Version 3.10 is almost ready, with some bugs and testing left to do. A few more features have been implemented to round up the release in the past week.
New antagonist civ variant
Some civs are now a "pure antagonist". Unlike the other civs, antagonists cannot own planets and they will always be hostile to you. Pirates, Robots and Lactians are now antagonists. Their discovery is not galaxy map based. Instead they are triggered by some conditions. For example pirates appear when your bank account reaches certain amount:

And robots appear when you first unlock the robot factory:
Lactians
The Lactians, as the members of the Church of Lactus are called, are a new civ in Galactology. They venerate a mysterious milk god entity, and are more interested on conversion than on slaughter. Here's how their planet invasions look like:

They won't hesitate to fight you if you decide to liberate the planets they convert tho. Lactians will have more content and specific events in 3.11.
Ship skills
Since planet combat is more important than ever, in 3.10 all ships will feature 6 officer slots, so you are not limited by ship crew capacity when assembling a strong force for planet liberation or invasion. But this made ship differentiation even less visible than it already was. To enhance ships and their role in planet exploration ship skills have been introduced:

Ship skills are actions that appear when you select an officer on a planet, which can be used by any officer. They have a global cooldown like the current teleport (indeed, the teleport is now a ship skill and it is standard for all ships). Each ship model has different sets of skills, with the largest and more expensive ships having a large selection of them. The currently implemented skills are:
- Surface teleport: the one already in game
- Orbital bombing: click an area on the map to bomb it from orbit (remember the removed asteroid shower event? It's back as this ship skill, and you can control it!)
- Healing wave: all officers get healed
- Ship dome: a large damage shield is spawned
- Mass hysteria: all enemy units on the map go crazy for a limited time
- Robodrop: a squad of combat robots is spawned
These skills increase in potency with bigger, faster ships. Additional skills will be investigated for future versions, and they may include non-combat abilities too.
QoL fire changes
Fire is the feature many love to hate. Combined with combat it's surely easier to hate than to love, specially in its current state. So for 3.10 some quality of life changes are being introduced with the hope to make fire less dumb overall.
Panic runs for fire are now replaced by "avoiding danger" runs. They are much shorter, and are intended just for that, to step away from the fire area. They are also non-chaining, so you won't get officers or enemies running away for an entire minute because of a fire in some corner.
Fire spawns will also proactively try to assign a nearby officer or robot with the firefighting job from the very moment they spawn. This is an inversion of how the game job system works, but it's certainly appropriate in this case.
Finally fire won't interrupt firefighters. If an officer needs to cross a fire because he's on the way to get some water to extinguish it, the fire won't interrupt the job (fire has a low DPS damage, just walking by inside won't kill a healthy officer).
[ 2018-01-09 13:57:07 CET ] [ Original post ]