What's new in Unending Galaxy 1.1.5 Basic Edition
Jan 11, 2016
- AI:
- Faction AI can send military defense ships in foreign/pirate territory if it has assets there
- Building AI will favor docks from main tech group when it has the choice between several docks
- Building AI put a much higher focus on building ship part factories (until it reach a decent ratio)
- Content Patch [Deluxe Edition]:
- Added Ceridan faction and playable tech group (unique ships, buildings, wares)
- Added “Besieged” large symetrical map
- Added “Ore Belt” medium map
- New, rare, titanium ore
- Added “Ceridan Invasion” special event
- Added Ceridan starting scenario
- Gameplay:
- Siraks and SPQR can no longer build capital type colonies on rocky and acid planets
- Added high risk / reward mission to destroy Swarm Hives
- Minor changes to some colony imports/exports
- Minor price changes for various goods
- Swarm spores “gun slot” reduced from 2 to 1; HP from 3000 to 2500
- SPQR event “window” larger (can happen sooner/later in the game)
- Can no longer build balanced colonies on volcanic worlds
- Slightly increased power generation of the Man-o-War
- Game Settings:
- Added 90 FPS setting
- Added ability to enable/disable menu antialiasing
- Added ability to set the nebulae transparency level (for those who find them too colorful)
- Graphics:
- Added some pilot portraits variations to niliths, siraks, humans
- Made AI Core carrier and battleship slightly bigger
- Replaced computer plant by better looking building
- Added volume to pirate bases and other buildings
- Replaced a few AI Core buildings
- Nilith shipyard, power plant, military and trade stations are pulsating
- Modding Tools [Deluxe Edition]:
- Map Editor : Added visual indication of nebulae and solar systems when appropriate paint modes selected
- Map Editor : Easier to know which solar system names have already been used on map (star in front of name)
- Performances / Code Stuff:
- Upgraded graphic library
- Misc small code changes & improvements
- Smoother movement in higher refresh rate
- Improved list management in Sector Info Panel
- Slight changes to savegame format
- User Interface:
- Made the “dark” sectors on the galactic map clickable to make exploration of new sectors easier
- Added “My Assets” filter to Sector Info Panel
- Drag and dropping weapons and shields works in ship equipment type menus
- Increased Dock Scanner menu width
- Galactic Map : One click to select a sector, 2 clicks to enter a sector
- Galactic Map : Sector Info panel tied to selected sector when map open so you can move the mouse without canceling current selection
- Galactic Map : Top right info popup still tied to the sector your mouse is over, made visible even if sector info panel is open
- Galactic Map : “My Assets” filter made more useful: lone ships are easier to locate, added numerical value.
- Resized save/load menu
- Made bounties in bounty board easier to read
- Bug Fixes:
- Falling Letters / Matrix bug (hopefully)
- Take control button doesn’t work in asset list
- Incorrect thread timings
- Small display issue with popup on galactic map
- Closing the game with empire manager open and money management selected could cause a problem
- Nilith primary planet type should be oceanic
- Couple of small design mistakes in Imperium and Hiveworld maps
- Couple of error messages in map editor
- Spaceflies (and potentially other neutral objects) registering as “foes” to AI Core and Swarm
- Given enough time and resources, swarm queens could bypass their hangar limits
- 2 mouse cursors visible when some menus are open
- Buying equipment in a dock with said equipment in cargo bays lead to buying the wrong amount of equipment
- Moving cargo around causes the profit/loss indicator to go bonkers
- Access violation under specific case in trade menu
- Wrong font on Shipyard’s buy button
- Stats not always showing properly when a game ends
- Sector Info panel and Galactic map showing data that should be hidden by fog of war
- Animation frames could appear in the wrong order
- Game Editor – potential crash when refreshing database
- Potential crash in alien name generator
- Finite resource button not working as expected
- Incorrect framerate when capping fps
- Selecting a fleet and then a single ship would not deselect the fleet
- Order to build a trade station can fail
- Exception if a faction has no military ship to assign to an attack fleet
- Problem that may cause a faction to not build a specific mine it needs
- Exception related to asteroid deletion
- Some accepted missions wouldn’t be listed in the mission tab of the empire manager
- Special events couldn’t occur while a plotline is active
- Player owned sector can be marked as hostile on the galactic map popup
- Changing faction using the cheat menu wouldn’t stick across savegames
- Starting a new session wouldn’t reset changes made to CPU factions’ traits and behaviors during previous game.
