Changelog Version

1.0.6

30/08/2024
Latest update
1.0.6

V1.0.6 Production: The production of resources from mines has been reduced by 10%. Buildings: The accumulated cost of buildings has been uploaded. Warehouses have been eliminated. Score: The way of scoring has been chang...

30/08/2024 V1.0.6
  • Production:
    • The production of resources from mines has been reduced by 10%.
  • Buildings:
    • The accumulated cost of buildings has been uploaded.
    • Warehouses have been eliminated.
  • Score:
    • The way of scoring has been changed to calculate the accumulated expense of buildings and technologies, the ships continue to score the same.
  • Alliance Research:
    • The cost of alliance technologies has been changed so that they are more similar to normal but scale more with the levels.
  • Powerups:
    • Shipyard potentiators cease to be obtained by Novas and now they can only be obtained by missions.
    • Production enhancers return to the game but now they can only be obtained by missions.
    • Added a new neighborhood enhancer 4.
  • Universe:
    • Now they can leave planets and asteroids of level 3 and 4 in the generation of the universe.
  • Asteroids:
    • The climbing of asteroid levels has been adjusted so that it makes more sense to level them.
    • The algorithm has been modified to generate asteroids and are now generated by areas every time the map grows.
  • Planets:
    • New types of planets have been added with different qualities:
      • Gaia: produces 12.5% (50%) extra of each resource, but it is always conquered.
      • Relic: produces 10% (40%) extra credits, but it is always conquered.
      • Megalopolis: different scale from the rest (10,10,20,20) (60%) of each resource, but is always conquered.
      • Bunker: Improves shelter efficiency by 10% per level (100% at level 10).
  • Combat:
    • The combat code has been rewritten from 0 to create a more open and capable system than the previous one, this fight opens many new options that will arrive over time.
  • Behaviors:
    • Behaviors now define combat, and this implies several changes:
      • The behaviors are individual for each ship, this will cause each ship to have the most optimal behavior without depending on the rest of its group.
      • Even being independent, ships can still be grouped with the same behavior.
  • Wiki:
    • We have added a wiki that contains all the game information panels, this wiki will be updated over time.