Work continues steadily on version 3.8. The development time was mostly devoted to work on the backlog of small enhancements, while at the same time prototyping the major new feature for 3.8: planet stations.
Planet stations
After the last update sneak peek, and the feedback thread in the forums, we are now fairly sure having stations on planets is doable and that it will result in a net positive from a gameplay POV. Here's the latest prototype:

It shows (randomized for testing) wall damage, which was the last feature to test. The aesthetics are also a lot better compared to the original cubes. Development focus will now center on bringing this prototype to the actual game, and adding the new separate wall and flooring systems. Once that's finished and tested we will have 3.8 ready for release.
Per-role combat target actions with selection

The player can now instruct their officers AI to focus on a group of targets instead of one, by using a combat target action and then dragging a rectangle over a group of enemies. This even works if the initial selection was a group of officers. So now it's possible, in 2 clicks (or 1 key and 1 click), to order any arbitrary group of officers to attack any arbitrary group of enemies. Quite a difference compared with the older system!
The target action has also been divided into 4 actions that only apply depending on the role of the officer, so you can keep your big heterogenous group of officers and still give target orders only to healers, for example.
Rebuild option for object ruins

One of the most asked for features is finally here. When an object is destroyed, its ruins, instead of being auto flagged as recyclable, now offer an option to rebuild the object. The new object will also remember all the pallet and factory options.
I have to say that I don't fully agree with this feature. I consider it goes against the spirit of a building sim, but I decided to implement it because pallet and factory re-configuration is not fun. What could be next, a tool to autorebuild all rubble without even clicking on it? Or why even a tool, why not a single button to rebuild the entire station? I have to draw a line in the sand. And the line is that this feature won't get any more automatic than it is now, and if anything it may be restricted further (and the future walls won't support it).
Enhanced ship autopilot
The ship autopilot now monitors the vitals of its crew officers and how full its cargo hold is, and decides on its own to visit back home to unload and let the crew satisfy their vital needs. Once they feel refreshed it resumes its orders in the same spot.

This also means it's not necessary anymore to include orders to go back home, and that there's no need to set a stay time in any order. It's both simpler and more efficient!
Also crew members get a new buff (or debuff, depends on how you look at it):

This means that when an officer is part of a crew they will care a lot more for their own vitals and will be much eager to interrupt station work to go have lunch or take a shower. This also means their refresh time while the ship aways to resume the autopilot will be shorter.
Robot inventory

It's finally here! You can check how many robots of each (unlocked) kind you have, and click on them to focus a random one. It will also display the total count, and something new, the max allowed amount. You'll now be limited in how many robots you can have depending on how advanced your research tier is.
Per-ship cargo filters

It's now possible to select which cargo resources are allowed to be picked by a ship when it visits a planet. This way you could save your faster ships for food ingredients for example.
Contemplation

Officers will now, from time to time, stop and marvel at your decorations and other higher aesthetics items. They will also prefer owned objects, so they will trek back to their room to look at their fancy possessions.
Shops are actual shops now

A very old issue is visitors just grabbing items from storage areas or pallets, ignoring the shop objects. They are just going there because it's closer or more convenient! But it's not right. The game was working around this issue by charging visitors for the items only once they sat down to consume them. This looked strange.
Now that 3.8 has doors with filtering, we can do the right thing. The game will charge visitors for items when they pick them up, and allow them to get them for free if they somehow manage to find some not stored in a shop (and show the message you see in the screenshot). And how is this right?! Because it's now also possible to enclose your visitor area with doors that don't allow visitors to pass, but allow officers and robots. The player can now build the storage and production areas inaccessible to visitors, while allowing shop stocking tasks to work just fine.
New combat mode

Combat mode is now on a 1 minute timer, and it will disable itself if the officer hasn't participated in combat. Once it engages, or when the player gives the officer a direct manual order, it will bump itself again to 1 minute. This will hopefully stop the problem with forgetting to disable combat mode. It still needs to be toggled manually for the AI to consider to apply it.
[ 2017-08-16 15:58:20 CET ] [ Original post ]