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@rudderbucky rudderbucky released this 04 Apr 16:51
· 2404 commits to master since this release

v3.0.0-alpha changelog:

ADDITIONS:

  • Added the Missions System
    • Missions work like they do in games like RuneScape, they cover a set of tasks and have prerequisites that you must complete before you can accept them
    • Finishing a mission gives you a summary of what you did through the tasks in the mission
  • Added Siege Sectors, and a Wave Builder you can access from the World Creator with the 'V' key in Build Mode
    • Added really cool Siege Sector music courtesy of the one and only FlightWish!
  • Added the Dialogue Canvas and Dialogue Overriding, this allows us to write dialogue for every entity in the game, not just the ones involved in missions! It also allows us to write more complicated dialogue than what was possible in the original game (i.e. complex dialogue systems with different branches in the remastered version vs just one node of dialogue in the original)
    • Added the dialogue roulette, essentially just chance-based branching, Sukrat got some dialogue using this so talk to him frequently and repeatedly!
    • Added the dialogue condition checkpoint, basically dialogue can check if you've completed missions/tasks
  • Added multiple task canvas support - this means side missions/more dialogue for players
  • Added a background floater to Haven 1
  • Added the JSON window in the World Creator Ship Builder, now you can get JSON in the World Creator too
  • Added more cores to the Havens, and a BUNCH of dialogue for the different cores in the game. I highly recommend starting over to go through it all!
  • Added functionality to the World Creator's read/write JSON buttons in-game
  • Added the ability for the Dialogue System to open the Ship Builder on the end node, this means we can give Yards/Traders (later Drone Workshops too!) custom dialogue and responses
  • Power rocks now have minimap icons
  • Added the original responses for task starting, and added dialogue to Mission Controls to remind players of tasks that they've already accepted
  • Added the ability to migrate Alpha 2.1.0 saves into the new version. This will reset your task progress and put you in the Spawning Grounds, but you will retain your parts and credits, and other save related variables.
  • Added the ability to backup/copy saves in-game (press the yellow icon below the save delete button)
  • In the trader, you can now shift-click part buttons to instantly buy/sell them instead of dragging them to the right area
  • Tabbing now switches your main target with the first secondary target, essentially allowing you to cycle through your secondaries
  • Added 2 (two) new Tips From The Yard
  • Added the Beamer Rescue mission from EP1, and also expanded on it a bit
  • Added some additional main story - play it yourself!
  • Added most relevant sectors pre-Haven 3
  • Added a changelog

REVISIONS:

  • Revised the Status Menu to have tabs, a larger map and a missions interface
  • NPCs will not attack/charge at enemies while in a cutscene anymore. This allows interaction with other factions
  • The shell/turret shooter parts now hide immediately upon destruction. This was a tough choice to return to the original game's explosion style but I felt it was better after a while
  • Made the square particles a little darker
  • Siege turrets can attack other turrets now (because turrets were made stations)
  • Adjusted the background tile colors/sizes and pushed them back a bit
  • You no longer even have to talk to Sukrat for the first task, you can just go straight to Haven 1 (though they'll be a bit pouty)
  • Sukrat got a much-needed makeover to reflect their importance! Aristu will get one once they become relevant in the story
  • Updated the save menu and save icons to look nicer
  • The 8 unit secondary target limit has been removed
    • Info boxes now stack vertically and are masked to 5 on the screen
    • The boxes scroll now, you can drag it around to see the remaining infos
  • Changed the secondary target marker from shapes to numbers
  • Carriers now only spawn Drones if the zone has not been won yet
  • AI should now follow/stalk targets in a fashion reminiscent of the original games
  • Your unit count should update a bit faster when your drones get destroyed now (this will happen to Turrets too next update, I was too lazy to change it for Turrets)
  • Multiple background spawns should now be addable and their factions should now be adjustable
  • The minimum distance between non-platform item points in the World Creator has been halved, it stays the same for platforms though

BALANCING:

  • Energy costs for firing weapons should now scale by level, and so energy costs have been changed

    • Bullet -> 50 energy -> 25 energy per tier
    • Beam -> 100 energy -> 50 energy per tier
    • Cannon -> 10 energy -> 25 energy per tier
    • Missile -> 125 energy -> 150 energy per tier
    • Torpedo -> 10 energy -> 100 energy per tier
    • Laser -> 5 energy -> 15 energy per tier
  • Damage dealt by certain weapons have been changed (already per tier)

    • Bullet -> 450 damage -> 400 damage
    • Beam -> 500 damage -> 525 damage
    • Cannon -> 100 damage -> 200 damage
    • Torpedo -> 500 damage -> 600 damage
  • Cooldowns for certain abilities have been changed

    • Speed Thrust -> 5 seconds -> 10 seconds
    • Beam -> 5 seconds -> 3 seconds
    • Cannon -> 1 second -> 2 seconds
  • Shell Boosts/Core Heals have been buffed from 300 healed per tier to 500 healed per tier

  • Energy has been buffed from 100 healed per tier to 250 healed per tier

  • Reduced the survival time of Main Bullet projectiles from 0.3 seconds to 0.25 seconds

  • Reduced the speed of Bullet from 25 to 20

  • Reduced the range of Beam from 12 to 8

  • Reduced the survival time of Missile projectiles from 7 seconds to 4 seconds

  • Speed Thrust duration increased from 3 seconds to 5 seconds

  • Speed Thrust and Speed should now increase in strength by an exponentiation of 1.5 of the tier instead of a simple multiplication by tier; this accommodates the increase in part mass in the higher tiers

BUGFIXES:

  • The task system ID adjustment fixed the bug where the Mission Controls in any one Haven of the two in the game could assign tasks that only the one in the other haven should have assigned
  • Fixed the "vicdefeatory" bug in the Battle Results window
  • Clicking on the world while a window is active won't trigger a selection box/target click/movement command anymore
  • Fixed a minor Outpost/Bunker glitch where you could have dead clicks/keypresses that don't open the outpost/tank interface sometimes
  • Fixed a bug with the selection box that broke the info list
  • Fixed a bug with the selection box that broke the box when you tabbed out
  • Fixed zooming to work when you are not moving
  • Fixed some dialogue clashing/incorrect lambda handling issues that have actually been plaguing the game for a while, I just never realized it
  • Made a small change to the particle script, hopefully the squares don't line up anymore (haven't proven they don't, I'm not Don Knuth)
  • Various node editor bugfixes, parsing fixes, fix to dialogue node calculations
  • The olive faction is actually olive now (technically it's goldenrod though but olive sounds cooler so I'm calling it olive) and should be able to capture outposts correctly
  • Hotkeys should now render above tier/ability images on the ability buttons
  • The warning given sometimes after the Aristu task should no longer be happening, and you won't fail the task after you completed it if you die anymore
  • Fixed a bug where the cores in the save icon image weren't masked by the scroll view
  • Fixed the minimap not being "counted" as the HUD by the selection box
  • Fixed zooming happening when scrolling in other windows/interfaces
  • Drones should now follow you/go back to whatever they were doing after you tractor them, or after they finish attacking Outposts/Bunkers/Carriers
  • Fixed the unfathomably annoying bug where Yards break if you open them out of editor mode (by shift clicking) after opening them in editor mode
  • Fixed empty inventory Traders breaking sector loading
  • Pressing 'C' while copying JSON/entering ship JSON file names in the Ship Builder shouldn't clear parts anymore
  • Fixed the bug where one Trader's blueprint gets copied sector-wide

Stay safe; these are trying times.
Thank you for playing ShellCore Command Remastered!