Name | Space Haven | ||
Developer | Bugbyte Ltd. | ||
Publisher | Bugbyte Ltd. | ||
Tags | |||
Release | 2020-05-21 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | Very Positive | ||
Steam store | |||
Public Linux depots | Space Haven linux64 [208.09 M] |
If you want to continue playing the previous version, Alpha 15, and decide yourself when you want to update, we have made it possible through the following method: When you are ready to move on to Alpha 16, follow the above steps but choose "none" in the list. This will put you in the default branch and the game will update. [h2]What's New In Alpha 16[/h2] [h3]Missions System[/h3] Missions range from resource transportation, exploring derelicts, bounty hunting, transporting prisoners, giving medical assistance, finding special logs and fallen crew members of a faction. And more! We have developed a missions system, which supports both smaller missions within a sector and missions which require traversing to a specific location. With the missions system we want to bring more life to the galaxy, by creating more events and giving more life to the factions with them asking for help regarding various things when meeting them. The missions system also adds a good way to acquire resources, to be able to specialize in certain ways, and then compensate for your weaknesses by carrying out missions for factions. This first implementation focuses on smaller missions, and we will look to build from there with time. [h3]Building Space Stations and Asteroid Bases As Missions for Factions[/h3] You can now build stations/bases for other factions, with the possibility to build different hull sections. As part of the missions system, we've made it possible to build space stations and bases on asteroids. Factions can give these missions for you to build a station or asteroid base for them. Currently, it's only possible to build space stations and bases as missions for other factions, and then give them to the factions in exchange for a reward. Many have asked if it is possible to build your own stations or bases. This is something we have in mind for the future, with a current thought being a separate game mode (station mode). It would require much more work to make it interesting, with events tied to the station mode. As such, our first iteration now is to enable stations/bases as part of the missions system to build them for other factions. [h3]Cargo Shuttles to Help With Station Building Missions[/h3] A Cargo Shuttle docked at a Cargo Port. Used in transport mission and when building stations/bases for other factions. Cargo Shuttles are designed for transferring bulk cargo between ships and stations. Can carry more cargo than a regular shuttle, but requires a specialized cargo docking port. These Cargo Shuttles are used as part of the missions system, allowing the player to execute transport missions. They are also used together with missions to build space stations and asteroid bases, where factions can help you build them by providing necessary resources. Trading is still done using the traditional shuttles in the game, we will see how this evolves in the future. [h3]New Builder Pod[/h3] Bob the Builder ready to embark on building missions, to build stuff! Bob likes building. We have created a new pod, the Builder pod. The Builder pod will be the pod used for all hull building and scrapping tasks. The mining pod will focus on mining duties. The new Builder pod was made to make the Mining pod be specialized in mining, now also working together with the Ore Processor. (More on that later) The new Mining Pod and Builder Pod side by side. The Mining Pod and the Builder Pod both use the same hangar, and you can choose which pod you want to have at a specific hangar. You can also abandon and build another pod instead of the current one if you want to change it later on. [h3]The Ore Processor[/h3] The Ore Processor is a facility capable of separating valuable resources from the ore mined from asteroids. It can both process and store the mined ore. Mining has been changed in a way where resources can be found both on the surface of asteroids and deep within them. To mine the ore found deep within asteroids, and Ore Processor is required. The Ore Processor provides a mining drill, which mining pods use to drill deeper. The Ore Processor is a facility capable of separating valuable resources from the ore mined from asteroids. It can both process and store the mined ore. Regarding the overall game balance, The Ore Processor is not intended to be a must have, rather it is intended to be for players wanting to specialize their ship as a mining ship. More than one Ore Processors can be built to increase the effectiveness of processing ore to usable resources. [h3]Building From the Top[/h3] Pods will be able to fly above ships and stations. We needed to make it possible for small space vessels to be able to move on top of spaceships and stations, since