New in Unending Galaxy 1.1.0.6 Basic Edition (Dec 2, 2015)
- Changes:
- Reskin of the menu tabs
- Funds are issued as soon as a build order is given
- You can set/unset home sector settings for multiple ships simultaneously
- Player no longer an ally of the AI Core in Rigellian Empire scenario
- Colony List indicates when you have no colonies instead of just displaying a blank list
- Game Settings:
- Added DirectX9 Legacy Mode setting to graphical options
- Added option to cap the FPS to specific values instead of the monitor refresh rate
- Added option to disable nebulae completely
- Bug Fixes:
- Crash caused by player ships following each other
- Crash before loading a game / restarting a sessions without quitting
- Longer games end up with no asteroids on the map regardless of settings
- Multiple savegame related issues
- Error message in multiple ship setting edition
- You could assign the same keyboard shortcut to two different commands
- You could assign [Esc], [Shift] and [Ctrl] keys to commands
- Potential error in the trading interface
- Item selection isn’t consistent between buying and selling
- It was possible to go to a disabled colony management screen in the basic edition
New in Unending Galaxy 1.1.0.3 (Nov 30, 2015)
- It fixes a couple of errors introduced by last 1.1.0.2 release. Namely a freeze in the factory setup menu and an error message in the trading menu. Sorry about those two errors, they were a side effect of upgrading a major library at the last minute. Also, your automated dock builders shouldn’t try to build stations and factories in foreign territory anymore.
New in Unending Galaxy 0.9.8.5 Beta 5 (May 25, 2015)
- AI - Factions:
- Factions will no longer try to defend worthless sectors if outnumbered
- Factions should be a bit better at expanding
- Factions are better at evaluating the swarm's threat level
- Factions can back down from an invasion if enemy is way too strong
- Swarm docks offer a bit less supply (reducing how fast the swarm can grow)
- AI - Pirate Bases:
- No longer take gates into account when checking for target (increased base range, though)
- Combat:
- Support for new weapon damage types
- Shields can have resistances to specific damage types
- EMP weaponry: damage energy generator
- Flak weaponry: high damage vs small, low damage vs big
- Diplomacy:
- Added non aggression pact
- Tweaked values, you won't get unlimited free money anymore
- Faction: Nilith Republic **New**:
- A new active faction with its own theme
- Unique weapons, shields, ships and docks
- Faction: Titan Corp **New**:
- A new passive faction of energy and weapon producers
- Unique ships, docks, weapons
- Game Data:
- Updated maps to take new factions into account
- Added 2 unclaimed solar systems to Imperium map [Deluxe Edition]
- Added starting scenarios with the nilith tech group [Deluxe Edition]
- Removed free ship parts from many starting scenarios
- Added Flak, Emp, Disruptor damage types
- Added EMP Missiles
- Made Core shields resistant vs particle damage but weak vs EMP
- Updated a few icons for goods and equipments
- Added support for energy factories with resources
- New planets and backdrops, also fixed a lighting issues on some planets
- Updated default Galaxia map (more systems, better initial balance, asteroids moved around..)
- Max ships and weapons' speed reduced by 15%
- Rebalanced cost and strength of all ships
- A new very large hand crafted map [Deluxe Edition]
- Gameplay:
- Reduced time between jumps from 60 to 30 seconds
- Reduced jump prep time from 8 to 6 seconds
- Taking over all planets/suns in a system converts all unclaimed sectors to the new owner
- Ships (bigger than frigates) have a chance to drop ship parts when killed
- Increased time needed to build ships at shipyard
- Increased factory building time by a 33%
- Trade stations, military bases, shipyards and gates take longer to build than factories (2 times)
- Modding [Deluxe Edition]:
- Added native mod support
- Added mod manager to launcher
- Added "Damage Type" editor to the toolkit
- Added option to change initial parts and war weariness to scenario editor
- Added option to show/hide factions in diplomacy and statistics menus
- Added damage multiplier vs damage type in shield editor
- Added option for ships to dodge bullets based on weapon size
- Added import/export, techgroup and additional stats data to colony files
- Added option the change ship and bullet speed globally
- Added option to automatically calculate price, manpower and military strength of ships
- You can add new or alter existing sectors directly with a selected faction and solar system in the map editor
- Optimization:
- Massive improvement of all cpu cost related to pathing and distance calculations
- Reduced CPU cost of energy generators, shield systems and other components
- Reduced CPU cost of faction AI when deciding where to colonize or build mines
- Massively reduced cost of most trading operations
- The graphic engine no longer render the scene when the game's window isn't focused
- Docks fully cache their sell/buy lists
- Misc other optimizations
- Procedural Map Generator **New**:
- Maps can be procedurally generated
- Last procedural map is saved into a file that can be used again or edited in the map editor
- ... work in progress ...
