Predestination is a turn-based sci-fi 4X game set in the distant past of our own galaxy. Ships from countless races are sent back in time by an enemy known as the Revenants and must now work to rebuild their empires. Explore the galaxy, colonise habitable worlds, meet alien races, and wage war.
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Игра в раннем доступе

Приобретите игру и начните играть — примите участие в ее развитии

Примечание: Данная игра в раннем доступе находится на стадии разработки. Она может измениться в будущем, а может остаться в текущем состоянии, так что, если вам не по вкусу то, что игра может предложить сейчас, рекомендуем дождаться её дальнейшего развития. Узнать больше

Сообщение от разработчиков

Почему ранний доступ?

“Predestination originally launched on Early Access when we had completed the first playable vertical slice of the game and before many of the major features such as diplomacy and the 3D ship designer had been implemented. Our goal with Early Access has always been to involve players directly in the development process as we implemented each of these features so that they could help guide the process and keep us on the right track.

We Want Your Help to Polish Predestination


With almost all of the core gameplay systems now implemented, Predestination is very close to a feature-complete state (we're aiming for February 2017). Once the final release features are implemented, we'll begin a phase of dedicated polishing and iteration based on Early Access player feedback until we're happy that the game is ready for launch.

Predestination has been a community-led project from the very beginning, using comments and suggestions from our existing Kickstarter backers and Early Access adopters to drive progress and inform development. Early Access has been an amazing experience that has helped evolve the game over the past two years into something we're extremely proud of. Your support and feedback will be more critical than ever as we approach completion.”

Сколько примерно эта игра будет в раннем доступе?

“We plan on iterating on Predestination until we have every feature implemented in such a way that satisfies our community, and to release once we're feature-complete and the community thinks teh game is ready. We aim for the game to be feature-complete during February 2017 to coincide with our Early Access anniversary month, and will inform the community if this plan changes.”

Чем планируемая полная версия будет отличаться от версии в раннем доступе?

“The Early Access build has a fully playable version of Predestination's sandbox mode, which lets you play against the computer on procedurally generated game maps. It's missing a few big features that we have planned, like:

Features we'd like to get into V1.0:

  • Tax settings (completed)
  • Ground combat & planet capturing (completed)
  • Empire Age options (completed)
  • Low morale and loyalty planet events (completed)
  • Trade Routes (completed)
  • Diplomacy gameplay (completed, with improvements still to come)
  • Race Stats & finished race screen (completed)
  • 3D Ship Designer & racial ship part models (completed)
  • Ship captains and colony leaders (completed)
  • Fully directed tutorial for 4X newcomers (completed)
  • Wormholes (completed)
  • Planet specials (completed)
  • Warp-capable missiles (completed)
  • Temporal Rifts and Revenant attacks (random events) (completed)
  • Finished building and infrastructure models (final batch in progress)
  • More technologies in Tech Era 3: First Contact (completed)
  • Tech Era 4: Galactic Domination (completed)
  • Tech Tree: Synergies (completed)
  • Multiple Victory conditions (completed)
  • Spying gameplay (completed)
  • First episodic story mode mission
  • Challenge maps
  • User interface dropdown menus (~3 completed)
  • Finished ship part models for all races (3 completed, 3 in progress)
  • Fleet Combat in space (not at planets)
  • Kickstarter backer content (partially complete)

    Features we'd like to add after release:

    The following is a list of major features that we'd like to get into the final release of Predestination or to add later in a free update.
  • Multiplayer gameplay (online & LAN)
  • Detailed modding support
  • Space Monsters

    See our Development Update thread for the latest progress.

    We are also still using placeholders for some assets and we plan to update the User Interface and some textures before launch based on feedback.

Каково текущее состояние версии в раннем доступе?

“The original Early Access build of Predestination was our very first fully playable build, and with your support and feedback it's grown to become almost complete. The main things left to add before release are an episodic singleplayer story campaign, parts of the user interface, and content such as 3D models, sound effects, and some content designed by our Kickstarter backers. We aim to have the game feature-complete in our Early Access anniversary month of February 2017, after which we'll begin polishing it for final release and more heavily iterating on gameplay and balance based on your feedback.