it would look too strange if pods are building the asteroid base hull sections from underneath the asteroid. Going forward, some small space crafts will move on top while others still move underneath. One of the problems with having small space vessels move on top of spaceships and stations is that it starts to look like they are floating "inside" the ships and stations, when the roof view mode is not toggled on. We need to expand on our Kitchen to accomodate all these new crew members! We came up with a simple but effective solution to this, making the vessels grayed out a bit to make it easier for the player to distinguish which assets are on top of the ships/stations, and which are inside. When the roof view mode is on the small space vessels will have their full color. [h3]Modified Power System[/h3] The Power System gets more depth and the view mode will list the consumption for all subsystems on a ship or station. We've decided to unify the power system, and remove "Advanced Power" as a concept in the game, while adding more depth to the power system. There will now be only one type of power, but we will keep separate power grids for facilities with low power needs and facilities with high power needs, which is supplied using power nodes. The change will make the Solar Panel capable of supporting the ships/stations all power needs. Since the Solar Panel is completely free power, only taking space, it needs to be balanced to not make the Power Generators completely useless. The solar panels will give a small amount of power, but when building more of them it starts to add up. Power generators will still be needed for facilities with high power needs. As a new change, power nodes will add to the power capacity values in the areas they cover, making their placement more important. Multiple power nodes can bolster each other and add to the power capacity in the area. It is now also possible to change the center point of power nodes, making it easier to place the power nodes and change the area they should affect. Overall, while links will not be re-introduced (At least not at present time), these changes will bring back some of the features that some players were missing from the older power system version. [h3]New Backup Power System & Backup Power Node[/h3] The Backup Power Node makes it possible to store more power as backup power for rainy days. We have added a Backup power node to the game, which can be built to increase the amount of available backup power. These Backup Power nodes can also be used together with solar panels to store power as backup power. (Added to the research tree in the same module as the Solar Panel) Additionally, we have also created a new type of behavior for the backup power system, whereby different categories of facilities will turn themselves off at certain thresholds when the ship/station falls into backup power. This system helps keep the ship/station alive longer while keeping critical systems running allowing for searching for more resources. The most critical facilities for survival will be the last to run out of power. [h3]Modified Hull Stabilizers and System Points[/h3] Ship/Station Core facility. The System Core now gives system points instead of the Hull Stabilizer. We have modified Hull Stabilizers by removing their capability to give System Points. Instead, we are introducing Ship/Station core facilities. These core facilities now give a set amount of system points, and the amount of cores is directly linked to the canvas size of the ship or station. The Hull Stabilizer will still be the facility to give more hull stability to ships and stations, and it will cost system points to build. The Ship/Station core will be the facility to make system points available, and we have made it more abstract by having the maximum amount of system points be directly linked to the ship/station canvas size. This change makes it possible to use the full set of System Points specified for a Ship/Station canvas size, without having to spread out Hull Stabilizers to make them available. [h3]Hull Stability and Power Networks[/h3] Create separate hull stability and power networks. We have added the possibility to have many power networks as well as hull stability networks. This is especially useful on asteroid bases, as it enables bases to have separately built hull sections, each working as their own units. This feature is needed to make it possible to have a specific asteroid base hull section have its own power resource for example. When hull sections are separated (No hull link), hull stability is given to the hull section according to the amount of Hull Stabilizers in that specific section. When hull sections are unified by building hull paths between them the hull stability points of the different sections are added together. Essentially, each built hull section is treated as a ship/station of its own. Power networks are separated in the same way, and