What's new in Race Into Space 1.1
Jul 25, 2013
- Bug Fixes and code improvement:
- Technology Transfer is no longer all or nothing. Previously, if a component didn't quite reach 75% Safety it would give you no tech transfer at all. Now it will give partial tech transfer, proportional to the current level of Safety.
- Advanced Training has been significantly improved. Previously it had several rough edges, possibly because it was seldom used. The following improvements have been made:
- Advanced Training now gives 1 point of skill after 2 turns, and another point at the end of training--before it gave nothing until the four turns were up, then gave the full 2 points at the end (feature #3512556).
- The game prevents sending someone to Advanced for a skill they already have a 4 in, since they can't benefit from it (feature #3497595).
- Anyone sent to Advanced for a skill they have a 3 in will now go straight to Advanced III, since they can only gain one additional point in that skill anyway (feature #3497595).
- When someone is withdrawn early from Advanced, the player receives a refund of the 3MB spent to send them there: 3MB if Advanced I, 2MB if Advanced II, 1MB if Advanced III.
- A person withdrawn from Advanced I or II (who won't have gained any skill points from it yet) can be sent to Advanced at a future time (previously this was not allowed).
- Changes:
- When you assign crews to a mission, the relevant skills of each crew member are now highlighted, just like in the capsule/shuttle screen.
- Basic and Advanced Training now show 'naut morale.
- The R&D and Purchasing screens now indicate when research is temporarily stronger or weaker due to newscast.
- The R&D and Purchasing screens now indicate when a component holds a Failure Avoidance card.
- More buttons now have a letter showing in a different color to indicate that pressing that letter will activate that button--to make it a bit easier to use keyboard shortcuts in the game.