The game is fully playable in its current state, but it's still missing a few features and hasn't been polished significantly. If you enjoy testing new games in development, helping to shape an emerging game with your feedback, or supporting dedicated indie developers, buying into the Early Access now will definitely help us out. If you're just looking for a new game to play and the Early Access process doesn't appeal to you, we would instead suggest adding the game to your wishlist and keeping tabs on development through our regular development updates. You'll get a notification when the game is officially released in a few months and can make a decision then. Predestination is currently singleplayer-only.

Будет ли разница в цене до и после раннего доступа?

“We aren't putting a premium on Early Access, and we plan for Predestination to have the same base price at release, barring any limited-time promotions. We have committed to selling Predestination at no more than a 25% discount during sales before launch in order to be fair to our Kickstarter backers and other customers.”

Как вы планируете вовлекать сообщество в развитие игры?

“We have a longstanding history of using backer feedback to change and improve Predestination. Right from our first Kickstarter in 2012, we have moulded Predestination in an attempt to create the 4X game that fans of the genre have waited forever to get their hands on. We listen to (and loudly debate across the Brain and Nerd HQ) every idea or suggestion that crosses our path, and your Early Access feedback will be no different.

We'll also look into having a Workshop or other modding support, because we love getting hands-on under the hood of our favourite games. We'll work with modders to make this happen if we can.”
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29 марта

Dev Update: Singleplayer Mission Update is now live, User Interface and Content update in development!



We’ve just released V0.9.7.0 and activated the first Singleplayer Mission in the Predestination storyline. You can play this mission after updating your game to 0.9.7.0 by pressing the Singleplayer Mission button on the main menu. In this dev update, we’ll be talking about the Singleplayer Mission system and getting an in-depth look at the mission editing and modding toolset that we’ve built as part of our mission framework. We’ll also discuss the significant improvements to the Robotic race gameplay in this patch, small UI improvements, the Morale/Health/Security V2.0 overhaul, and a slew of other gameplay improvements. Finally, we discuss plans for the next update, which will finish off the remaining dropdown menus, completely overhaul the main menu, add more content throughout the game, and make some much-needed UI improvements.

Read on for a full breakdown and progress report on everything in 0.9.7.0 and details of what’s to come in 0.9.8.0. Slightly longer version of update here (Steam has a 32,000 character limit): http://predestinationgame.com/2017/03/24/dev-update-singleplayer-mission-update-is-now-live-user-interface-and-content-update-in-development/
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While the core game mode in Predestination is of course the sandbox mode in which you play the survivors of a ship that was sent back in time and crash-landed on a habitable planet and there are multiple victory conditions, we’re also developing a set of difficult pre-made challenge maps and a full storyline campaign. The entire campaign has been designed and roughly written up, and is split into main two story arcs:

  • The pre-disaster arc: This story arc happens before the Revenant war and depicts the events leading up to the temporal disaster. Each race will get one mission tell the story of how it reached space, interstellar colonisation, and diplomatic contact with other races. This is a progressive story, so some of your choices such as how you choose to interact with the other races will have an impact on further chapters. These missions will also start off very easy and act as a kind of story-based tutorial for players unfamiliar with the game or to show players the differences between humanoid gameplay and aquatic or robotic gameplay. The missions get progressively more advanced and difficult as the story progresses. It’s not exactly a spoiler to tell you that this arc eventually culminates in a final battle with the Revenants and ships from each race being sent back in time.
  • The post-disaster arc: This story arc deal with what happens to each of the races after being sent back in time. There will be one mission for each race again telling the story of how they re-establish their empires and their conflicting views on how to deal with the Revenants in the past. This will be another progressive story arc with branching options, and without spoiling anything I can say that the final mission will conclude the story and set the canonical ending of the game. That doesn’t mean we can’t deliver new story arcs in the future, however, and we plan to have additional story missions for the backer races post-release.
The Kazzir Story: The mission you can play right now is the first mission in the pre-disaster story arc, named The Kazzir Story. It follows the story of the powerful Zaibatsu Entertainment Network corporation using its wealth to explore and industrialise the Kazzir homeworld, the formation of the Kazzir Corporate Directorship, the Kazzir race to space, and their first contact with an alien civilisation. If the Kazzir aren’t your favourite race in Predestination, remember that both story arcs will get one mission for each race so there are more to come after V1.0. This mission is designed to be a simple introduction to the pre-warp gameplay without being as intrusive as the tutorial. It guides the player slowly through the pre-warp phase and uses story to tie all of the gameplay elements together rather than telling you exactly what to do. There’s no failure condition in this mission, but without spoiling anything I can say that your choices toward the end will affect the gameplay in future missions to a degree.

