OutpostHD v0.7.0 is now officially ready for release!
This release sees the introduction of the population and morale models, GUI skinning and lots and lots of bug fixes. Goof has been extremely helpful in making this release possible so many thanks and shout outs!
Morale isn't completely finished and population requirements aren't yet implemented into structures. That's slated for the next update!
(http://leeor.outpostuniverse.org/ophd/screenshots/0.7.0/ss_01_thumb.png) (http://leeor.outpostuniverse.org/ophd/screenshots/0.7.0/ss_01.png) (http://leeor.outpostuniverse.org/ophd/screenshots/0.7.0/ss_02_thumb.png) (http://leeor.outpostuniverse.org/ophd/screenshots/0.7.0/ss_02.png) (http://leeor.outpostuniverse.org/ophd/screenshots/0.7.0/ss_03_thumb.png) (http://leeor.outpostuniverse.org/ophd/screenshots/0.7.0/ss_03.png)
What's New
A LOT of new stuff in this update. Thanks to forumite Goof for assistance in developing all of the available structures!
- Site Map now shows Command Center's influence radius.
- Added the following structures:
- Hot Laboratory
- Park / Reservoir
- Recreation Facility
- Red Light District
- Robot Command
- Solar Power Receiver Array
- Surface Police
- University
- UG Commercial
- UG Factory
- UG Laboratory
- UG Police
- Warehouse
- Added Robot Counts to the display.
- Added an almost perfect haunting track to the planet select state. Really sets the mood.
- Added a background and some visual flare to the planet select state. Again, really sets the mood.
- Added a PopulationPanel to the UI in the HUD.
- Added UI skinning. Pretty basic skin but adds a an air of refinement to the overall look and feel.
- Added a method to switch between levels and move around the map using the mouse.
- Added a check when placing robots, structures or tubes so that these objects aren't placed unless the tile being pointed at is actually visible.
What's Changed
- Windows (tile inspector, structure inspector, digger direction and factory production) are now drag-able.
- Windows will now arrange themselves according to their position in a 'stack'.
- Updated Digger placement logic to account for additional use cases that caused weird behavior.
- Updated Miner bot placement logic so that insertion mode isn't cleared if more miner's are available.
- Save/Load now handles Morale.
- Save/Load now handles Population.
- Reworked UI
- Structures/Robots/Tubes menus are now displayed all at once.
- The buttons made to toggle between the menus are removed.
- The count of robots available/total for each type of robot has been added on screen above the structure menu in the lower left corner.
- The other buttons were moved/rearranged to avoid space loss.
- Changed the Splash Screen jingle. Little less creepy, little more appropriate, still hardly perfect.
- Command Center now provides bare bones food storage.
- Digger direction dialog is repositioned when placing a digger bot on an underground level. This prevents the user from accidentally selection a direction they may not have intended.
Bugs Fixed
- Fixed a mistake in GameState that would forget to set a pointer to the players resource pool when the surface factory was placed.
- Fixed a mistake that causes a game crash when turning on the Debug information when the view is at the edges of the map.
- Fixed an issue in the Agricultural Dome that would cause food production and storage to continue past storage capacity.
- Fixed an issue in the savegame load code that neglected to update the current storage availability until a turn was completed.
- Fixed a mistake which caused the underground build menu to show surface structures if you attempted to go to a depth level below the max planetary depth.
- Fixed an oversight that caused the structure build menu to populate with structures when underground before placing a SEED Lander.
Gimme Gimme! Where do I get it?
Head over to the main thread (http://forum.outpost2.net/index.php/topic,5718.0.html) and look for the 'Current Build' section.