- Trading:
- Added option for miners, scavengers and free traders to ignore pirate controled sectors
- Colonies can import and export goods granted there's a TS in the sector
- UI - General / Main Screen:
- Added bottom bar with menu, target and health info
- Removed old main menu
- Screen centered most menus, and made them a bit larger
- Updated weapon, shield, and ship info panels everywhere
- Added loading percentage to jump button
- Panel pining works properly
- Added game paused/resumed messages when pressing active pause key
- Changed some default keyboard keys (quicksave/load and camera)
- Resized many dropdown lists so it's not necessary to use the scrollbar
- Multiple other minor improvements
- Increased fleet panel's height (when open)
- Added "buy the deluxe edition" button to game launcher
- UI - Cargo:
- Using the "Jettison" button on a docked ship will transfer the goods into the object it's docked in
- Double clicking the trackbar in the jettison menu will set the value to max
- UI - Dock Scanner **New**:
- Works on any visible dock no matter the distance
- Display trade information (buy/sell goods and prices)
- Display health and module information
- UI - Empire Manager:
- Diplomacy tab more responsive in empire manager (less CPU hungry too)
- Added player strength/war weariness info converted to string to Empire menu
- Added option to automatically pay bounties
- Asset list way more responsive and less cpu hungry when you have huge amount of ships
- UI - Shipyard:
- You can choose what weaponry will be installed in your ships (cost additional ship parts)
- Double clicking an item in the queue will remove it
- Added preset editor tab
- Added help tooltips
- Fixes:
- Fixed: The jaggy ship movements / display glitch (finally)
- Fixed: Potential crash in diplomacy tab
- Fixed: NPC assets could temporarily appear in the asset list
- Fixed: Potential crash in ships' order manager (clear orders on issue)
- Fixed: Civilian miners have a hard time selling their goods
- Fixed: Possible access violation in weapon editor [deluxe edition]
- Fixed: Empire manager and ship order menu overlap
- Fixed: Not all datacache access is secured
- Fixed: Order menu not being refreshed when the map is open
- Fixed: Your ships defending themselves when you're firing at them
- Fixed: Some faction infighting
- Fixed: Pressing hotkey and selecting from fleet panel doesn't select the same
- Fixed: Bug causing very slow savegame loading in some cases
- Fixed: Factory setting "do not sell to other factions" sometimes ignored
- Fixed: Factory setting "do not buy from others" always ignored
- Fixed: Factories that sell nothing would give random, sometimes buggy, results
- Fixed: Bug making difficult to takeover sector with ships (ships not being flagged as military when built or AI is reset)
- Fixed: Small issues in diplomatic logic
- Fixed: Extremely poor performances when selecting a sector on GalMap
- Fixed: Objects with same name/location move at random in Asset List
- Fixed: Objects with same name/location move at random in Bookmarks
- Fixed: Many grammar/syntax issues
- Fixed: Rare pathing bug, may cause random issues
- Fixed: Contextual buttons (scan/use) not being updated when selected object isn't in same sector as camera
- Fixed: Free traders and other automated ships could go (and die) into territory marked as hostile if it's in their area of action
- Fixed: Some messages in the bottom log are invisible
- Fixed: Swarm docks not counting as mines, causing possible infinite swarm docks as other AI gets their mines eaten
- Fixed: Cache not updated at actual game start/restart causing temp pathing issues and slowdown
- Fixed: Crash in save/load game menu if one of the save files is corrupted
- Fixed: Automated and AI ships getting settings corrupted on saving/loading of a game (should fix ships having way too many escorts and similar issues)
- Fixed: The "J"ump shortcut doesn't work until the galactic map has been opened once
- Fixed: Issue in pathing related functions causing slowdowns and random bugs
- Fixed: Crash on exit when moving the mouse over a button that has a tooltip
- Fixed: Exploit with ship presets where you can equip higher class weaponry than a ship can carry
- Fixed: Exploit with ship presets where you can equip unavailable weaponry
- Fixed: It was possible to "eject" the cargo of a docked ship
- Fixed: Any order involving selecting a dock not working in standard view
