Today, Alpha was relaunched to the current Alpha players, many of whom have already joined the freshly minted test galaxy and began laying the foundations of their empires!
This is the final stage of Alpha, which will shortly transition into the start of Early Beta! More details at the end of this post 🙂
The game client distribution is now managed via Steam. All Alpha players should have received their Steam key via email by now (any Alpha player that hasn’t received theirs yet, please let us know).
Players that signed up for the Beta (Early and General) will start to receive their personal Steam keys once Alpha has finished and Beta is underway.
Since the last version of Alpha, a lot of improvements and features have been introduced to the game. For those that haven’t been following the Alpha blog, we’ll go over some of these now. You can also check out the full release notes for this update at the end of this post.
Parts of the UI have had a significant overhaul and we hope you can agree with us when we say that the results are impressive 🙂
We’re looking forward to bringing the other parts of the UI yet to receive attention up to the same standard shortly…
In parallel with developing the game itself, a significant amount of time was spent simplifying and improving internal architecture to deliver greater stability and scalability. In addition to laying the groundwork for even bigger galaxies, these changes represent the next step in preparation for private galaxies (which are still a way off).
New features and changes
- New/Improved UI screens.
- Resource usage changed: Beron for structures, Farsu for ship hulls/parts, Zyril for energy weapons/shields, Limbalt for ordnance (which is converted for use), Olzine for fuel.
- Resource distribution – home planets have all resources, but other planets will vary (having one or two).
- Resources can be collected from a planet’s surface without needing to first colonize it.
- Planet management updated: clearer overview, easier management, new features integrated including an activity log.
- Introduction of tech levels and compatibility (upgradable structures, shipyard & hull compatibility).
- Structures require sufficient number of colonists to operate correctly (too few causes issues).
- Planet employment/unemployment levels are derived from population number and structure requirements (an imbalance causes issues).
- Improvements to happiness: how it’s calculated, effects, an income bonus for high happiness, building desirability.
- Enhanced ground assault logic: population size contributes and in addition to barracks, depending on the level of happiness, a “Home guard” that also contributes to planet defense.
- Minesweeping, orbital bombing and fleet guard mode (auto-interception of enemy fleets joining same orbit) all added (read more about how they work).
- Updated models for parts
- One playable civilization added: The People’s Realm.
- New hulls added: 5 Syntis, 5 Ripchee, 4 Mankind, 9 People’s Realm.
- Hulls have been refined to require greater operational specialization.
See the release notes for further details.
You’ll be able to interact with other players, share your feedback with the development team, and let us know about any bugs or issues.
The latest version of the game has seen an extensive overhaul which will likely have introduced bugs that need to be identified and fixed.
There’s a dedicated bug thread on the forum where submissions will be appreciated 🙂
Early Beta: coming soon
Once we’re reasonably happy with the stability of the Alpha, we’ll be able to announce the start of Early Beta (while we can’t put a specific date on this right now, we’re hoping it will be a case of weeks rather than many months away).
We’ll be back with another update soon, thanks for reading and your continued interest in the game.
Full release notes
Features and changes
- New/Improved UI screens:
- Game lobby
- Civilization selection
- Planet management
- Ship designer
- Planet log
- Resource usages and distribution model updated
- Apart from a player’s starting planet, planets do not contain all mineral resources
- Beron for structures, Farsu for ship hulls and parts, Zyril for energy weapons/shields, Limbalt for ordnance (which is converted for use), Olzine for fuel
- Introduction of tech levels and compatibility
- Upgradable structures
- Shipyards can work with hulls of same or lower tech level
- Structures require sufficient number of colonists to operate correctly
- Planet employment & unemployment levels
- Structures have a desirability score which affects happiness
- Improvements to happiness calculation and the effects
- Income bonus for planets with total happiness
- Better support for a second population on a planet
- Can set separate tax rate
- Enhanced ground assault logic
- Size of population taken into account
- Based on happiness level, a section of the population operate as a home guard to give a defensive boost against a ground assault
- Minesweeping (new minesweeper part which breaks down a minefield over time)
- Orbital bombing (new part which causes damage to a planet)
- Fleet guard mode (auto-interception of enemy fleets joining same orbit)
- Hulls have been refined to offer greater operational specialization.
- Resources can be collected from a planet’s surface without needing to first colonize the planet
- Updated models of almost all ship parts (some include additional levels)
- New progression tree and parts
- New playable civ: the People’s Realm
- New ship hulls:
- T11-32 (freighter)
- T11-64 (freighter)
- T43 (cruiser)
- T55 (battleship)
- T11-128 (freighter)
- Paw (freighter)
- Clowder (frigate)
- Rabid (destroyer)
- Score (freighter)
- Pride (battleship)
- Banshee (scout)
- Trafalgar (destroyer)
- Colorado (frigate)
- Goliath (freighter)
- People’s Realm
- Death Warrant (scout)
- Zarion (freighter)
- Imperium (colonizer)
- Stallion (destroyer)
- Red Radiance (battleship)
- Izzvil (frigate)
- Solaris (destroyer)
- October (frigate)
- Poisk (clipper)
- Kinetics blocked by shields
- Weapon accuracy in battles
- Too many others to list including lots of fixes related to new features
Simplifying and improving internal architecture to deliver greater stability and scalability. In addition to laying the groundwork for even bigger galaxies, these changes represent the next step in preparation for private galaxies.