- Mods can now be loaded via ZIP files from the Mods subdirectory of the game's install directory. Each ZIP is loaded as a simple virtual file system which can contain directories that mirror the main game scripts and override their behavior. A file called "init.lua" in the top level of each ZIP's directory structure will run when the mod is loaded, allowing you to perform any needed initialization. See the MyDemoObject.zip there for a simple example mod, which adds a new buildable object with its own artwork.
- Arrow keys now pan view same as WASD keys.
- "show_hints" flag added to bootconfig.cfg, set it false to disable the Hint system entirely.
- Fixed: Unsuited citizens in a vacuum don't enter "sucked into space" immediately.
- Fixed: Turrets don't spawn in derelicts and docking ships as intended.
- Fixed: Various UI issues when resizing game window.
- Fixed: Held weapons don't appear correctly on spacesuited characters.
- Fixed: Research datacubes don't display properly.
- Fixed: Ships dock onto pending construction.
- Fixed: Base Seed Pod can start encased in an asteroid.
- Fixed: Turrets don't display properly when scanning for threats.
- Fixed: Raiders kill people imprisoned in brigs.
- Fixed: Ship engines don't sort correctly with nearby walls.
[ 2014-11-14 01:18:24 CET ] [ Original post ]
- Mods can now be loaded via ZIP files from the Mods\ subdirectory of the game's install directory. Each ZIP is loaded as a simple virtual file system which can contain directories that mirror the main game scripts and override their behavior. A file called "init.lua" in the top level of each ZIP's directory structure will run when the mod is loaded, allowing you to perform any needed initialization. See the MyDemoObject.zip there for a simple example mod, which adds a new buildable object with its own artwork.
- Arrow keys now pan view same as WASD keys.
- "show_hints" flag added to bootconfig.cfg, set it false to disable the Hint system entirely.
- Fixed: Unsuited citizens in a vacuum don't enter "sucked into space" immediately.
- Fixed: Turrets don't spawn in derelicts and docking ships as intended.
- Fixed: Various UI issues when resizing game window.
- Fixed: Held weapons don't appear correctly on spacesuited characters.
- Fixed: Research datacubes don't display properly.
- Fixed: Ships dock onto pending construction.
- Fixed: Base Seed Pod can start encased in an asteroid.
- Fixed: Turrets don't display properly when scanning for threats.
- Fixed: Raiders kill people imprisoned in brigs.
- Fixed: Ship engines don't sort correctly with nearby walls.
[ 2014-11-14 01:18:24 CET ] [ Original post ]
- Fixed: Citizens no longer place stuff on shelves, always have "stuff" need unsatisfied.
- Fixed: Dropped ore disappears.
- Fixed: Various rare crashes.
[ 2014-11-07 23:00:31 CET ] [ Original post ]
- Fixed: Citizens no longer place stuff on shelves, always have "stuff" need unsatisfied.
- Fixed: Dropped ore disappears.
- Fixed: Various rare crashes.
[ 2014-11-07 23:00:31 CET ] [ Original post ]
- Completely rebalanced the galaxy map. Where you choose to build a new base matters a lot more now.
- Raiders will no longer attack and destroy Airlock Suit Lockers - leads to too many obnoxious situations.
- Tuned hint message priority and visibility durations.
- Each entry in EnvObjectData.lua can now specify a sprite sheet, making it possible to create custom objects with new sprite sheets.
- Fixed: Visible doors in unexplored derelicts always appear as broken airlock doors.
- Fixed: Goals and base stats aren't wiped when starting a new game.
- Fixed: Incapacitated hostiles prevent room claiming.
- Fixed: Alerts display for hidden non-citizen illnesses, allowing you to select them in unknown territory.
- Fixed: Player can drag camera while dragging new construction in Construct mode.
1.03
- Character limit on character/room/object renaming.
- Fixed: After ~45 minutes of play, events stop occuring for long periods of time.
- Fixed: Crash on insufficient matter.
- Fixed: Tutorial base shifts position on galaxy map.