- Fixed: Player shipyard menu dropdown not closing properly when CPU is busy
- Fixed: Ships occasionally failing to find a path toward a another sector
- Fixed: Corrupted ship orders could crash the asset list
- Fixed: Potential crash in savegame if debug log is enabled
- Fixed: Multiple functions made thread-unsafe calls causing all sorts of random issues
- Fixed: Potential issue when a ship is built directly by the faction AI thread
- Fixed: Potential issue when a ship is moving from a sector to another handled by a different thread
- Fixed: Same ship (on very rare occasions) is added twice in a row to a location, crashing the game if the player access/look at said location
- Fixed: Game's cache exception
- Fixed: Asteroid deletion code thread unsafe when a game runs with the "no asteroid respawn" setting
- Fixed: AI Core tech has no access to mining weapon causing issues in a scenario [deluxe edition]
- Fixed: Faction AI thread could "hang" under specific conditions and use a full cpu core at 100% until the game is reset
- Fixed: AI/Automated ships trying to buy escort in hostile territory
- Fixed: Dock traders trying to go to neutral/friendly stations in hostile territory
- Fixed: Raiders suiciding themselves in hostile territory
- Fixed: Spacefly hunters not caring for hostile sectors / factions
New in Unending Galaxy 0.9.5.1 Beta 4.1 (Apr 22, 2015)
- New: Made dock traders better at deciding which resource is the most needed
- New: Price for factory supplies is dynamic
- New: Reassigned thread priorities, game should feel less laggy when lots of things are happening in the galaxy
- Fixed: Factories stopping production before their cargo space is full
- Fixed: Too many trade missions are energy related
- Fixed: Bug in some scenarios causing badly named player ships and docks
New in Unending Galaxy 0.9.0 Beta 3 (Mar 18, 2015)
- AI - Factions:
- Multiple changes to where and how factions build their docks
- Added ability for factions to colonize nearby planets, suns and asteroid belts
- Factions with alliances will be frowned upon by non allies (to prevent the "everyone is allied" behavior)
- Factions no longer build trade stations outside of solar systems
- Less likely to ally / maintain alliances when war weariness is high (so they're not dragged into war against their will)
- Factions no longer need to have colonized all neighboring sectors before being able to declare war
- Factions become less aggressive once they occupy a given % of the claimable map
- Factions more likely to make peace if they only have one capital sector left
- AI - Free Trader **New**:
- Free traders buy and sell wares for profit
- They can be tied to a general location or a specific solar system (depending on homesector)
- The player can use the asset list or ship setup menu to set a ship to free trading mode
- AI - Pirate Bases:
- Pirate bases can change preferential target faction over time
- AI - Ships:
- Patrol ships can target and attack factories (they were only handling stations before)
- Communications & Pilots:
- Calculations deciding if a ship will surrender its cargo takes more things into consideration (current sector, relative fleet strength, pilot traits)
- In general, cargo ships are less likely to surrender loot
- Economy:
- Trading stations in a territory occupied by another faction give away 15% of benefits
- Dock traders from factories in occupied territory also give away 15% of benefits on sells
- Various changes to trade related data (wares, production, trading)
- Passengers "price" heavily increased so collecting them is more compelling
- Reduced amount of factories supported in non system nebulas by 1 (from 2 to 1)
- Engine Settings **Important**:
- Full menu redesign
- Bloom shaders can no longer be selected if full hardware acceleration is disabled
- Refresh rate is correctly applied when the game is in windowed mode
- Screen resolutions are no longer displayed multiple times
- Removed auto detection of screen settings if the player has not set a resolution before launching the game
- Made sure that default settings are something everyone can run [1024x768 60Hz in windowed mode]
- Removed useless general sound volume settings (music & effects is enough)
- Rewritten some help tool-tip
- New default keys
- Event System **New**:
- At irregular intervals global special events happens (multiple rifts spawning swarm units, increased pirate activity, ...)
