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Ed Kolis edited this page Aug 25, 2019 · 1 revision

Alpha 8 is the first release in a long time; there are a lot of changes here! (Bugfixes are not listed but trust me there's a lot of them!)

GUI

  • Techs that have only one level no longer display "L1" in the GUI.
    • This would be useful for Civ-style mods where techs have only one level and the "L1" is just clutter.
  • Ships, facilities, and units can now be scrapped.
  • You can now pick an empire to play as in quickstart.
  • Like alien fleets, unscanned alien ships now display their owner in their name, e.g. "Jraenar Empire Frigate".
  • Construction queues with no space yard ability and no free cargo/facility space no longer count as idle for end turn purposes.
  • The result of a battle (e.g. victory/defeat/stalemate) is now shown in the empire log.
  • There is now a "design library" which lets you store designs between games.
    • Designs are automatically added to the library when you create them, and can be deleted by clicking the delete button on the design list.
    • If you start a new game and you don't have the tech for a design, it will show up under "obsolete designs".
    • Incompatible designs (e.g. from a different mod with different techs) won't appear.
    • The library is saved in your AppData/Roaming/FrEee folder, in case you need to migrate it to a new PC.
  • You can now shift-click a construction item to add 10 of them to the queue, or ctrl-click to add 100.
    • Should probably make remove work the same way...
  • There is now a debug console which you can type Python commands in to query game state; type a tilde "~" to access it.
  • The galaxy map now has multiple modes (selectable via dropdown) so you can see things like space yard rate and enemy forces at a glance using various colors.
  • You can now send a colony ship from the planet list screen via a right click menu.
  • There is now a count of existing/queued items when you select something to build.
  • Grid views using the new customizable style (e.g. planet list) now support filtering via a right click menu.
  • You are now asked to confirm deletion of partially completed construction orders.
  • Messages for pathfinding failure are now clearer.
  • System map tooltips are now easier to read.
  • You can now press escape to close dialogs.
  • The distance from the selected sector to the hovered sector (with the mouse) is now shown in the tooltip.
  • Sectors with owned objects in them are now highlighted with a colored square.
    • No more stealth lunar colonies!
  • First item ETA is now highlighted differently from queue ETA for idle queues on the construction queue list.
  • There is now an "in progress" view on the research screen which shows only techs that are currently being researched.
  • It's now easier to read text on the system map that's the same color as the background.
  • System names are now shown on the galaxy map as tooltips.
  • You can now sort ships by role (design type) on the construction screen.
  • Double clicking a planet on the planet list now highlights it on the map.
  • The research screen grid is now sortable.
  • Combat simulations now display a wait cursor while in progress.
  • The component report now distinguishes beam weapons from bolt weapons.
  • There is now a popup when you win or lose the game.

Game Engine

  • Repairs are now implemented; ships repair a number of components per turn depending on sector repair abilities, while units and facilities fully repair for free each turn.
  • Various under the hood performance improvements.
  • Facilities can now be upgraded.
  • Sadly, we had to (temporarily?) can the newtonian combat as it was too buggy and no one could figure it out. Now it's just a generic turn based furball again.
  • Pathfinding is now possible via warp points.

Modding

  • You can now use templatizer-style embedded formulas (string interpolation) e.g. Name := Mineral Miner Facility {level.ToRomanNumeral()}.
  • Added a ScriptNotes property to the Galaxy class for scripts to store freeform data.
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