- Fixed: Construct menu items highlight improperly.
- Fixed: Turrets can't fire through open doors.
[ 2014-11-07 01:54:40 CET ] [ Original post ]
- Completely rebalanced the galaxy map. Where you choose to build a new base matters a lot more now.
- Raiders will no longer attack and destroy Airlock Suit Lockers - leads to too many obnoxious situations.
- Tuned hint message priority and visibility durations.
- Each entry in EnvObjectData.lua can now specify a sprite sheet, making it possible to create custom objects with new sprite sheets.
- Fixed: Visible doors in unexplored derelicts always appear as broken airlock doors.
- Fixed: Goals and base stats aren't wiped when starting a new game.
- Fixed: Incapacitated hostiles prevent room claiming.
- Fixed: Alerts display for hidden non-citizen illnesses, allowing you to select them in unknown territory.
- Fixed: Player can drag camera while dragging new construction in Construct mode.
1.03
- Character limit on character/room/object renaming.
- Fixed: After ~45 minutes of play, events stop occuring for long periods of time.
- Fixed: Crash on insufficient matter.
- Fixed: Tutorial base shifts position on galaxy map.
- Fixed: Construct menu items highlight improperly.
- Fixed: Turrets can't fire through open doors.
[ 2014-11-07 01:54:40 CET ] [ Original post ]
(1.01 was released shortly after 1.0 and contained a few crash fixes.)
- Hide back walls in construct mode when cutaway view is enabled.
- Clearer visuals for Tear Down vs Vaporize wall tile orders.
- If user tries to save during an event, save happens once event has run. Prevents various event state bugs.
- Balance: Difficulty ramps up over slower time, final siege takes longer to happen.
- Fixed: Security sometimes doesn't respond to Beacon in correct numbers.
- Fixed: Tutorial conditions aren't completed when keyboard shortcuts are used.
- Fixed: Final siege goal triggers prematurely.
- Fixed: "Ghost helmets" appear on citizens during certain animations.
- Fixed: Turrets don't attack hostiles in some cases.
- Fixed: Some AI issues relating to survival situations.
- Fixed: WASD keys function in full-screen menus.
- Fixed: Pathfinding crash.
- Fixed: Can't place weight benches.
- Fixed: Crash building or hovering some objects.
- Fixed: Time doesn't pause when starting a new game.
- Fixed: Tutorial doesn't load correctly when selecting Outpost EZ-101 in Galaxy Map with resized window.
[ 2014-10-31 01:02:25 CET ] [ Original post ]
(1.01 was released shortly after 1.0 and contained a few crash fixes.)
- Hide back walls in construct mode when cutaway view is enabled.
- Clearer visuals for Tear Down vs Vaporize wall tile orders.
- If user tries to save during an event, save happens once event has run. Prevents various event state bugs.
- Balance: Difficulty ramps up over slower time, final siege takes longer to happen.
- Fixed: Security sometimes doesn't respond to Beacon in correct numbers.
- Fixed: Tutorial conditions aren't completed when keyboard shortcuts are used.
- Fixed: Final siege goal triggers prematurely.
- Fixed: "Ghost helmets" appear on citizens during certain animations.
- Fixed: Turrets don't attack hostiles in some cases.
- Fixed: Some AI issues relating to survival situations.
- Fixed: WASD keys function in full-screen menus.
- Fixed: Pathfinding crash.
- Fixed: Can't place weight benches.
- Fixed: Crash building or hovering some objects.
- Fixed: Time doesn't pause when starting a new game.
- Fixed: Tutorial doesn't load correctly when selecting Outpost EZ-101 in Galaxy Map with resized window.
