and pirate raider AI
 + Added option to set/change the home sector of your automated ships
 
UI - Trade Menu
 + Added bounty leader board to shipyards (will probably moved to specific bounty hunter base later on)
 + Double clicking a bounty in the board will build a "mission" to locate and kill the target
 + Station menu display guild rank info
 + Pirate Bases have their own first tab when opening the trade menu
 + Accepting a mission in the trade menu will automatically select this mission as your current one
 
UI - Pirate Tab ** New **
 + Displays guild information
 + Added ability to join/leave guild
 + Added ability to give money to a pirate base for XP/IP
 + Guild Service: Get repairs at a pirate base for coin or IP
 + Guild Service: Ask a pirate base to "remove" a dock
 + Guild Service: Hire escort fighters
 
Bug Fixes
 + Fixed: Play random song instead of theme in the menu
 + Fixed: The game was handling keyboard input even if form is not focused
 + Fixed: Occasional display crashes when issuing mouse commands in rapid succession
 + Fixed: Rotation jittering in standard view and sector map
 + Fixed: Ships going out of bounds (still too easy to corner)
 + Fixed: Shield % in hangar tabs was in float instead of integer
 + Fixed: Kill missions always succeeding no matter who killed the target
 + Fixed: "Jettison" button. Position of cargo pod making selection impossible over stations.
 + Fixed: Inverted mouse look
 + Fixed: Stations attacked by playership not firing back
 + Fixed: Selecting a tech group was working for ships only
 + Fixed: Health bar not properly aligned
 + Fixed: Issues in "isFoe?" function when target is a pirate ships
 + Fixed: Mission list not showing same list after accepting one
 + Fixed: Shield bar overlay capped according to hull strength
 + Fixed: Pirates not reacting accordingly when asked for PB location that is in current sector
 + Fixed: Integer overflow during long games
 + Fixed: Bug where factions with high war weariness still go to war
 + Fixed: Some ships costing way less parts than supposed to
 + Fixed: Some missing checks for Cease Fire before declaring war
 + Fixed: forgot to check if playership is alive somewhere causing exceptions
 + Fixed: Explosions made from bullets put at the wrong place when shooter is moving
 + Fixed: Bullets could in very rare cases "die" twice causing double damage if AoE
 + Fixed: Issue in trade menu if a ware has no associated icon
 + Fixed: Various small issues in the building station menu
 + Fixed: In standard view mode, mission targets wouldn't always be highlighted
 + Fixed: many issues related to military base and carrier handling of fighters
 + Fixed: Some issues with always hostile objects
 + Fixed: Docks could equip mines
 + Fixed: Changing ship will result in having itself as a target
 + Fixed: *Very* long games could cause several objects to have same Unique ID, causing random issues
 + Fixed: Stats tab doesn't fit properly in the Empire Manager menu
 + Fixed: Rare occurence of main ship not properly centered on screen during a frame
 + Fixed: Crash if clicking everywhere while the game is still loading
 + Fixed: Extremely rare crash in inventory management due to thread collision
 + Fixed: Wars not ending when an empire is crushed (no sector left)
 + Fixed: 'Hidden' factions displayed in the diplomatic menu
 + Fixed: Pirate patrol ships could attack other pirate ships
 + Fixed: NPC ships could be put into a loop if can't sell all wares at a station
 + Fixed: Factions not offering faction specific weapons/shields for trade
 + Fixed: Clicking a faction in faction list wouldn't always update to flavor text
 + Fixed: Exploit where it was possible to change/remove the AI of civilian ships (could be used to generate unlimited free ships in practice)
 + Fixed: Miner AI could loop the emergency jump/flee indefinitely
 + Fixed: Rare issue in pathfinding that cause ships to continuously ask for a path causing lag and high CPU usage
 + Fixed: Selection via click on fleet / bookmark not working correctly
 + Fixed: Possible (rare) occurence of 2 gates in same sector
 + Fixed: Illegal / Legal wares not set properly for all stations and factions
 + Fixed: Not possible to change ship's name in ship setup menu
 + Fixed: Possible crash on galactic map
 + Fixed: Misc diplomatic issues (making peace too soon in rare conditions)
http://www.anarkisgaming.com/news/wp-content/uploads/2015/01/Snap1355.png
Beta 3

http://www.anarkisgaming.com/2015/03...ta-3-released/

Au programme pas beaucoup d'ajout de contenu mais des améliorations de contenants.

Meilleure perf', interface, IA... On peut plus facilement gérer la colonisation et la revendication des secteurs, et l'on trouvera des Free Traders, commerçants libres, qui peuvent acheter et vendre comme des escrocs nos biens.

La prochaine Beta sera probablement la dernière avec la version 1.0, tout est presque là.

http://www.anarkisgaming.com/news/wp-content/uploads/2015/03/Snap1438-300x225.png - http://www.anarkisgaming.com/news/wp-content/uploads/2015/03/Snap1435-300x279.png - http://www.anarkisgaming.com/news/wp-content/uploads/2015/03/Snap1431-300x225.png
Beta 4 sortie en avril, puis Beta 4.1 puis déjà deux devlog sur la suite.

http://www.anarkisgaming.com/2015/04...ta-4-released/

Principalement, refonte du système commercial, amélioration de l'IA, de l'interface, de la stabilité, correction de bugs...

Citation :

New combat AI with better flying patterns and turret tracking
Trading and production system overhaul
Improved user interface and gameplay
Automated ships can be tweaked
Many bug and stability issues fixed
http://www.anarkisgaming.com/news/wp-content/uploads/2015/04/Snap1496-300x225.png http://www.anarkisgaming.com/news/wp-content/uploads/2015/04/rtitle01-300x240.png http://www.anarkisgaming.com/news/wp-content/uploads/2015/05/rtitle03-300x240.png
Voilà la Beta 5 !

http://www.anarkisgaming.com/2015/05...ta-5-released/

http://www.anarkisgaming.com/news/wp-content/uploads/2015/05/rtitle04.png


Citation :
2 new factions with their own ships, weaponry and docks
Heavily improved game stability and performances
Improved combat systems
Rebalanced prices and game’s pacing
Better user interface (so, much, better)
Nouvelles factions, interface améliorée, système de combat amélioré, balance des prix, et grosse optimisation pour les perf et la stabilités.
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