Post by Farbs on May 14, 2012 16:41:04 GMT 10
Hi all,
I've just released Captain Jameson 0.5.1!
It's an intermediary build between 0.5 and 0.6, which I figured I should release so that I can collect a bit of feedback about the new mining systems before setting them loose in a larger universe. Also I figured you might like a new build.
I'd love to hear your thoughts on the changes, especially in the regular 0.5.1 sector. 0.5.1.spelunk is also a bit of fun, but obviously doesn't reflect how the new mining systems will work out in regular play.
Release notes:
What's mined is mine! I realized that build 0.6 would require asteroid mining,
so I built that up front, and here it is! As always I've added a swag of tweaks
and changes, and I'd love to hear your thoughts on them. I've also added a
special "Spelunk" bonus sector, where the only way to progress is through mining
and buying modules. It's a little tricky at the start, so be careful out there,
pilot.
* Asteroid mining! Asteroids can be destroyed, added minerals and refineries
* Added level generation option for all-mining sector
* One guardian ship per settlement
* Guardian ships automatically spawned - no need to summon them
* Semi-fixed enemy spawns, so you know what to find where
* Bumped chance-to-fire in higher level ai ships
* AI behaviour range, different ship types have a bit more personality
* Added fleeing for some ships
* Added bezerk AI for some ships
* Added follow AI for some ships
* Removed oxy stations, but kept atmospheres and other mechanics
* Re-instated EMG system, applied to stations, uses an on-screen marker now
* Removed random freebie station unlocks
* Fixed static effect not resizing
* Minor menu and text fiddling
* Trying another new mouse cursor
* Removed chrono gear from factory product list
* Added hidden derelicts
Lemme know what you think!
I've just released Captain Jameson 0.5.1!
It's an intermediary build between 0.5 and 0.6, which I figured I should release so that I can collect a bit of feedback about the new mining systems before setting them loose in a larger universe. Also I figured you might like a new build.
I'd love to hear your thoughts on the changes, especially in the regular 0.5.1 sector. 0.5.1.spelunk is also a bit of fun, but obviously doesn't reflect how the new mining systems will work out in regular play.
Release notes:
What's mined is mine! I realized that build 0.6 would require asteroid mining,
so I built that up front, and here it is! As always I've added a swag of tweaks
and changes, and I'd love to hear your thoughts on them. I've also added a
special "Spelunk" bonus sector, where the only way to progress is through mining
and buying modules. It's a little tricky at the start, so be careful out there,
pilot.
* Asteroid mining! Asteroids can be destroyed, added minerals and refineries
* Added level generation option for all-mining sector
* One guardian ship per settlement
* Guardian ships automatically spawned - no need to summon them
* Semi-fixed enemy spawns, so you know what to find where
* Bumped chance-to-fire in higher level ai ships
* AI behaviour range, different ship types have a bit more personality
* Added fleeing for some ships
* Added bezerk AI for some ships
* Added follow AI for some ships
* Removed oxy stations, but kept atmospheres and other mechanics
* Re-instated EMG system, applied to stations, uses an on-screen marker now
* Removed random freebie station unlocks
* Fixed static effect not resizing
* Minor menu and text fiddling
* Trying another new mouse cursor
* Removed chrono gear from factory product list
* Added hidden derelicts
Lemme know what you think!