We’re eager to hear any feedback on the mission system or The Kazzir Story. We’ve set up a special thread on the Steam forum for mission feedback or please feel free to leave a comment here or contact me directly via email to brendan@brainandnerd.com with your feedback.

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Hopefully the Kazzir mission will give you an idea of the kinds of things we can do with our mission system, but it’s really only scratched the surface of what’s possible. The whole mission toolkit has been designed to load information from human-readable flat files where possible so that it’s fully and easily moddable, and we can do some pretty awesome stuff with it. Below is a detailed breakdown of all of the tools we have at our disposal when designing missions, and that will be available to modders:
  • The Conversation System: The heart of the mission toolset is the Conversation system, which allows us to write a branching dialogue between two races and pop up options for players to pick. As you’ll see in the Kazzir mission, we can choose to display the Scientist, Diplomat, Soldier, or all three in any frame, and can give them custom names to create characters. Each scene can alternatively just display an image just like in the intro sequence.
  • The Response System: This lets us present the player with one or more dialogue responses or selectable options at any point a conversation, and it lets us do some awesome things. Selecting an option can unlock a special mission-only technology, so we can assign bonuses or new ship modules or buildings to particular options. Each option can also optionally trigger a victory sequence, failure sequence, or conversation file — this lets us do full branching dialogue. Responses can also have points attached (though right now you don’t get a points screen), and they can trigger mission stages so you can have different missions for different responses.

  • Mission Objectives: The mission data file lists all of the stages in the current mission, and each stage can be triggered by a particular response in a conversation or by completing another mission. Every stage has a list of objectives, and each objective consists of a condition like having more than 3 Ore Refineries or having fewer than 2 colonised planets. The objectives actually peek into the game variables to find the stats you want so you can specify literally any variable in the game if you know where it is and what’s it’s called, and it can select from lists and arrays. This lets us do pretty much anything we can think of with the mission objectives.
    Objectives can be set up as optional so that you don’t fail the mission if you fail that objective, and they can have special rewards like free technologies and points. You can even make objectives hidden in order to hide secret technologies and bonuses in your mission. They can optionally be given deadlines of a certain number of turns to trigger the condition or you fail the mission, or can also be set up as “survival” objectives where you have to last for a certain number of turns without triggering the condition. We’ve also set up a special class in the game code called GameStatistics that we pull information from, so we can do more complicated things.[/*]

