Some captains just like to go fast, and why should we be slowing them down?
We did some testing today and we needed to adjust the Time Control Tool. After a bit of tinkering, and review we decided to push forward and get it to a level that all captains could make use of it too!
Wow, we are on a real roll here with large updates. The work on Missions and their supporting systems is going on fairly well. Wish we where finding things a bit faster to update. The section and systems we are touching now are nearly a year old and we have grown in our skills, therefore while we want to bring all of it up to the new standard we are keeping the focus on getting new features and content to you, the captains. The economic engine and market simulation updates will follow missions.
[b]Questions:[/b]
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[*] Thoughts on the Slow Speed Icon?
[*] Thoughts on the panel placement and size?
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Thank you for all of the feedback, testing, and bug reports.
[b]Updates[/b]
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[*] Time Controls (all game modes):
- Captains can now Pause and plan travel
- Captains can now Travel at half speed time
- Captains can now Travel at double speed time
- Add Pause Shortcut - Space by default
- Moved Settings Shortcut to Tab by default
[*] Adjusted base speed of gameplay to be a bit faster
[*] Fuel Calculation have been centralized
[*] New Missions will not expire after you accept them
[*] Minor improvements to Mission Turn In Popup
[*] Improved debug message to help in reports
[*] Testing some new focus graphics to improve controller support and play
[*] Code Clean Up for the update to engine version that were missed in the last round
[*] Expanding the Localization options
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[b]Bugs[/b]
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[*] Addressed an issue with multiple missions queued to be turned in and having to undock and dock to turn in
[*] Addressed an issue with spacing on Location Info Tooltip
[*] Addressed an issue with Fuel Ring Sizing being a bit slow
[*] Addressed a few issues with Encounters
[*] Addressed edge case issues when switching captains
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[b]Future Work[/b]
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[*] Mission systems are being actively worked on, including alternative turn in and tracking methods
[*] Ships are getting a large rework, including 2 new ones!
[*] Star Systems are getting a new balance pass
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