unified by building hull paths between hull sections. Power networks can also be unified with another mechanism on asteroid bases, using conduits that transfer power from one built hull section to another. (Currently only on asteroid bases) We have implemented some new view modes to allow viewing how hull stability networks and power networks are set up. [h3]Facility Degradation and Impact from the Environment[/h3] Facilities will get more life to them, by reacting more to their environment and having some wear and tear from usage. We have implemented a system where facilities can now degrade over time and be impacted from bad environment factors, like high temperature, pressure changes from hull breaches and hazardous gases. Function may be slowed, or the facility stops working altogether until the environment issue is fixed. Facilities will also require some repairs periodically due to wear and tear. This feature was added to add new possibilities for emergent game play, where events can take place from a facility malfunctioning. We've seen it work quite well, but it is not a feature that is easy to balance. If you find it irritating, we have added a way to turn this feature off. Don't like this feature? You can turn it off in the game customization menu (Same menu where difficulty is chosen). Under the Facility Wear and Tear setting. The game has many settings that can be edited to customize your game play experience. [h3]Crew Management UI Improvements[/h3] You can now create global schedules and assign crew members to them. Each global schedule also lists the crew members available in each skill group. We have added a way to sort crew members according to their skill level in the crew management menu (Priorities). We have also added a way to create global schedules in the crew management menu (Schedules). Crew members can be assigned to these global schedules, and the schedules show how many crew members and how many various skills categories are covered in a specific global schedule. These changes makes it easier to manage large crews and for you to know that each schedule has the necessary skills covered for everything to function well. [h3]Starmap and Hyperdrives[/h3] Star systems have names now, with name combinations inspired by many known sci-fi tv-series We have added names for the star systems in the starmap, generated by a list of names with inspiration taken from known sci-fi tv-series. [h3]Hyperdrives can now be rotated![/h3] Hyperdrives can now be rotated, to create a different looking ship. We have added the possibility to rotate hyperdrives in any direction, with the only limit being that all active hyperdrives need to be rotated in the same direction to execute hyperspace jumps. To enable hyperdrive rotation we have modified the graphical look of the hyperspace jump sequence. [h3]Space Haven Alpha 16 - A Major Update - is Now Released![/h3] The Alpha 16 update is out now for you to enjoy. We've tried our very best to iron out all issues while the update was in the experimental branch, but if you find anything wrong please let us know and we will fix it immediately as soon as we can. If you have any troubles, technical or game play wise, please write to us here on Steam forums or our other channels: Join Space Haven Discord: http://discord.gg/spacehaven Space Haven subreddit: https://www.reddit.com/r/SpaceHaven/ Report bugs here: https://steamcommunity.com/app/979110/discussions/4/ Discuss Space Haven here: https://steamcommunity.com/app/979110/discussions/0/ Technical Support: https://steamcommunity.com/app/979110/discussions/1/ Thank you for reading and we hope you enjoy this new Major Update. Stay tuned, Spacefarer! [h2]Cosmoteer & Space Haven Bundle[/h2] https://store.steampowered.com/bundle/29258/Cosmoteer__Space_Haven/ We are teaming up with Cosmoteer, another fantastic starship builder game, to create a bundle allowing players to get a small discount when purchasing both games as a "complete the set", meaning if you own none or one of the games you can complete the set and get a small discount! When we saw Cosmoteer not only did we see a superb game but also a game with a devoted developer behind it. In a way, Space Haven finds its soul mate in Cosmoteer and we want to celebrate that by creating this bundle together. [h2]Space Haven Alpha 16 Full Patch Notes[/h2] [h3]A Missions System[/h3]
[h3]Missions to Build Space Stations and Asteroid Bases for Factions[/h3]
[h3]A New Way to Build Hull - The Builder Pod[/h3]
[h3]A New System for how System Points are Acquired[/h3]
[h3]A New Mining System[/h3]
[h3]Cargo Shuttles Help Provide Resources for Missions[/h3]
[h3]Power Networks and Hull Stability Networks[/h3]
[h3]A new Power System[/h3]
[h3]Facility Wear And Tear[/h3]
[h3]Hyperdrives Can Be Rotated[/h3]
[h3]Starmap Improvements and a New Service[/h3]
[h3]Early Game Improvements[/h3]
[h3]General Improvements[/h3]
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