





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
A new major build of The Spatials: Galactology is now available! The central theme of this build was adding depth to the job system and adding a system of job experience for officers. Officers can now gain experience in individual jobs and get better at them as time goes. But nothing is free and as they get better, they will demand more from the station management. Also included are better tools for officer and job management, the ownership system, new art for station decorations, and as always many small details and fixes. V3.2 is not save game compatible with v3.1 save files. But your saves are still there! If you want to keep playing them you can opt out of v3.2 by right clicking Galactology in your Steam library listing, select Properties, select Betas, then select the v3_1 branch. This will force your game installation to be v3.1 forever. When you are done make sure to go back to the default branch to keep getting updates and new features.
- vsync default/on/off options in video options
- add tooltip to non-button mode for officer slots in bridge view
- always enable construction and destruction while on a planet for all officers
- non-violent miserable feeling does not stop activities in general
change to exclusive high lvl busy with some animation
like dancing but random
add some low damage melee too
- building costs are not being applied for planet construction
- production control: global queue
toggle factories into global or local queue
UI on inventory window
a global condition like "stock of X is under Y"
logic based on querying current state of global factories
bin them by ability to make products
then pick one by one based on pending products
also substract queued products to not overproduce
regular tick from InventorySystem
- reports of fuel cell shelves stealing from other shelves
fix: inmediately mark deliveries to shops as in-shop
- new decors
- job matrix
new cell states
officer X job
cell is not available for officer
cell is available
experience plus per-job prio
experience plus enabled/disabled
vis
cell bg intensity is experience level
with circle means enabled, with optional number for the prio
model
remove jobComponentKinds and use job IDs instead
enable per-job prio in officer
per-job prio
per-job experience
allowed jobs
- job matrix
button for toggling per-job prio settings
while per-job prio is enabled, click on job should prompt for prio
- worker system must handle officer per-job prio
- add max stack size to resource info
- visitor dock on off panel
- make electric area weapon suck less
remove sound
smaller area, shorter duration, higher damage
keep a spark fx in the center, only spawn other fx when damaging something
- repairable object actions
trigger broken on purpose to call a repair
self destruction
- fire now records incremental efforts so it can be extingished in more than one attempt
- don't deliver over target max amount, or max stack size
- force a stock system update for the target object after every delivery job
avoids useless hauling jobs and keeps min/max values real
- model for specs
add finalization to officer
- job difficulty
some recipes have a difficulty rating now
keep it simple, 1 to 3, to match rookie-class-spec
proc for getting officer expertise tier based on the job xp
can fail production
do red scrolling text, do not produce, still get xp
- fix spec-delta-job-xp
- job xp
xp is expresed in amount of finished jobs
counter proc call in job sm
- specs raise the xp ceiling for some jobs at the cost of not being able to perform some other jobs
model for this, cap is now for all spec jobs
- officer tick phase checks jobs xp in order to flag one of the children spec as unlocked
alerts when a new spec is ready
- test ui in staff to apply a new spec
- solve the problem of rookies trying to make too dificult recipes
extra filter in job search to avoid picking too difficult jobs
- display difficulty capabilities in job matrix
- remove tiers from jobs that don't need it
- don't display job matrix difficulty for one tier jobs
- for research use one tier, to at least allow speedup
and then arbitrary values for officer progression
- remove xp system from jobs where it doesn't make any sense
- make job matrix a window
- keep the job component on a job after a cleanup to avoid useless walking and to make sure priorities are considered
- job speed
opt-in in job model
use total xp? use job tier like factory does?
