As usual, as for the past few months, nothing truly flashy or groundbreaking has been added, and I am still consolidating the game for the upcoming private alpha.
However, among the hundreds of refactorings, performance improvements, bug fixes, tweaks, small additions, and the countless user interface and quality of life improvements, here are a few highlights:
The Gate
The gate is a discoverable and seemingly inert and isolated space artifact that initially behaves as a "trade node."

If fed with enough hull components and microchips, it will then activate, opening Pandora's box for humanity by allowing the replicants to invade the human part of the galaxy.
Replicants expansion
The replicant threat is worsening. Although they remain a slow-moving threat without antimatter or hyperdrive technology, they represent an inexorable force of destruction.
On its way to a fleet mining mission, this replicant mobile smelter, supported by its fleet of miners will gather and process ores into "exometal" and then feed the closest mothership or gate.
If activated, the gate will regularly spawn new threats to the galaxy and reinforce its bridgehead by building defensive stations around it.
One discreet yet dangerous threat is the replicant agents. These small ships have a special mission to travel to specific dormant replicant nests on planets, awaken them, and rally them to the main force.
A tiny replicant agent, on its way to wake a dormant nest
The player can significantly contribute to the war effort by tracking and eliminating these agents. If left alone, these agents can potentially raise massive enemy fleets of replicants from within human-controlled space.
This massive fleet just appeared at the gate. It will take months to reach its target.
Other potential threats include mining fleets, strike fleets, and patrols, with the worst being a mothership fleet.
Collaboration with the Replicants
Humans are not necessarily enemies to the Replicants. While the Replicants aim to exterminate the worms and everyone who serves them (or lives too close to them) and seize the antimatter source for themselves, they will seek allies or try to instill apathy among humans.
The gate acts as an infinite and profitable trade node, consuming raw materials and resources to build spacecrafts. Feeding this gate increases the Replicants' ability to spawn more threats (and enriches greedy merchants).
To slow down the Replicant expansion, it is possible to eliminate everything that could potentially feed the gate, including all trade ships neutral or allied to the replicants and, of course, the Replicant's mining spacecraft.
Better Repair

Repairing has been overhauled to its definitive (?) version and is no longer passive only.

It is possible to instantly repair part or all of the ship's hull and modules when docked at a space station, outpost, or city.
Revisited passenger transport

Nothing really new for passengers, except that it should have reached its near-final version. Migration simulation should also be finalized. While tourism and soldier transport are integrated, they are not yet simulated.
AI "crew"
A new module has been introduced that replaces the bridge and eliminates the need for a crew. Replicant spacecraft rely on this module.

Generally, AI-controlled spacecraft are less efficient because they cap the crew modifiers and are vulnerable to total shutdown if the module is destroyed. However, the advantages include cheaper maintenance, no need for crew quarters or a bridge, which also translates to reduced weight.
Measure tool
The scale of the game is so vast that distances can be hard to evaluate at first glance. Combined with my general reluctance to add fantasy space particles or clouds (a questionable marketing decision), this results in a black, empty space with limited means to appreciate the scale.

The tool is easy to use (Ctrl+right-click) and displays the distance; it also works on the planisphere. While humanity in Antimatter has descended into barbarism, thankfully it hasn't regressed to an imperial system.

It also works on the planisphere
Weapon Mode
It is possible to configure weapon groups so that some are controlled by the AI while others are under human control.
Threat detection and fleeing
Spaceship crews have a basic instinct for self-preservation. Thanks to significant performance improvements, I have introduced a more accurate evaluation of the balance of power in a given theater. Spacecraft, especially commercial ones, will flee if the balance of power is unfavorable and if the spacecraft is in poor condition.
The traits of the captain also play a role, with boldness often having an antagonistic relationship with life expectancy.
[ 2024-08-04 19:50:05 CET ] [ Original post ]