





-Touchscreen support has been added, including a new user interface for moving fleets around the map. The game automatically switches to the last form of input used. Further improvements are planned for upcoming releases, which will improve the experience on smaller displays. -Support for arbitrary screen aspect ratios has been added, allowing the user interface to adapt to ultra-tall and ultra-wide displays. However, extremely oblong ratios may be cumbersome. -About two worth of Unity Engine updates. -The reserve/maintenance/total RP readouts on the top right of the main screen have been enlarged and can now be clicked to open information panels. -Allocations have been significantly reduced, lowering CPU overhead and potentially further improving performance on architectures where CPU and GPU share resources. -The issue of z-fighting inside of nebula graphics has been fixed. -The ability to click on planets obscured by fog of war has been fixed. -Resolved a bug where playing with an AI production modifier would incorrectly adjust the player's stimulus expenses. -The behavior of sliders within scrollable areas has been improved. -Minor adjustments have been made to the diplomatic AI. -The damage of Gauss Autocannon has been lowered from 7-10 to 6-10. -The damage of Wide Effect Cannon has been lowered from 2-20 to 2-18. -The damage of Stellar Converter has been lowered from 10-35 to 8-32. -The base price of Ion Cannon has been reduced from 11 to 10 BC, and the base size has been reduced from 50 to 45 tons. -The variability of initiative in ship crafting has been halved. -The crafting cost of hulls larger than corvettes has been slightly reduced.
[ 2023-01-17 11:21:35 CET ] [ Original post ]
- Dominus Galaxia: KS Edition Depot [2.02 G]
This is a fully featured, un-redacted beta release of the game, representing over four years of work, playable from start to finish.
Dominus Galaxia features:
- Streamlined, slider-based colony management and fleet movement. No build queues to micromanage.
- Turn-based, hex-based tactical combat, Including turn costs, powerful special devices, and various terrain types.
- Various types of strategic terrain including impassable nebula, slow nebula, sensor blocking nebula, (optional) starlanes, wormholes, and (optional) transient wormholes.
- Great gameplay customisability including different expansion modes (build colony ships, build starports or just send colonists directly), optional starlanes, research modes, etc. that alter the feel of the game and add replayability.
- Choice between static and adaptive AIs, where AI production bonuses can be set independently of skill level. (you can play against smart AIs that have less production than you, dumb ones that have more, and anything in-between).
- Hotseat multiplayer.
- Deathmatch and Team Deathmatch game modes — for those who prefer a pure war-game over one with diplomacy.
- An infinite, semi-random tech tree divided into six fields which can be researched concurrently.
- In-depth ship design, including an (optional) Diablo-esque crafting component.
- Tactical combat supporting more than two belligerents.
- Background combat events use the same logic as player involved battles, not an imprecise approximation.
- Battles can be auto-resolved at any time. It's possible to manually begin a battle, and after a number of turns instantly resolve the remainder.
- Planetary bombardment and invasion.
- Interesting diplomacy, including a tech trading system that has been designed to be less exploitable, and a unique relationship system wherein high relationship helps to maximise trade revenue, while low relationship makes spying more difficult.
- An intelligence system, allowing you to close-in on how powerful your opponents are across various categories through exploration and spying.
- Strong modding capabilities. Even many of the game mechanics can be adjusted from text files!
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