Version 2.3.0 Development Progress & Discussion

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Evil Tactician
Lead Developer
Posts: 31
Joined: December 20th, 2015, 11:23 am
Location: UK

Version 2.3.0 Development Progress & Discussion

Postby Evil Tactician » December 20th, 2015, 12:15 pm

In these topics, I will highlight the things which are planned for inclusion in the respective release - as well as progress on these items.

Some of them may require assistance or input, and some of them will just happen as I have a vision where I want to take things. Either way, suggestions and input is always welcome.

Planned Development:
Increase Weapon Module Levels from 3 to 5 (100% Done)
Increase Defense Module Levels from 3 to 5 (100% Done)

Add new Technologies accordingly (Circle 12 in Warfare)
New Module Localization
New Module Icons (11% Done) Awaiting Icons
Update AI files
Change Weapon FX in Combat to better match weapon types
Racial Ship Hull Rebalance
Ship Experience Rebalance (100% Done)
GaiaToTerran Terraformation (100% Done)
Craver Depletion Reversal Terraformation (90% Done) Needs Technology Unlock

Needed:
Weapon Icons (22% Done) (Bigbantha)
WeaponFX Choices (input welcome)
Racial Ship Hull Choices (input welcome - will post concept once initial work is done)
Technology Icons (TBC - will confirm how many and which icons are needed later in the development stage)

Wish List:
Better Tool-tips for Anomaly Reductions
Harmony Purification Annulment Improvement (10% Done) Abandoned

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Evil Tactician
Lead Developer
Posts: 31
Joined: December 20th, 2015, 11:23 am
Location: UK

Re: Version 2.3.0 Development

Postby Evil Tactician » December 23rd, 2015, 5:27 pm

Feature added to this release: GaiaToOther Terraformations.

Status of other development updated.

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Evil Tactician
Lead Developer
Posts: 31
Joined: December 20th, 2015, 11:23 am
Location: UK

Re: Version 2.3.0 Development

Postby Evil Tactician » December 24th, 2015, 11:58 am

Feature GaiaToOther changed to GaiaToTerran.
Development of said feature Completed.

Progress has been updated.

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Evil Tactician
Lead Developer
Posts: 31
Joined: December 20th, 2015, 11:23 am
Location: UK

Re: Version 2.3.0 Development

Postby Evil Tactician » December 24th, 2015, 4:42 pm

Concept Ship XP Levels Rebalance, open for discussion.

I've toyed with the idea to swap to Accuracy and Evasion bonuses, but this makes balance more complicated and ultimately doesn't change much. It also provides a risk that some ships become impossible to hit, and that doesn't make for interesting combat with the defense module changes.

These changes also introduce a new concept to Endless Space; new ships and their fresh crews don't perform at peak efficiency and the ship actually under-performs compared to its specification until it reaches XP level 2. Note that there are existing improvements to systems which give ship XP levels, so this actually makes a lot of sense, and gives those buildings more purpose and urgency vs. Vanilla.

Note; This is an intentional nerf to ship XP impact as Vanilla impact is a simply too high. The aim is multiple:
  • Ensure Ship XP still feels worthwhile & like an achievement.
  • Reduce MaxHealth somewhat, as Imperium Aeterna Hulls already have more base HP.
  • Ensure that once Tier-5 weapons are introduced with this patch, MAX damage output due to XP is slightly reduced.
  • Change the first two levels to be 'Rookie' - fresh ships and crews shouldn't perform at peak efficiency straight away.

This is one of the first times that these concepts get introduced to the public prior to release - if this is a positive thing, we will try to do this more often. (When and where this is easy to do, sometimes it's easier to just get on with things.)

Vanilla is also listed, to give you a comparison. A lot of players will most likely be unaware of how Vanilla handles this.

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Ragshak
Posts: 2
Joined: March 28th, 2016, 11:58 am

Re: Version 2.3.0 Development Progress & Discussion

Postby Ragshak » March 29th, 2016, 8:15 pm

Do you still work on that mod or is it dead?

vanderkeep
Posts: 3
Joined: August 6th, 2016, 6:41 pm

Re: Version 2.3.0 Development Progress & Discussion

Postby vanderkeep » August 6th, 2016, 6:42 pm

I'm still very interested in this mod, so I hope it's still in development!

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bigbantha
Icon Artist
Posts: 3
Joined: December 20th, 2015, 12:37 pm

Re: Version 2.3.0 Development Progress & Discussion

Postby bigbantha » August 21st, 2016, 6:37 pm

vanderkeep wrote:I'm still very interested in this mod, so I hope it's still in development!

It's on the backburner at the moment: I have college starting and haven't really had time to do my part of the mod...
Not sure about Evil, but it's just on hold for the moment.
Worry does not leave; it merely transfers.


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