[ 2014-10-31 01:02:25 CET ] [ Original post ]
In addition to hundreds of bug fixes and polish items, this release adds a Tutorial Mode for newcomers and a Goals screen that gives players objectives to work toward. These and many smaller improvements knit the game together into a more complete experience for 1.0. The game’s Lua source code is now available in the game’s install directory on all platforms. Usually this will be in your Steam directory, under SteamAppscommonSpacebaseDF9DataScripts. If you own the game you can modify these files and distribute your modifications to other users as you like. A large portion of Spacebase is written in Lua, so there are relatively few limits on what you can do with this. The 1.0 release also sees the game’s price drop to the science-fictionally appropriate price of $20.01 US. In addition we’re introducing a new bundle of our two community-voted Amnesia Fortnight turned Indie Funded projects, Spacebase and Hack ‘n’ Slash, for $24.99. As a bonus for the customers who have supported us thus far, anyone who already owns the game gets a free copy of Hack ‘n’ Slash, and anyone who owns Hack ‘n’ Slash gets a free copy of Spacebase. As we’ve done with all our alpha releases, we’ll roll out minor updates in the next few days or weeks to fix any issues that come up. Thank you so much for your support and patience for the past year. We’ve learned a lot and are proud of what we managed to accomplish, and it’s all thanks to your support.
[ 2014-10-27 19:10:13 CET ] [ Original post ]
In addition to hundreds of bug fixes and polish items, this release adds a Tutorial Mode for newcomers and a Goals screen that gives players objectives to work toward. These and many smaller improvements knit the game together into a more complete experience for 1.0. The games Lua source code is now available in the games install directory on all platforms. Usually this will be in your Steam directory, under SteamApps\common\SpacebaseDF9\Data\Scripts. If you own the game you can modify these files and distribute your modifications to other users as you like. A large portion of Spacebase is written in Lua, so there are relatively few limits on what you can do with this. The 1.0 release also sees the games price drop to the science-fictionally appropriate price of $20.01 US. In addition were introducing a new bundle of our two community-voted Amnesia Fortnight turned Indie Funded projects, Spacebase and Hack n Slash, for $24.99. As a bonus for the customers who have supported us thus far, anyone who already owns the game gets a free copy of Hack n Slash, and anyone who owns Hack n Slash gets a free copy of Spacebase. As weve done with all our alpha releases, well roll out minor updates in the next few days or weeks to fix any issues that come up. Thank you so much for your support and patience for the past year. Weve learned a lot and are proud of what we managed to accomplish, and its all thanks to your support.
[ 2014-10-27 19:10:13 CET ] [ Original post ]
Major Features / Enhancements
New Tutorial Mode teaches basic game concepts. Access Tutorial Mode by selecting “Learn to Play” from the pause menu or by picking Tutorial Outpost EZ-101 on the Galaxy Map. New Goals Screen tracks player progress towards persistent goals, such as “50 citizens on base”, “Researched all technologies”, etc. Later in the game hostile forces now show up in greater numbers and combinations, culminating in a visit from the Pirate Megafleet once your base becomes successful enough. Survive the onslaught to complete the game’s hardest goal.
Minor Improvements / Bug Fixes
- All “Famous Citizen” tier customer names added to Credits and random citizen name pool.
- Disaster Menu can be enabled with a secret key combination and used to unleash disasters on your base.
- Many new sound effects, including crowd noises in rooms based on their current population.
- Many small UI polish items. Look and feel of UI in the Citizen/Zone/Object Inspectors is now more consistent.
- Brig and Residence assignment UI improvements: X button to clear an assignment, clicking the assignment button a second time cancels out of pick mode.
- "Execute" button in citizen action tab causes security to immediately target this citizen. Use responsibly!
- Asteroids are treated like walls for the purposes of object placement.
- Citizens who are sleeping in beds that get destroyed wake up and become annoyed.
- Clicking an object in the Contents section of a container’s Stats Tab selects it.
- Improved mouse wheel, middle mouse, and keyboard view zoom behaviors.
- Vaporizing a wall with an object hanging on it vaporizes the object and refunds its matter.
- Dropped research datacubes will preserve their “claimed for research” state. Scientists will try to drop them off somewhere in the base even if there isn’t a Research Lab.
- Citizens flee when someone is having a tantrum nearby.
- Emergency Alarms in rooms with no/disabled alarm panels turn off.
- Price of Dark Matter Reactor increased from 450 to 600.