  • Memory Events: Another major feature we’ve added is the ability to create Memory Events attached to certain dialogue choices. These events are recorded in a file in the same place your save games go, and future missions can look up the list of all the memory events you’ve triggered! This can lead to complex storylines where your decision to help or hinder a race in one mission can lead to consequences in another when you come to play that race.
  • Galaxy Setup: We can specify practically every aspect of the game setup in a text file, from basic galaxy parameters to modifications like disabling wormholes, removing the Revenants, switching the map to 2D, even custom options like changing how frequent temporal rifts are. We can specify which races are in the game and modify the resources on their homeworlds, what crashed ship they start the game with (or None if we want them to start without one), and what type of government and leader they have. We can also specify what seed value to use for the galaxy so every player gets the same version of the galaxy, or tell it to use a random seed for added mission replayability (e.g. in challenge maps).
  • Intro Sequence: Before each mission, we can play an intro sequence similar to our game intro sequence or victory sequences. It’s a fully controllable slideshow of images with text, music, custom shader effects, and optional voice narration. We can also optionally skip this and either jump straight to the first mission stage or to a conversation (as we did in the Kazzir mission).
  • Unique Technologies: Each mission has a special file containing unique mission-only technologies, and files containing unique buildings, infrastructure, weapons, and ship modules those technologies can use. This is all totally customisable, including the stats of the individual weapons, buildings, and modules. We can also limit the tech tree to any number of eras (for example, the Kazzir mission is limited to only the Pre-warp era), and can modify the tech trees any way we like, even building completely new tech trees for one mission and different trees for each race.
  • Unique Ship Designs: You can include your own ship designs and ship parts in a mission, and there’s a mission setup option that will disable all of the standard ship designs so it only uses the ones you supply. This has some great use cases, for example we used this and some new placeholder modules to let the player select between designing a Camera Ship, War Ship, or Ambassador Ship in the Kazzir mission. This could be used for missions where you might want to have new ship designs carrying unique weapons, like a massive death star.
Still to come for Missions:
We’ll be using this system after release to develop both episodic mission arcs discussed above and some special challenge maps. In addition to this, there are a few features that we’ll be adding in the near future that you’ll be glad to know we haven’t forgotten about:
  • Main Menu Overhaul: The “Singleplayer Mission” button is just a temporary way for you to test our first prototype mission, you’ll be glad to know this isn’t the final user interface. We’ll be overhauling the entire main menu screen before release, including adding a panel to browse through the singleplayer campaign and easy options for loading any of your save games and toggling various options.
  • Points Award Screen: After the Kazzir mission, you’re currently just dropped back to the main menu. In a future update, we’ll be adding a points awarding screen and a high score chart so you can keep track of your performance.
  • Challenge Maps: Special missions not connected to the main story but set up as a unique challenge to overcome. For example, you might be stranded on a single planet with no way to colonise a new world, and you have to survive for 100 turns as the Revenants send wave after wave of ships toward you. The Singleplayer Mission tools give us a way to implement these challenge maps simply and easily, though we’ll probably want to have the Points Award screen and main menu overhaul complete first so you can track your performance in them.
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In the previous update, we improved the Robotic race gameplay with the addition of some new technologies and game mechanics, but the Robotic tech trees still had several organic-based technologies and some options such as the Forge Services turned out to be extremely micromanagement-heavy. This patch solved these issues by overhauling how the forge services work and adding new options linked to new technologies. There are now three construction options (Construct Citizens, Deconstruct Citizens, and Construct Seed Ship) that can be activated manually, and four toggleable Forge Patches (Virus Scanner, Spy Scanner, Distributed Computing, and Bytecoin Mining) that consume energy per turn to run (only one can be active at a time). We’ve also added some new endgame technologies for the Robotic races, such as a powerful new power plant and food source that requires Toxic planets.


  • Forge Construction – Seed Ship: This new forge option constructs a Seed Ship which is unique to robotic races, turning 2,000 population and 5,000 metal into a special colony ship with no faster-than-light drive. This makes it easier for robotic races to colonise other planets in the same star system as an existing colony. The seed ship is also built instantly and doesn’t tie up your shipyard.
  • Forge Patch – Virus Scan: +50 security when toggled on. Costs 50 energy/turn to run this program.
  • Forge Patch – Spy Scan: +25 spy defense when toggled on. Costs 50 energy/turn to run this program.
  • Forge Patch – Mine ByteCoin: +1 BC per 2,000 population when toggled on. Costs 100 energy/turn to run this program.
  • Forge Patch – Distributed Computing: +1 RP per 2,000 population when toggled on. Costs 100 energy/turn to run this program.
  • Morale changes: Robotic races are now affected by morale bonuses and penalties (such as Propaganda transmitters), but they still can’t be taxed or research the Entertainment Centre. They instead get -10% morale for each city with no Support Center. This makes propaganda transmitters and spies an effective way to throw a robotic race’s morale into disarray, but also means they won’t have major problems with morale unless attacked in this manner.
  • Radiogenic Power Plant: A new robotic-only power plant that consists of a modified Gas Harvester which draws in radiogenic particles from the atmosphere of Toxic planets and generates 200MW of power. This is a late-game technology designed to effectively take the limits off power (which is quite limited for Robotic races) and limiting it to Toxic planets means you’ll have to use trade routes to send that power elsewhere.
  • Radiogenic Fuel Pellets: This technology unlocks the Radiogenic Fuel Pellet Factory infrastructure, which produces 4000 fuel pellets per turn and can only be built on toxic worlds inhabited by a robotic race. It’s a large modified gas harvester just like the Radiogenic Power Plant and so takes up considerable space on the planet’s surface. This helps take the limits off food production at the endgame, freeing the player from the need for coal and uranium, and makes Toxic worlds a high endgame priority for Robotic races.
  • The Cloud: Since it doesn’t make sense for Robotic races to research Android Bodies, we replaced that tech with The Cloud, which allows your citizens to exist within a virtual data cloud and control multiple robotic bodies as needed. This doubles the number of citizens that can be built on all planets across your empire, having the main effect of increasing the money and RP from the Mine Bytecoins and Distributed Computing forge patches.


