We’ve got another patch for you. Alpha patch 0.95 has just been released and although it’s been little over a week since the last patch, there are a couple of cool changes included.
It was a bit odd how troops worked before. There were defensive troops that were intrinsically linked to military bases, and there were assault troops that were magicked into existence by transferring colonists onto assault troop carriers. It caused confusion among players and just didn’t make sense (it was a feature we half-implemented a long time ago that we hadn’t been able to get back to until now).
Troops are now a single resource which are used to defend and attack planets:
- Troops are produced/supported via military bases (it isn’t possible to insta-generate troops by transferring colonists onto assault troop carriers anymore)
- Military bases train a certain number of troops an hour until they’re full
- More troops are automatically trained if any are lost/transferred away
- Troops can be stationed on a colony (or transferred to one) to defend against invasions
- Troops can be loaded on to fleets using assault troop carriers (to transfer to another colony to defend it or to invade another player’s colony)
- If troops are transferred to a planet without enough military bases to support them – including after winning an invasion – their numbers gradually decrease as they are converted to regular colonists
Changes to invasions
- The outcome of an invasion is calculated at the end of the invasion timer
- The planet owner can transfer more troops to the planet while an invasion is in progress
- Invasions will now cause troops to be lost on both sides (planet owner and invader) and one or more colony structures will likely be destroyed
Which means the planet owner can increase the likelihood of fending off the invasion by transferring more troops to the planet to bolster its defenses. However, the attacker can’t yet bolster their invasion force after they’ve launched an invasion.
And there are more realistic consequences to an invasion. The losses will be proportionate to the sizes of both forces and how evenly matched they are e.g. two large, evenly matched forces will damage many structures and suffer a high number of casualties (there is a cap on how many structures can be destroyed), whereas if one of the forces is much weaker they will be obliterated, but the other force will take a few casualties and maybe only one structure will be destroyed.
We’re not finished yet with troops and invasions but are happy with the progress made with this patch. Once you’ve had a chance to test the new changes, let us know what you think and what you think the next steps should be!
Ship designer improvements
One common issue we saw players had with the ship designer was not being able to see which parts had already been placed on the hull. It was easy to forget which parts had already been placed, and it was often quicker to just start again rather than looking at the model to figure it out!
So we’ve tweaked the layout a bit and added a new ‘ship slots’ panel. By default the ‘ship stats’ panel is displayed on the right, but clicking the ‘ship slots’ tab will switch to it. As parts are placed on the hull they are listed here. You can also remove parts from the hull using this panel without needing to manually remove them from the ship model itself.
It can still be a bit fiddly placing parts on the slots, but we hope to address that too in a later patch. Give the new changes a try and let us know what you think!
Other changes on the way
In the previous 0.94 patch we changed how population visibility worked: it’s only possible to see a planet’s population status by entering orbit (there was also a bug that the population status wasn’t then remembered when leaving orbit – that’s been fixed in this patch).
In the next patch we’ll change how population visibility works based on the player feedback we’ve had. It will still only be possible to see full population details from within orbit e.g. the civ, size, if it’s a player or native population, however, from sensor range you’ll be able to see if life forms are detected.
We’ll let you know what else to expect with the next patch as soon as we can.
Thanks everyone, we’ll be back soon 🙂
– The Outscape dev team
Full patch notes
Features and changes
- Troops reworked:
- Now a single resource used to defend and attack planets
- Trained and maintained by military bases (not transferring colonists onto assault troop carriers)
- The result is calculated at the end of the invasion
- The planet owner can transfer more troops to the planet to bolster its defense and affect the outcome (at the moment an attacker can’t reinforce their original invasion fleet)
- Invasions will now cause troops to be lost on both sides (planet owner and invader) and one or more colony structures could be destroyed (it’s relative to the size and balance between both sides – and we still have some tweaks to make to the formula)
- The maximum number of colonists that can be transferred onto a colony is now double the current max population (to simplify colony management and to give the defending player the opportunity to transfer a temporary defensive boost of troops)
- Any population over the max population will decline as usual
- Ship designer: added a new slots tab which displays all parts that have been added (they can also be removed using this panel)
- Automated colony development: the first activity begins almost instantly after it’s turned on (to reduce confusion around whether it’s working or not)
- Private messages: online status of players is no longer displayed
- New player spawning: improved the algorithm to ensure a second planet ideal for colonization was definitely created in the player’s home system
- A planet’s population status was not remembered after leaving orbit
- Fleet tooltip was showing max cargo space instead of the free space
- Player names weren’t always displayed on the player list on the private messages panel (we didn’t manage to reproduce this but believe the cause was identified and fixed, so please let us know if it wasn’t)
- Auto Research didn’t resume if there was one item in the queue and it was cancelled (if another item was then manually queued, auto research still didn’t resume after)
- In certain situations it looked like it was possible to transfer between fleets/planets not related to the player (this affected the UI only, if the transfer was ordered it was then rejected by the server)