- Tooltip for a research datacube shows the blueprint it contains.
- New Spaceface logs: cuffed, escaped from brig, needs shelving, security starts exploring a beacon, security finishes exploring a beacon.
- Duty skill increases when morale is high, up to a 25% bonus per duty task.
- Security citizens take their helmets off if they get into a brawl with another citizen.
- "Flavor" text and descriptions for all objects that were lacking them.
- Start new bases with time paused.
- Balance: Many small changes to citizen morale and duty efficiency.
- Balance: Turret damage output increased.
- Balance: Buildable objects are more resilient.
- Fixed: Dozens of crashes and AI issues.
- Fixed: Scrollable views such as the Job Roster don’t display correctly in non-16:9 aspect ratios.
- Fixed: Decals remain after a tile is vaporized.
- Fixed: On loading a savegame, citizens who were sleeping are awake and restart their sleep cycle.
- Fixed: White helmets display on citizens when playing certain animations.
- Fixed: Citizens exercise, play games, and hang out in functioning airlocks.
- Fixed: Lower right UI buttons shift to left even if there are not enough alerts to warrant this.
- Fixed: Job Roster columns highlight on hover incorrectly.
- Fixed: Non-citizens in unclaimed derelicts do not react to dangerous situations.
- Fixed: Botanists do not repair damaged or destroyed hydroponics cultures.
- Fixed: Citizen talk and thought bubbles do not draw correctly.
- Fixed: Exiting Job Roster / Research Assignment screens minimizes the Hint pane.
- Fixed: Killbots bleed.
- Fixed: Killbots get sick.
- Fixed: Player can hover and select some objects or rooms within hidden areas.
- Fixed: Security duty citizens flee in rooms with active alarms while doing certain tasks.
- Fixed: Removed debug power visualization mode.
- Fixed: Security Beacon location isn’t preserved across save+load.
- Fixed: Flipped text on the Alarm Panel.
- Fixed: Turrets in space can’t be deactivated.
- Fixed: Breach ships don’t play VFX when taking damage or exploding.
- Fixed: Text overlaps UI in several miscellaneous places.
- Fixed: Matter counts up/down from previous session’s total when starting a new base.
[ 2014-10-27 19:09:21 CET ] [ Original post ]
Major Features / Enhancements
New Tutorial Mode teaches basic game concepts. Access Tutorial Mode by selecting Learn to Play from the pause menu or by picking Tutorial Outpost EZ-101 on the Galaxy Map. New Goals Screen tracks player progress towards persistent goals, such as 50 citizens on base, Researched all technologies, etc. Later in the game hostile forces now show up in greater numbers and combinations, culminating in a visit from the Pirate Megafleet once your base becomes successful enough. Survive the onslaught to complete the games hardest goal.
Minor Improvements / Bug Fixes
- All Famous Citizen tier customer names added to Credits and random citizen name pool.
- Disaster Menu can be enabled with a secret key combination and used to unleash disasters on your base.
- Many new sound effects, including crowd noises in rooms based on their current population.
- Many small UI polish items. Look and feel of UI in the Citizen/Zone/Object Inspectors is now more consistent.
- Brig and Residence assignment UI improvements: X button to clear an assignment, clicking the assignment button a second time cancels out of pick mode.
- "Execute" button in citizen action tab causes security to immediately target this citizen. Use responsibly!
- Asteroids are treated like walls for the purposes of object placement.
- Citizens who are sleeping in beds that get destroyed wake up and become annoyed.
- Clicking an object in the Contents section of a containers Stats Tab selects it.
- Improved mouse wheel, middle mouse, and keyboard view zoom behaviors.
- Vaporizing a wall with an object hanging on it vaporizes the object and refunds its matter.
- Dropped research datacubes will preserve their claimed for research state. Scientists will try to drop them off somewhere in the base even if there isnt a Research Lab.
- Citizens flee when someone is having a tantrum nearby.
- Emergency Alarms in rooms with no/disabled alarm panels turn off.
- Price of Dark Matter Reactor increased from 450 to 600.