- SPQR no longer locked in permanent war with federation after related event (only a long war + permanent bad relations)
- Events are posted in global news
- Faction: The Swarm **New**:
- Added Swarm Gargants and Hives
- Swarm Queens can "take over" mines built by other factions
- Hives produce additional Swarm units (within limits) and act as typical "farms" in RTS
- Hives heal nearby swarm units and fire at hostiles.
- Sectors can be lost to the swarm or taken back by force
- Swarm creatures drop rare and expensive loot.
- Game Data:
- Colonies aren't hardcoded anymore, added relevant tools to the game modding tools
- Swarm units are considered lifeforms now
- New ships and life forms
- Added different loot drops for each life-form
- Increased range of all non beam weapons
- Increased manpower cost of all big ships by 50% (effectively reducing army sizes)
- Misc changes to Galaxia map to accommodate new features
- Added Warg Mine, and Chemical factories to pirate faction
- Added 2 new factories to the Asterian Empire
- Multiple small fixes (typo, small stats changes, naming issues)
- Updated Galaxia map: rebalanced a bit and added a large nebula
- Slight rebalance of the Imperium map (Deluxe Edition Only)
- Added 4 new starting scenarios (Deluxe Edition Only)
- Added backdrops to some map locations (star clusters, black holes, far away galaxies,...)
- Gameplay & Misc:
- Improved hit/collision detection significantly
- Sector owner is who has the most docks there
- Spawn sector when starting a new game selected at random between possible capitals
- Time before shields recharge after a hit increased from 1.5 to 2 seconds
- Ships more likely to face the proper direction when undocking
- weapon slots anchored on specific locations so bullets are no longer stacked (especially visible with lasers and small weapons)
- The camera follows ships after they dock instead of staying centered on the dock
- You no longer get a bounty on your head for ships killed in lawless sectors (pirates, core, unclaimed)
- The higher a faction's war weariness, the slower its shipyards will be to produce ships
- Graphics:
- Factories and stations can be animated (added tools in the editor)
- Added basic animations to some stations (blinking lights)
- New sprites for most sirak ships and some stations
- Replaced AI Core military base with a bigger, animated model
- Recolor of main spqr stations to follow the gold/red theme
- Resized some AI Core stations so they are on par with the others
- Added map icon for lifeforms
- Added slight alpha variation to upper fog layer in nebulae
- Background sky is lighter around suns
- Added specific loot container for lifeforms (replacing the metal box) and renamed to "Remains"
- Added support for background objects that aren't suns or planets
- Mission System:
- New military mission "destroy enemy military base"
- Performances & Code:
- New object cache system improving performances dramatically (especially in late game)
- Massively improved savegame loading speed by multithreading it
- Reduced disk space needed to load a savegame
- Improved display performances when a lot of ships are selected on screen
- Gates calculate possible destination once a 'turn' instead of each time they are asked to
- Dramatically improved Galactic Map performances when a filter is enabled
- Major optimizations in the trading engine
- Major optimizations in the Faction AI
- Much less likely to trigger exceptions (while handled, they can still cause micro pauses)
- Spacefly hunter AI is much, much less CPU intensive (50x)
- Misc minor optimizations
- New low level memory manager, should make the game a bit more lightweight
- UI - Diplomatic Menu:
- Full menu redesign
- Displays alliances, wars and cease fire agreements for selected faction
- UI - Empire Manager:
- Removed the, now useless, "declare independence" button
- Removed the, now useless, "auto expand" manager
- Added default news to galactic news and journal to explain the purpose of those tabs
- Added short how-to message when selecting war target
- UI - Empire Manager: Asset List:
- List is refreshed in real time
- Assigning AI package to ships made much easier
- UI - Factory Setup:
- Added production countdown
- UI - Galactic Map:
- Added population (object count) filter
- Filters are a bit better looking
- Added background to galactic map
- Hides station icons when zooming too far away to improve performances
- UI - Main User Interface:
- Added "Collect all loot in current sector" to order menu bar
- UI - New Game Menu:
- Displays information about each tech group
- Removed confusing/useless settings from the menu
- UI - Pirate Tab:
