I know, it's been a
long time since the last release. There have been a lot of questions about progress over on Discord and with some encouragement I was convinced to just go ahead and push out a new release even though it's not showing the feature set I really wanted.
That stated, this build has a
lot of under the hood changes but there's also significant changes on the user-facing side including re-balancing of structure/robot costs, operating costs, and the partial implementation of the research tree.
We also had a number of contributors that helped to fix a few bugs and improve usability in a number of areas! Their contributions are marked, thanks for the help everybody!
What's New- Technology catalog
- Research Report panel in Reports Panel (WIP)
- Added new announcement types for colony ship crashes with cargo and colonists (Alexander Hunt)
- Add `<Ctrl> + <Shift> + <F12>` key combo for debug border drawing
What's Changed- Up/Down keybindings now move the camera in a more intuitive way for the user
- Tubes can now be placed like roads -- they will automatically choose their direct based on what they're connected to
- Moved structure definitions from hard-coded values in source to external definition file
- Structures that are in a destroyed state can no longer be repaired
- Mine Facility now transmits connection to Command Center
- Larger font used throughout all views for improved visibility
- Added difficulty-dependent "grace period" for crime and morale (Andrew Gorcester)
- Added difficulty-dependent morale hit modifier for colony ship deorbit with colonists still aboard (Alexander Hunt)
- Improved morale handling throughout code base (Alexander Hunt)
- Improved morale change reasons reporting (Alexander Hunt)
- Improved memory handling/management (should help with some odd crash behavior)
- Adjustments to crime handling based on difficulty
- Various UI visual improvements including larger fonts, control placement and dynamic sizing
- ProductCatalog will throw an exception instead of silently failing
- Less punishing ore haul falloff
Bugs Fixed- Robots that are set to self-destruct will no longer complete their tasks before terminating
- Fixed logic mistake regarding mine digging that caused a mine shaft to be built one level lower than it should be
- Fixed check for self-sustained structures
- Fixed issue where the structure picker didn't change when using pageUp/Down keys (alynsarcana)
- Fixed UI update issues in Factory Production Report (Alexander Hunt)
- Fixed overlay toggle button behavior so their state doesn't carry over from a previous game when loading another game (Alex)
- Fixed overlays being carried over when loading a different game (Alexander Hunt)
- ToolTip UI elements now handle new lines properly (Alexander Hunt)
- Fixed logic mistake in food theft calculation
- Numerous spelling errors corrected (Brett)
- Fix incorrect road decay state being set
- Fix behavior of "Take Me There" buttons
- Fix progress bars not showing progress
- Fix underground structure conflicts with mine shafts (Alexander Hunt)
- Fix TileInspector window showing details of underground tile that hasn't been excavated yet (Alexander Hunt)
- Race condition in fade logic in NAS2D middleware fixed
- Fixed crash when handling Red Light Districts
- Fixed save game handling regarding Red Light Districts
- Fixed incorrect structure names in description table
- Fix crash when loading a game when the Mine Operations Window is open
- Fixed crash in scroll bar UI element that could occur in specific circumstances
- Fixed edge cases in tube connectedness checks
- Fixed potential crash when bulldozing mine facilities or mine shafts
- Fix offset error in drawLine
- Fix "Take Me There" button visibility on message change
Gimme Gimme! Where do I get it?Full release including assets available now on
Github:
https://github.com/OutpostUniverse/OPHD/releases/tag/v0.8.10
Many thanks and appreciation to those who have helped by posting suggestions and assisting with code development! Couldn't have done this without your efforts!