Changes in beta version V0.97
- Universe:
- Black holes have been removed, pirate fleets are leaving their colonies.
- Changed the deposit value of asteroids to be better but more specialized.
- Increased the amount of asteroids and decreased the amount of planetoids.
- technologies:
- Research time reduced by 50%.
- The research tree has been stretched by adjusting the costs, higher values are now reached.
- Basic design items only appear on odd levels.
- New mixed skin items come out on some even levels.
- Readjusted in amount and type all research costs. The idea is that each investigation focuses on a cost and does not always ask for everything and the same thing.
- Research queues can now be created.
- Technologies that are below 15 levels from the highest level in the universe have a cost of 0.
- buildings:
- Shelter capacity is now 20% of your storage at the same level.
- The observatory building disappears, everything is done by level of investigation.
- Vision:
- For fleets, the option to send as a pirate and the option to have vision have been separated.
- The number of fleets with vision depends on the observation research level, 1 every 5 levels.
- Designs:
- Heavy ships now spawn later (level 15).
- The stations have been replaced by the Titans, since it now has more functionality as a ship.
- Extractors have been broken down into smaller elements in order to adjust the extraction of a ship.
- You cannot acquire a design that is above 7 research levels.
- Ammo spend has been increased with great effort to make it a strategic factor.
- Design elements:
- Mixed design elements have been added, such as shielded armor, boost+hyper engines, or damage ailing weapons.
- Each additional size also improves its qualities, so 4 modules of a type add up to a little less than one of the higher size.
- Items that provided nothing or were never used have been removed.
- Types C (more structure) and E (energy saving) have been significantly improved to make them more attractive.
- Productions: 250% more MA is produced.
- Statistics: Added a Hall of Fame with the best values in the universe in various sections (technologies, buildings...).
- Partnerships:
- technologies become personal.
- There is no longer an impact on personal technologies with the rest of the members of an alliance when entering or leaving an alliance.
- Combats:
- The conquest time is extended to 6:00 p.m., the time between combat rounds is extended.
- The time between a colony being conquered and it can be destroyed now depends on its building level, max 7 days for 350 levels.
- In combat but especially in conquest, ships without enemies tend to return to the center position.
- Astrometry: Added the ability to filter to see only pirate fleets.
- Events:
- Changed the way events appear to make them more strategic.
- Events now appear on Wednesdays and last for a week on a fixed basis.
- When an event appears, it is announced what will be the next one to be able to prepare.
- Now events can be good, bad and more powerful.
- Bank:
- The expense and tax formulas have been adjusted.
- Now empire-wide credits are collected only in the capital.
- If no stored credits are available, fleets have attack, defense, pickup, and charge based on the percentage you can afford. The minimum value is 0.
- Fleets: When canceling a fleet in flight, the unspent fuel from that destination and subsequent ones is returned.
- Language:
- The whole game has been passed to be multilanguage.
- At the moment only available Spanish and English.
- Usability: The interface has been substantially improved for use on mobile devices.
- Behaviors: Added predefined positions.