- Tooltip for a research datacube shows the blueprint it contains.
- New Spaceface logs: cuffed, escaped from brig, needs shelving, security starts exploring a beacon, security finishes exploring a beacon.
- Duty skill increases when morale is high, up to a 25% bonus per duty task.
- Security citizens take their helmets off if they get into a brawl with another citizen.
- "Flavor" text and descriptions for all objects that were lacking them.
- Start new bases with time paused.
- Balance: Many small changes to citizen morale and duty efficiency.
- Balance: Turret damage output increased.
- Balance: Buildable objects are more resilient.
- Fixed: Dozens of crashes and AI issues.
- Fixed: Scrollable views such as the Job Roster dont display correctly in non-16:9 aspect ratios.
- Fixed: Decals remain after a tile is vaporized.
- Fixed: On loading a savegame, citizens who were sleeping are awake and restart their sleep cycle.
- Fixed: White helmets display on citizens when playing certain animations.
- Fixed: Citizens exercise, play games, and hang out in functioning airlocks.
- Fixed: Lower right UI buttons shift to left even if there are not enough alerts to warrant this.
- Fixed: Job Roster columns highlight on hover incorrectly.
- Fixed: Non-citizens in unclaimed derelicts do not react to dangerous situations.
- Fixed: Botanists do not repair damaged or destroyed hydroponics cultures.
- Fixed: Citizen talk and thought bubbles do not draw correctly.
- Fixed: Exiting Job Roster / Research Assignment screens minimizes the Hint pane.
- Fixed: Killbots bleed.
- Fixed: Killbots get sick.
- Fixed: Player can hover and select some objects or rooms within hidden areas.
- Fixed: Security duty citizens flee in rooms with active alarms while doing certain tasks.
- Fixed: Removed debug power visualization mode.
- Fixed: Security Beacon location isnt preserved across save+load.
- Fixed: Flipped text on the Alarm Panel.
- Fixed: Turrets in space cant be deactivated.
- Fixed: Breach ships dont play VFX when taking damage or exploding.
- Fixed: Text overlaps UI in several miscellaneous places.
- Fixed: Matter counts up/down from previous sessions total when starting a new base.
[ 2014-10-27 19:09:21 CET ] [ Original post ]
(Cross-posted from SpacebaseDF9.com)
Big news everyone, Spacebase DF-9 1.0 will be released next month! It’s been a pleasure sharing this experience with those of you who picked the game up during Early Access and provided the feedback that helped shape it into what it has become.
To those who were waiting until the final release to start building a base of your own, we put together this timeline-infographic to show how far we come since Early Access release and what new stuff you can expect:
As for what will be added between now and the 1.0 build, new features will be aimed at providing the complete experience you’d expect of a non-Early Access game: a Tutorial mode to smooth out the early game a bit and help new players learn the basics, and a Goal system that lets you work towards concrete objectives. That as well as over a month’s worth of pure bug-fixing work and final polish.
We’re also pleased to announce we’ll be releasing the game’s full Lua source code a short time after 1.0, which will allow the community to create potentially far-ranging mods that add content, new features, and change some fundamental game behaviors. We’ll of course be sticking around a bit for bug fixing and support, but any new content for the game will now be in your hands. We’re eager to see what people do with this game!
To those who purchased the game early on and donated extra for the “Famous Citizen”, “Stargazer”, and “Extradimensional Entity” tiers: all customer names will be in-game for 1.0, and before long we’ll unveil the poster and art print we’ll be sending out to those customers. Spoiler alert: THEY’RE LOOKING BEAUTIFUL!!
We’re extremely grateful for the support and feedback you’ve given us so far. Thank you for making all this possible. Now, back to work… we’ve got hundreds of bugs to fix before 1.0!
[ 2014-09-17 20:55:20 CET ] [ Original post ]
(Cross-posted from SpacebaseDF9.com)
Big news everyone, Spacebase DF-9 1.0 will be released next month! Its been a pleasure sharing this experience with those of you who picked the game up during Early Access and provided the feedback that helped shape it into what it has become.