- New guild service: Clear a bounty with (less) credits or with IP
- UI - Ship Scan:
- Hangar tab no longer shown if the target has no hangar
- UI - Ship Setup:
- Hangar tab no longer shown if the target has no hangar
- Added option to set ships as free traders
- Added short how-to message when setting homesector
- UI - Trade Menu:
- Fully redesigned the buy and sell tabs
- Bug Fixes:
- Fixed: Exploit where buying and selling stuff at the same station would generate infinite money
- Fixed: Spaceflies don't spawn (due some speed optimizations in B2)
- Fixed: Bug in spacefly AI where flies wouldn't fly properly
- Fixed: Patrol order not detecting hostile ships properly (typo in beta 2 code)
- Fixed: Some pirate bases spawning with more ships than they should carry
- Fixed: Custom ships with hangar bays without being labeled as carriers could cause a crash
- Fixed: Some issues with animated objects
- Fixed: Laser beams starting point could not always be aligned with shooter perfectly
- Fixed: Very rare display issue with lasers fired from an already destroyed object
- Fixed: playership not facing the direction it's heading when player alternate turn left/right
- Fixed: Hit detection and other functions would be disabled in one or multiple sectors if a police ship is in the vicinity
- Fixed: Possible crash if a faction has no capital sector left (under very specific conditions)
- Fixed: Ship setup menu not reset to first tab when looking at a new ship
- Fixed: Possible issue when retrieving what is sold at a station
- Fixed: Gates not always of the same faction as the sector's owner
- Fixed: ships/creatures which can't use gates still take them into consideration when calculating distances
- Fixed: Some issues with Swarm Queen AI
- Fixed: A factory related and cpu consuming function was called twice per cycle (effectively doubling cpu cost of factories' job)
- Fixed: Dock traders hoarding most of the money instead of giving it back to faction
- Fixed: Small memory leak linked to animated objects
- Fixed: Some factions able to build power plants with no regards to sector limits
- Fixed: AI factions spam military bases and trade stations in late game
- Fixed: Space creatures can call the police for help
- Fixed: Game unable to close if Alt-F4'ed during loading screen
- Fixed: Multiple potential / silent minor bugs
- Fixed: Ships continuing to fire at target after a Halt order
- Fixed: "pay tribute" comms dialog not stopping RaiderAI/PoliceAI ships from firing
- Fixed: it was possible to ask a faction what it thinks of itself
- Fixed: Borders of gal map popup when full hardware acceleration enabled
- Fixed: Crash if the map has no legit spawn location for selected start scenario
- Fixed: Shots that can go through ships (drath unique weapon) won't hit the same ship each AI cycle anymore
- Fixed: Escort ships may attack their leader if it manages to hit itself (which can happen with AoE weapons)
- Fixed: AI package selector in ship setup menu glitch making selection impractical
- Fixed: Buy/sell prices were issued after the transaction was done (AI ships) messing with what the traders should gain/loose
- Fixed: Duplicate OrdersAsText function -> different text in different menus when listing ships' orders
- Fixed: Several cargo ships have the same name / stats and shouldn't
- Fixed: Effect of "Coward" and "Hothead" pilot traits inverted when asked to surrender cargo
- Fixed: The "Lost Fleet" starting position had the wrong description
- Fixed: Scenario name appearing instead of pilot name in scenario selector
- Fixed: Galactic Map filter and jump buttons not always displayed at the right time
- Fixed: Refresh rate not applied when the game is in windowed mode
- Fixed: Resolutions displayed multiple times
- Fixed: Buggy display settings with some screen resolutions
- Fixed: Always hostile objects' IsFoe function not reliable
- Fixed: Objects flagged as "always hostile" not recognized as such when calculating threat level of a sector
- Fixed: Swarm Queens could eat asteroids used as spacefly spawners
- Fixed: Standard factions declaring war on the "Unknown" after savegame loading
- Fixed: Factions forbidding foreign assets in their territory unable to use their own gates properly
- Fixed: Mission Manager not cleaned when ending a game often causing a crash when starting a new game
- Fixed: Misc issues with savegames
- Fixed: Neutral Trader scenario had reputation and rank bonuses with pirates instead of ISA
- Fixed: A bug where shooting at self (or something at the ex
New in Unending Galaxy 0.8.5 Beta 2 (Jan 29, 2015)
- A combat focused update with new ship physics, new missions, weapons, a pirate guild, a bounty board and many other stuff.
