This past week was focused on finishing a few ofter requested small features, work orders in context menus, and breaking ground on the V3 item and skill system.
New item system
After devoting most of the version cycle to their design, the V3 item implementation has started. We've finally decided to go with on-map items and random loot, which exist as any other entity. Going with abstract skills felt too limiting and less interesting than V2. We will make sure the UX for equipping them is fast and smart, foregoing logistics where appropriate, so it doesn't become tedious to keep your staff gear up to date.
Max has prepared a first batch of item art. We will need guns, lots of guns:

The data model for items is the first part code-wise, and it also will influence changes in the existing combat system. There's now a specific info panel for items:

There's a lot of pending work in this area and it won't be finished in v3.3, but starting this work is a very important step and a big part of the gameplay.
Work orders in context menus
Any entity capable of work can now be directly ordered to work, as long as the job giving object is not busy:

For now most work orders have been enabled as a direct context action. We will keep adding new actions if they make sense.
Logistics improvements: exclusive sources and restocking minimum
Shops and pallets can now be linked to other pallets or storage areas as their exclusive source:

For players that desire to micromanage their resource chains this allows for precise flow control to the consumer shops and for making intermediate pallets more useful.
The "min stock" feature supported by pallets has been replaced by a "restock at" amount, and also enabled in shops. This means that shops and pallets won't advertise a restock task unless they match or go under the "restock at" amount. This will cut down on useless restocking jobs.
Toggle factory recipes for global production
It's now possible to disable unwanted recipes in a factory to not make them available for global production:

This enables very precise control over production, even when using global stock automation.
Storage area filters
One of the most requested features is now in game:

The filtering is additive/substractive. Instead of selecting resource categories, you are always editing the resource list. But you can use the filters to make bulk editing. For example, to only stock food and drinks, you first Exclude->All, then Include->Drinkable and again Include->Edible.
First mod translation
XANA-Umbrella has provided a French translation and it is available in the Workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=767491368
This is the first user-provided translation for Galactology and we want to say thanks!
[ 2016-09-22 22:32:40 CET ] [ Original post ]