Showing posts with label Codex. Show all posts
Showing posts with label Codex. Show all posts

January 16, 2015

Patch 7.2: New Year, New Patch


Happy new year, interplanetary warlords! It's been a hectic beginning of the year for us. Lots of planning and meetings to see how we're proceeding with the development of the game.

As you may have heard, we've had long-time plans to get the final release version out sometime in the first half of 2015. There's still a lot to do so we're pulling out all stops and developing like crazy! We won't be able to put out updates as regularly as we've used to; wrapping the game up every now and then to release something playable can take a bit too much time. We're don't know yet how many big feature updates we will have between now and the eventual release, but we will have a big one for sure and smaller ones as needed.

Even though we've had to lock in the schedule pretty tight, we're still listening to all the feedback you have! Keep it coming, there are still many ways you can help steer the development, from bug reports to feature requests.

New health bars, now in fresh green, refreshing orange and dumb old red!

Patch 7.2: New Year, New Patch

To kick off 2015, we've been doing some patching. The AI had been a bit naughty during the holiday season, bending the rules and hogging multiple superweapons for itself! We now took its toys away to level the playing field. There are also lots of other fixes, UI improvements and hopefully the complete eradication of a couple of crashes.

Some players have reported the game still getting stuck in-between turns. We've suspected for a long time that this could be due to some unexpected player behavior with missiles and lasers. To counter many possibly problems, we've changed it so that if you target a missile or a laser and don't complete the targeting by selecting the target on the planet surface, the weapons in question do not fire. Similar problems were also caused by the ability to upgrade a building and then sell it during the same turn. This should also be fixed now.

Hey, don't forget about the Codex! There's some new stuff.

Here's a proper change log to give you a good idea on the scope of this patch:

Interplanetary Patch 0.7.5470_EAC_7.2
  • AI can now only build one superweapon of each kind, as intended
  • Missiles and Lasers do not fire anymore if targeting is not properly finished
  • Upgrade related turn processing bug fixed.
  • City health bars now update properly on city icons and population bar
  • Hotseat victory conditions fixed
  • Intelligence View no longer cycles through dead planets
  • Building health bars now change color according to the damage level 
  • Added scaling indicators to health bars
  • Codex updated
  • Minor AI fixes
  • Online Lobby UI fixes

Enjoy! If you want some more development updates, you can check out our Twitter and Facebook. For some more exclusive things (but not spammy, we promise!), you can sign up for the mailing list at www.interplanetarygame.com.

Oh, we also have a brand new Tumblr-blog.

Interplanetary is available on Steam Early Access.

July 11, 2014

Interplanetary Update #5: Loads of Data

Featuring a cameo appearance by everyone's favorite blue sun.
Once again, it's time to send a new update out into the big world. Good luck out there, try not to break down immediately! Like that ever happens, heh...

Features

This time we've updated in a couple of small features that serve as a base for something a bit bigger that's coming in the future.


First we have a new window for interacting with buildings. When clicking on a building, you'll now be greeted with a lot more info than previously. The functionality remains the same currently, but you can now easily see the numerical values of building health, visibility and production, for example. Makes it a bit easier to utilize advanced strategies.

If that's not enough data for you, we're now introducing the Interplanetary Codex. It's an ever-growing in-game database of all things Interplanetary. You'll be able to use it to dig deep into building stats, for example, or just read about the real life functionality of railguns. More entries will be coming with time, so stay on the lookout!

Since we're opening the hood a little bit and letting you in on the number crunching, feel free to comment on any values that you feel should be different. We obviously appreciate outside opinions; why be in Early Access otherwise?
                       
Aah, more reasons to showcase the awesome 2D art.
These are the main features introduced in the update, but there are still plenty of smaller things and tweaks in there. Check out the changelog for more!

Interplanetary Version 0.5.4183_EAC_6
  • Codex
  • New Building Window
  • Misleading city lights removed from planet surface
  • Balance changes
    • Railgun damage increased
    • Asteroid Diversion damage increased
    • Weapon targeting angles decreased
    • Projectile minimum targeting velocity decreased
    • Planet speeds increased
    • Non-player planet sizes increased
    • Solar Laser distance from the sun decreased and standardized
    • Missile homing range decreased
    • Kinetic Defense range decreased
    • Shield Defense range slightly decreased
    • Mine visibility decreased
    • Defense visibility decreased
    • Science requirement for some technologies increased
    • Build Energy costs increased for Mines, Defenses and Intel buildings
In Other News


You remember Whack-a-Dev, right? That's the event where members of Team Jolly Roger host games of Interplanetary and duke it out against the players. This Saturday we're changing it up a little bit with a surprise guest: the Interplanetary AI! We're letting the players to have a little sneak peek, by letting the AI do the battling for us, under our supervision.

Do note that the AI is still early in development and this is its first time in real action. The final implementation of the feature is still far away. Check out the Steam Announcement for more info!