Let's do a quick ping on progress. It has already been 2 months since the last devlog, time flies.
The focus lately has been on polishing, with particular attention to code structure and performance improvements.
I have finally reached my performance goal, with drastic improvements by multiple factors, especially for large universes.
While I try to avoid adding new features and focus on wrapping up an alpha, there are still a few outstanding features being added. Here is the tip of the iceberg:
Shipyards and Automation
Queuing orders directly from the military screen instead of micromanaging each shipyard. Shipyards will also attempt to fulfill fleet templates if no specific orders are given.
Improved Production Lines
Production lines have been reworked to make them easier to manage and visualize, supporting batched production versus individual recipes.
Regional Features
Regional features on planets can now be exploited by outposts and cities, providing effects and modifiers.

Surface exploration has become even more important, as these features can yield valuable resources.
Even replicant nests can now be exploited, they produce parts and occasionally replicant spacecrafts.
Personal Finances
New interactions and mechanics for personal finances have been added, including loans.
Boarding & Encounters
Spacecraft can now be boarded, utilizing a party-vs-party combat system.

This system is also used for all forms of dynamic or scripted encounters.
Better Missions Generation
The mission system has been completely revamped, with better generation.
Better UI for the Universe
The UI for universe display has been reworked.
[ 2024-12-15 11:55:28 CET ] [ Original post ]