To those who were waiting until the final release to start building a base of your own, we put together this timeline-infographic to show how far we come since Early Access release and what new stuff you can expect:
As for what will be added between now and the 1.0 build, new features will be aimed at providing the complete experience youd expect of a non-Early Access game: a Tutorial mode to smooth out the early game a bit and help new players learn the basics, and a Goal system that lets you work towards concrete objectives. That as well as over a months worth of pure bug-fixing work and final polish.
Were also pleased to announce well be releasing the games full Lua source code a short time after 1.0, which will allow the community to create potentially far-ranging mods that add content, new features, and change some fundamental game behaviors. Well of course be sticking around a bit for bug fixing and support, but any new content for the game will now be in your hands. Were eager to see what people do with this game!
To those who purchased the game early on and donated extra for the Famous Citizen, Stargazer, and Extradimensional Entity tiers: all customer names will be in-game for 1.0, and before long well unveil the poster and art print well be sending out to those customers. Spoiler alert: THEYRE LOOKING BEAUTIFUL!!
Were extremely grateful for the support and feedback youve given us so far. Thank you for making all this possible. Now, back to work weve got hundreds of bugs to fix before 1.0!
[ 2014-09-17 20:55:20 CET ] [ Original post ]
- Gourmand citizens are angered less by eating replicator food.
- Fixed: Various crashes.
[ 2014-09-09 23:24:20 CET ] [ Original post ]
- Scientist job failure anger reduced drastically.
- Room tool drag sizing guide now includes Reactor.
- Fixed: Various crashes.
- Fixed: Brig walls are purple on OSX.
[ 2014-09-09 00:47:32 CET ] [ Original post ]
- Starting base colonists get along better now and enjoy Builder duty so they’re less likely to get angry or sad during the early base construction phase.
- Fixed: A few crash fixes.
- Fixed: Minor AI issues.
- Fixed: Can’t unassign people from Brigs.
- Fixed: Corpses don’t get cleaned up properly.
- Fixed: Parasites can be assigned to Brigs. We’d like to resolve this in a cooler way in the future.
- Fixed: UI bugs in Citizen Action Tab.
[ 2014-09-05 23:38:07 CET ] [ Original post ]
- Brawl frequency has been further reduced based on feedback and obversation: positive citizen morale/affinity/temperament now directly works against negative factors, and final computed brawl chance has been halved on top of this.
- Fixed: Various crashes.
[ 2014-09-04 23:49:36 CET ] [ Original post ]
- Brawl frequency has been reduced. Only citizens who are some combination of angry, demoralized, bad-tempered, or dislike each other will brawl now.
- Fixed: Numerous crashes.
[ 2014-09-04 19:02:14 CET ] [ Original post ]
Major Features / Enhancements
Power is now required for base equipment to function. The Base Seed serves as a basic starting power reactor, and additional Fusion and Dark Matter Reactors can be built (with enough Matter and Research) to satisfy each object's "power draw". Power flows across connected rooms rather than any kind of wiring system.
Citizens can become angry. Anger builds up over time with unsatisfactory events such as poor job performance, unpleasant social interactions, violence nearby, bad food, etc. Angry citizens who dislike each other may brawl, fighting until incapacitated. When a citizen's anger gets high enough they may have a violent or (depending on their personality) non-violent outburst, attacking people or sabotaging base equipment.
Citizens can be detained in Brig zones. Detained citizen anger dissipates over time, but at a cost of removing them from normal citizen life and the work force. Doors will not open for detained citizens. If doors lose power, detained citizens may escape.
Citizens now own and carry possessions. They become attached to their possessions, display them on available shelving, and trade for possessions they like more with other citizens. Citizen affinity for a given possession is based on its qualities such as color, material, shape, etc.
Citizens have affinities for different duties, shown as smiley faces in the Roster and Duty Tab. Citizens will perform any duty they're assigned, but may become unhappy over time if they're stuck with a duty they don't like. Likewise, citizens doing a duty they love is good for morale and causes their skills to improve faster.