phase times a factor depending on job difficulty vs worker experience
can be done out of step nodes but affect how many calls they get, interact with phase
check the step nodes in all job sm in case they do useful work (research, doctor)
make research delta on finish, not on ticking
pass the doctor speed to patient sm
- job experience influence, recipe influence
cooking-job-component: speed, diff
research-job-component: speed
chemistry-job-component: speed, diff
engineering-job-component: speed, diff
doctor-hospital-job-component: speed
pharmacist-job-component: speed, diff
- add icons for specs MiniSuitmaterialgraficoiconosclasesset003subclases
- specs
rookie
scientist
chef
cooking-job-component
chemist
chemistry-job-component
researcher
research-job-component
engineer
industrialist
engineering-job-component
medic
doctor
doctor-hospital-job-component
pharmacist
pharmacist-job-component
fix recipe for this
diplomat
PR
bartender-job-component
- sorting job matrix also by xp
- staff ui for specs
info ui display for spec data
show current spec
show possible child specs, with a button for the unlocked ones
click applies spec, warns about no undo
- remove OfficerFrame and do it in scheme
- officer frame for listing: display spec instead of obsolete level
- badge on officer portrait when an update is pending
- darker color for officer bg
- redo staff ui header
- show xp info for recruits
- rookies should have some initial job xp on some jobs
- introduce meta jobs
jobs registered as usual, but not do appear as a station job in the matrix
they can gain xp and appear in the staff screen
- meta job for ships: navigation
low cap for reshirts, can get higher for diplomats
navigator spec for max cap
ships increase their speed based on the sum of the navigation xp of its crew
appears in the crew display in the fleet view
display navigation xp and combat xp in crew picker
add xp deltas for ship actions
parking on a planet
per travel tick delta
- job matrix: remove buttons for not allowed jobs
- need differentiation for PR job
only bartender for now, more in later patches
add extra fun increase based on bartender xp
increase price
- new style job logistic sm with conservative job component deletion appears to deadlock
both object and officer
pre-check must remove busy (and do a proper clean overall) when no more stock is needed
- other pending specs pending on combat xp
add meta job #@meta-combat
fix specs xp caps for combat and navigation
only the soldier spec is pure combat min xp
dont try to add specs to soldiers, for now it's just a placeholder
other specs need first some station work, then can spec into a base class + combat
also still a placeholder but needed to test mechanics
engineer-sapper
medic-combat surgeon
diplomat-ambassador
add xp deltas for
any attacking direct hit (no LAC empathy, but AOE OK) 0.1
killing blow 1.0
- galaxy ship tooltips
display distance to current system if applicable
display if under autopilot
- change color of explore button when exploring a planet
- fix very old leak in ButtonGroup (!)
- add subtitle and desc to specs
- generic ownership system
set of entity IDs or refs per officer
owner-component
all are references to station entities
model API to add remove
must remove previous ownership if applies
a tick removes destroyed or invalid objects
remove ownership on officer death or firing
also keeps a room size value for room defining owned objects
add can-be-owned-component and propagates-owner-component to subset of station objects
info inspector to show and pick owner
display owned objects in staff ui
add button to center and select in station view
display owned objects in also in picker
need rules for uniqueness about owned objects (only one bed per officer)?
NO, it doesnt matter
need rules that disable or "mark bad" an owned object (a room with two beds)?
NO, just do it on building time. if the player messes up on purpose, the room will be bad anyway, since objects are single-owned
- a system automatically propagates ownership to objects inside owned flood fill rooms
add info text to objects that behave like this
in order to reduce player surprise, add a scrolltext over the object when ownership changes
with name of officer and originating object
also make flood fill area appear for a few seconds, while the the scroller is in screen
- new entry level bed
reemplaces old entry bed. generic for all
- new quality bed for tier 2+ officers
defines a room
doesnt allow more than one in the same room
has ownership area system
- officer preference for using owned objects
vital systems and job systems must always query first over the owned object list
and when none matches, the normal query must avoid owned objects
this can be done using the custom ordering and filtering support in ecs-query
ordering: collect a hashtable of owned ids, if entity id matches, add extra prio
filtering: if entity is owned and owner is not actor, filter it out
not all systems want this
vitals: all
jobs: all factories, research
all others: not supported
- make lockers have min z
- display owned room area in ui
- ownership concept icon
- new decors
