Difference between revisions of "Stars Beyond Reach Beta Phase 2 Release Notes"

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* 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 ===
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* 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.
 
* 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.
 
  
 
== 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.

Stars Beyond Reach Beta Release Notes