Neues in der Beta 7
Posted: Sun, 7. Apr 24, 12:49
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Anmerkungen zum Feedback:Ketraar wrote: ↑Wed, 3. Apr 24, 13:16Info
With 7.00 there have been a number of improvements, changes and adjustments done to address a plethora of issues and community feedback. To avoid cluttering the forum with feedback topics, we decided to create this one that can encompass most prominent changes and what we would like more focussed feedback. Note that when replying please make sure to be as detailed as possible and also make clear which of the listed items your feedback is for. Avoid debating other peoples feedback so we can keep this topic as constructive as possible.
Note that while these things are part of the current beta, it does not necessary imply that they are set in stone. We want your feedback and are open to adjustments, within reason.
Feedback Notes:Know Issues:
- Improved balancing of mineral and gas region yields across whole map.
Here we are mostly looking for feedback on impact to existing games, but general feedback is good too. While there were some cuts in some locations, this should not impact the overall availability, in fact there should be more gases.- Improved balancing of stellar output across all systems to match stars and locations.
Following community feedback we adjusted the Stellar Output to match the star type and system look as much as possible to have a consistent "formula" across the map. This means that there is now much more variation, in both directions. Here too we are looking mostly for feedback on how much this impacts existing saves, but also general feedback as well.- Improved ware allocation for wharfs, shipyards and equipment docks.
The way shipyards, wharves and equipment docks allocated wares was adjusted to have a more sensible balance based on what is required to build and equip ships. In addition several of these stations were deemed to have too little storage and as such their construction plans were adjusted. This is also be patched to existing saves, so that these stations will eventually expand to add the additional storage.- Improved price balancing for several MK2 weapons.
Some weapons were asking for very high amounts of Advanced Electronics, which inflated the demand. As such we adjusted the pricing for some of those weapons to additional wares, but maintaining the price. The feedback that we are looking for here is if that impacts ships production, hopefully in a positive way and not have the now less inflated demand, improve the wharves production.- Improved balancing of storage volume for S and M storage modules.
Here we increased the capacity for some of the S and M modules. This has the effect that existing stations will end up with more storage, which may in short term have some impact in pricing, but will balance itself out. For new NPC stations this will impact the decisions they make on which modules to use and require less modules to achieve their desired storage capacity. If you note anything strange due to this please report.- Several smaller fixes and improvements for Construction Vessels.
We adjusted the jobs distribution to have some CV focus more on their own faction construction tasks. Also adjusted their logic to avoid them idling in enemy sectors. This should have a positive impact, especially to NPC construction. If you spot any problems with this please make a note.- Build Storage of deconstructed NPC stations sell their wares first
This will make so that the build storage of any station that has been deconstructed will try to sell the wares before the build storage gets removed. This should return at least a portion of the wares back to the economy. Please note if you find any issues with this.- Improved miner decision-making
This should improve the choice miners make where to mine, especially systems contested by hostile factions. They also should not clump together as much on one spot. Feedback on the impact of these is welcome.- New Clusters
Several new clusters have been added, some will have established economies some only resources. Feedback on the impact of those would also be appreciated.
- TBA
......"""Xenon_Slayer wrote: ↑Wed, 3. Apr 24, 12:12Info
With latest build the Existential Crisis is available to be tested. This is a new system that evaluates player progress to then activate and manage the Crisis, creating a new late game challenge. We would like for you to have a gander and give feedback on it.
Crisis triggers upon reaching around half a billion in assets, most of which should be military. This is based on construction cost, so not the monetary value you see in the Empire Menu. Boso Ta will then contact and guide players through the Crisis.
Testing Notes:Know Issues:
- General Feedback on the crisis system as a whole
- Feedback with regards to when the crisis starts (player readiness for example)
- Feedback on the strength of the Crisis or individual ships
- Feedback on how relevant the location is for the player, where the crisis appeared
- Voices being played are still WiP