rug, mats and carpets
spec-specific high status object
new lamps and small tables
redone some cabinets and wardrobes
new plants
- officer demands: structure
base
nothing
graduate
low salary
9+ tiles room
officer bed
shower
master
high salary
15+ tiles room
officer bed
shower
officer status symbol (for their spec)
2 other decors
- officer demands checker
tick that sets a cached state for the demands satisfaction
tick that pays the salary if possible and sets the satisfaction
room size
objects
they must be assigned to officer (N or more)
must match the demands model name or component plus amount
- staff ui for listing demands and check status
- missing officer demands must have negative feelings
demands sentiment is gathered from cached demand checker
each item can have a weight so salary is more important
initial feeling is low impact
stacking feeling without timeout
stack amount is delta at a fixed rate
max stack is determined by how bad the sentiment is
if it gets too bad, then officer goes on strike
uses stack size, can start happening even if not at max
put fist icon on head
timed so it's not too bad
refuses to work, still has vitals covered
can do acts of sabotage per strike period (set objects to broken mode)
- extreme feelings (with sprite icon) have their icon displayed next to the title in the feelings panel
- optional busy icons
- new goals and counters: act of upgrading officers
- bump save version
- fix: after game load or new game, staff ui may show diff focus officer vs detail view
- fix: officer recruit screen
- fix: have to hit escape twice to get out of placing a building
- increase default build priority
- fix: stuck research sm
make very sure to take a de-owner-ing path in the wait-for-resource loop
also fix base sm to stop advertising the job in the de-owner case, and fix repair sm and research sm
- fix: officers stuck in strike mode
- new gfx: self destroy, break, portrait backgrounds
- slower buildup for demands feeling
- fix: production tutorial not detecting opening job matrix window
- add sound to order creation
- fix: test fire button is not a test anymore
- reduce required exp for some manufacturing
- increase test tourist wallets
- increase some entry level prices
- fix: do not change floor color on already built tiles
- fix: chemistry is not pharmacy
- fix: properly remove strike busy status
- put officer gold bg in more places
- make staff icon gold while one or more officers is pending an upgrade
- slash salaries
- reintroduce reciprocal auto destroy for job-giver BusyC
- add sound to acts of sabotage
- introduce modal popups
like modal dialog but passes clicks outside of itself
and cancels itself
also captures esc for cancel
determine screen anchor from a node tag
flow logic to keep inside screen
- various filters and sorters for staff lists
filter by
No filter
needs demands
pending upgrade
specs
sort by
alpha
mind vital (cached)
display in
staff view
officer picker
fix mouse events and priorities (not autoclosing on outside click, but buttons work?)
job matrix
- disable mouse hover effects when modals are displayed, except for the modal content
- center on map button info header in map
20px button over portrait
remove action
- focus-on-staff button for info header in map
- focus-on-map button for staff ui
- increase random chance of sickness
- decreease again tier reqs for pharmacy, engineering, chemistry
- make robots and ship tasks 1 star rated
- graduates want 6 tiles
- move officer bed to higher tech tier
- remove firing of officers, since it removes all risk from bad feelings
- increase initial cash to 20k
- longer phase for low intensity melee
- add cash scroller when spending money
- tourists pay entrance when landing
- idea: when tooltip parent dies, detach tooltip and keep it around for some seconds
- global production: allow interleaving products into an already used factory
otherwise cannot do simultaneus orders for the same kind of factory
- idea: lazy changed update for non-visible
gui-observer and the listing observer check parent chain
on dying is always run
if any parent or self are non-visible, they wont refresh, but set a flag as pending
when the node is visited for drawing, it's implicitly known it is visible
clear the flag and call the delayed update proc
- make mind visible in info header
use cachedMind with the old morale icons
- fix: stale tooltips
- further increase initial credits
- further lower required xp in some tiers
- officers flagged as missing demands when they are not
object counter wasnt considering min 0
- remove shower from graduate demands
- nerf xp rate for combat, research
- introduce system for pasive check of item stack busy status
if target is not busy, remove busy
if target is busy and job-sm, and its item-ref is not us, remove busy
- increase disease and miasma chance
- too much initial points for some levels or jobs
- increase tier 1 research xp
- add some explanation about ownership
- staff button doesnt go gold sometimes
- cannot build extractor in tutorial
clear camp area for resource nodes
- ships get stuck approaching planets
[ 6084 ]
[ 1345 ]
[ 4067 ]