New in Unending Galaxy 0.8.0 Beta 1 (Nov 24, 2014)
- 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)
New in Unending Galaxy 0.7.4 Alpha (Oct 15, 2014)
- Save menu with several slots + quick save/load keyboard shortcuts
- Customize your own faction with tech groups, traits and laws
- A whole new large and symmetrical map
- Many improvements regarding the user interface
- Rebalanced all existing weapons and shields, added new ones too.
- Improved graphical effects (new bullets, better rotations, denser nebulas …)
- Proper game installer and uninstaller.
New in Unending Galaxy 0.7.0 Alpha (Sep 16, 2014)
- A very large update that mainly focus on the diplomatic and warfare parts of things. However there’s a large chunk of improvements that have been made in other areas as well. As usual, the full article will go into the details, but here are the most important bits:
- Diplomacy between factions with alliances, cease fires, and more
- Heavily improved how factions handle their military fleets
- Military production depending on the economy
- Proper solar systems with planetary colonies bringing bonuses
- Rebalanced the ships and weapons and added new ones
- A new faction (Neo-SPQR) and a new huge map (Galaxia).
- Faster navigation thanks to the new short range jumpdrives
- Much better performances and stability
New in Unending Galaxy 0.6.3 Pre-Alpha (Aug 11, 2014)
- Gameplay:
- Added game profiles (3 game starts are currently available)
- Made bullet speed and range proportional to ship's movement
- Attack fleets should reinforce as needed
- It's possible to sell/buy weapons and shields at shipyards, mil.bases and pirate bases
- General:
- Added proper starting and game loading screens
- Display your current funds in buy tab of the trading menu
- Added size to weapons/shields in buy trade window
- Game Engine:
- Updated DirectX Engine for DX9 to DX11 support
- New bug report system
- Colors of factions are hardcoded to prevent weird exception
- Cleared loads of warnings
- Moved back from cardinals to integers to avoid conversion on the fly
- Bugfixes:
- Fixed: Some user settings not applied until game restart
- Fixed: Another small memory leak
- Fixed: Save system class not deleted on game end
- Fixed: Windows 8 rendering issues
- Fixed: Exception when scrolling journal while a new item is added
- Fixed: Exception if a follower deletes his order before his leader is killed
- Fixed: Ships going faster than the bullets they are firing
- Fixed: Weird issue in wing management allowing for a same ship to be included multiple times
- Fixed: Trade window crash if no image assigned to a ware
- Fixed: Trackbar in buy tab going over the amount of ware the station has
- Fixed: It was still possible to pick up loot from anywhere
- Fixed: Never ending wars due to reinforcements
- Fixed: Weird new rare exception (probably caused by engine's update)
New in Unending Galaxy 0.6.0 Pre-Alpha (Aug 4, 2014)
- Load and Save your game
- Ability to play music
- Nearly completed user interface
- Mission system and ship to ship communications
- Many AI related improvements
New in Unending Galaxy 0.5 Pre-Alpha (May 19, 2014)
- Warpgates for fast travel between star systems
- Bounty system, hunt ships for money
- New improvement shipyard menu allowing ship customization
- Pirate bases and new behaviors for the pirates
- Player empire and diplomacy
New in Unending Galaxy 0.4.5 Pre-Alpha (Apr 10, 2014)
- Added animations (explosions, weapon hits,…)
- New weapon behaviors (mines, area of effect, …)
- New ‘pause’ and ‘comms’ menus
- Several UI improvements
- Improved graphics (nebulas, planets, stations)
New in Unending Galaxy 0.4.2 Pre-Alpha (Apr 1, 2014)
- Missiles look like actual missiles and rotate
- Sectors should look a little nicer
- Nebulas
- Destroyed ships can drop loot!
- Many improvements to the user interface
- Lots of small glitches to big crashes fixed