Difference between revisions of "Stars Beyond Reach Beta Phase 2 Release Notes"
Jump to navigation
Jump to search
Line 27: | Line 27: | ||
* Tweaked some sprite batching code to hopefully have a more happy medium between performance and RAM use. Honestly it's not a direct tradeoff, because actually the higher-RAM approach costs some performance in some other ways. | * Tweaked some sprite batching code to hopefully have a more happy medium between performance and RAM use. Honestly it's not a direct tradeoff, because actually the higher-RAM approach costs some performance in some other ways. | ||
** Thanks to Shrugging Khan for reporting. | ** Thanks to Shrugging Khan for reporting. | ||
+ | |||
+ | * Now pressing escape or right-clicking while having both a build menu and a building-details window open at the same time will consistently close the details window, and not the build menu. Pressing again will then close the build menu. | ||
+ | ** Thanks to jerith and ptarth for suggesting. | ||
+ | |||
+ | * Now buildings are immune to understaffing damage for ~5 turns after their construction. | ||
+ | ** Thanks to jerith, Cinth, and ptarth for inspiring this change | ||
+ | |||
+ | * City Grid visibility: | ||
+ | ** Now if you haven't met a race, you don't see their city here. | ||
+ | ** Even if you can see a city here, by default you can only see the race icon, race name, and population. | ||
+ | *** But if you had a spy safehouse targeting that race at the end of your last turn, all the other info for that race will show. | ||
+ | ** Added a "Status" column that will show either "No Intel" or the race's attitude towards you (nothing shows for your own race) with a tooltip containing the race's leader's name and numeric attitude. | ||
=== First Diplomatic Carnage === | === First Diplomatic Carnage === | ||
Line 45: | Line 57: | ||
* The concept of thieves and stealing as it existed before is now gone. | * The concept of thieves and stealing as it existed before is now gone. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Prior Beta Notes == | == Prior Beta Notes == |
Revision as of 15:05, 2 June 2015
Version 0.871
(This isn't done yet, we're still working on it.)
- The in-game Recent Changes link has been updated to point to the new release notes page.
- The construction complexity added by forest and jungles is now vastly less.
- Thanks to Misery for inspiring this change.
- The disease number on the top HUD now shows the highest infection count of any disease in your city, rather than the sum of all infection counts, to avoid confusion.
- Thanks to nas1m and jerith for inspiring this change.
- Fixed a bug in the last version where diseases often couldn't cure at all.
- The disease tooltip now includes the number of cured and newly-infected of each disease since the last turn.
- Thanks to Cinth for inspiring this change.
- Added columns to the city grid:
- Number of saucers attacking this city
- Number of saucers owned by this city
- Total attack power of all air attackers
- ditto ranged
- ditto sea
- ditto ground
- Thanks to Hyfrydle for inspiring this change.
- Tweaked some sprite batching code to hopefully have a more happy medium between performance and RAM use. Honestly it's not a direct tradeoff, because actually the higher-RAM approach costs some performance in some other ways.
- Thanks to Shrugging Khan for reporting.
- Now pressing escape or right-clicking while having both a build menu and a building-details window open at the same time will consistently close the details window, and not the build menu. Pressing again will then close the build menu.
- Thanks to jerith and ptarth for suggesting.
- Now buildings are immune to understaffing damage for ~5 turns after their construction.
- Thanks to jerith, Cinth, and ptarth for inspiring this change
- City Grid visibility:
- Now if you haven't met a race, you don't see their city here.
- Even if you can see a city here, by default you can only see the race icon, race name, and population.
- But if you had a spy safehouse targeting that race at the end of your last turn, all the other info for that race will show.
- Added a "Status" column that will show either "No Intel" or the race's attitude towards you (nothing shows for your own race) with a tooltip containing the race's leader's name and numeric attitude.
First Diplomatic Carnage
- Diplomacy is getting a complete makeover, and this is the first salvo in that.
- The entire concept of Trust has gone away. Attitude is enough.
- Everything that previously used trust in some way now uses attitude.
- The entire concept of gathering intel as it used to exist is gone. That's going to work differently coming up.
- Getting other races to do certain things for you is now gone:
- Reverse Wind (this was too powerful, sort of, and also too confusing when used).
- Set Attack Bounty On Race (international incidents made this obsolete).
- All of the stealing and spying stuff that other races would do for you (this was of super dubious value to begin with).
- You now always know who the leader of the other races are as soon as you meet them.
- The concept of thieves and stealing as it existed before is now gone.
Prior Beta Notes
It's unusual that we'd split a beta period into two sets of release notes, but what can we say -- the prior release notes had gotten to 36,000 words, and it was time to cut them off and start a new batch.