Objects and Rooms now have a Command Tab, which can be used to issue commands relating to what's selected. Objects can be torn down or reclaimed for research, power-consuming objects can be deactivated.
Citizens can now be assigned to beds in Residence zones. Citizens will always prefer to use an assigned bed, and are happier for doing so. Citizens will use shelving to display their possessions.
Minor Improvements / Bug Fixes
- Changes in individual citizen needs and morale are now tracked via graphs in the Psych Profile Tab.
- Objects now have an About Tab that contains miscellaneous non-essential information about the object's use, history, or context in the Spacebase universe.
- Placing a zone-specific object such as an Oxygen Recycler in an unzoned room will now "auto-zone" that room to its intended function. Tooltip conveys that this will result on click.
- The Beacon menu can now set the desired level of Security response for Beacons and other combat situations: on Non-Lethal, security will always attempt to subdue targets using Stun weapons; on Necessary Force security will meet deadly force with deadly force; on Lethal security will always use deadly force in any situation.
- Tooltips on Beacons show the current response level and target.
- Turrets still default to only target hostiles but can be set to target all characters in their Command Tab.
- Selecting an unassigned citizen opens the Duty Tab by default.
- Security forces waiting for backup at a Beacon set to >1 will display "Waiting for Backup" as their current task.
- Citizen Spaceface logs now comment on people they know and interesting objects in their surroundings.
- Plants don't grow in rooms with no light.
- Sparks appear briefly when a Technician fails at a maintenance task.
- Move Door to "All Zones" section of Construct menu, Airlock Door to "Airlock" section.
- Citizens now sometimes play a "startle" animation when a dangerous situation breaks out.
- Sabotaged turrets fire at everyone.
- Shift-[ and shift-] cycle selection through objects in a room.
- Initial 3 settlers from Base Seed start with higher morale and energy, and lower hunger.
- Raiders wreck breakable objects if there are no citizens around to attack.
- Citizens double over wheezing if they have a bad illness.
- Object tooltips now show owner where applicable. Room tooltips now show bed capacity where applicable.
- A basic "quick start" mode has been added which allows you to start with a small pre-built base. Access it by selecting the bottom right corner of the galaxy map on the New Base screen.
- Fixed: Morale shouldn't change while asleep.
- Fixed: Various overflow issues on UI text.
- Fixed: Citizen names appear on cooked meals.
[ 2014-09-04 03:37:33 CET ] [ Original post ]
- Better "flee from oxygen-starved room" behavior.
- Fixed: Turrets shoot through floors.
- Fixed: Research assignment crash on reduction in number of research zones.
- Fixed: Invalid linecodes in event alerts.
- Fixed: Incapacitated characters in airlocks don't always get healed.
- Fixed: Characters that get sucked into space spawn corpses.
[ 2014-07-16 18:57:32 CET ] [ Original post ]
- Fixed: Occasional performance hitches relating to turrets.
[ 2014-07-09 01:09:05 CET ] [ Original post ]
- Codename Rickshaw Linux [211.07 M]
- Spacebase Soundtrack
Key Features:
Base Construction- Build your base using available matter and expand by mining more from nearby asteroids.
- Gradually expand from a small oxygen-filled room to a thriving, well-decorated hub.
- Build Gardens, Pubs, Fitness and Research facilities, and more.
- Assign citizens to duties to ensure survival-critical duties are performed efficiently.
- Monitor citizen needs to ensure overall morale, balancing duty demands with citizen happiness.
- Send security forces to investigate mysterious derelicts that appear near the base.
- Fend off hostile invaders as well as parasites that
- Construct turrets to lend firepower to hostile
- Research new equipment, armor, weapons, and base structures.
- Discover blueprints for new technologies aboard derelict ships.
- Research cures for deadly space diseases.
- OS: Ubuntu 12.04 LTS. fully updated
- Processor: 1.8 GHz dual core CPUMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 256 MB GeForce 8800. Radeon HD 2000. or Intel HD 4000 Graphics
- Storage: 200 MB available space
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