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The previous patch overhauled the Health, Security, Morale and Loyalty stats to be more like resources, but feedback on it wasn’t very positive. Players pointed out that it felt quite random and often difficult to manage, and that even a small loss such as -4% health per turn would quickly lead to a low health rating and catastrophic disease outbreaks. We went back and took a long hard look at this system and decided that the previous implementation was better, but that it still needed improvements. We’ve now gone back to the pre-0.9.6.0 version and iterated on that to produce our new system:
  • Health Rating: This now shows a rating between 0% and 100% indicating what percentage of your population is covered by health services. Each hospital provides coverage for 2,000 population, so for example a planet with 1 hospital and 4,000 population will have a 50% health rating. Health rating now affects the population growth rate, and disease outbreaks of varying severity start at 75%, 50%, and 25%. Nuclear power plants now reduce the planet’s health coverage by 2,000 population.
  • Security Rating: Similar to Health Rating, this now shows what percentage of your population is covered by security services and each police station provides coverage for 2,000 citizens, with disasters being possible once you’re below 75%, 50%, or 25% coverage. Security Rating now affects the planet’s total GDP due to theft, so a planet with a 60% security rating will have a 40% penalty to its taxable economic wealth. Low security rating also makes a planet more vulnerable to spies and less likely to catch spies.
  • Morale Rating: Morale is a flat percentage between 0% and 100%. It starts at 100% and is decreased by 10% for every 10% tax rate you set, so a tax rate of 60% will reduce morale on all planets by 60%. Low morale also decreases the combat rating of all cities on the planet by -1 per 1% missing morale, so that 60% morale planet will have a -40 combat rating penalty in all cities. Disasters such as strike action and civil disturbances can happen when below 50% Morale, with more severe disasters at 25%, and at 0% the planet may rebel and try to leave your empire. The Loyalty stat that used to do this has been completely removed.
  • Permanent Bonuses: Planets can now acquire permanent planet-wide bonuses or penalties to Health, Security, and Morale from various random event choices. The homeworld starts off with +10 to each and all planets start off with +10 to health and security (providing 2000 citizens worth of coverage) so that your first city is safe (otherwise it would start with 0 security and health).

Related gameplay changes:
  • Entertainment Centre: This is now a piece of planetary infrastructure rather than a building inside the city, and has been buffed from +10% morale to +20%. This makes more sense as morale is a planet-wide stat and different sizes of planet have different numbers of cities. You should find it much simpler to balance the morale across all of your planets and maintain a steady tax rate.
  • Captured Planet Changes: Captured planets now suffer from a flat -40% morale penalty that you have to deal with, either by building entertainment centres or dropping your global tax rate, to make it so you have to consider the best way to conquer large swathes of space. Occupied planets can also periodically suffer from insurgencies and uprisings using the Disaster system, where rebels can re-capture a city or blow up farms, ore refineries, or a whole city. This threat persists until that race is fully eliminated from the game, at which point they stop.
  • Mind Control: This powerful new technology allows the Psionic Flux Phaser to be used in planetary bombardment, immediately mind controlling a city’s population with no resistance and regardless of any ground troops. It also eliminates the -40% morale penalty for conquered planets across your empire. This is a very powerful endgame technology in the Galactic Domination stage of the Sociology tree, and it gives us something to experiment with to consider whether we want to add a Telepathic race trait to the game.
  • Spy Mission Changes: The Sabotage Computers spy mission now reduces Security coverage by 8,000 citizens while active, and periodically attempts to shut down farms, refineries, or research labs for 10 turns. The Incite Civil Unrest mission now reduces Morale on the planet by 40% while active, and if the planet drops below 50% morale then it will experience riots and other problems.
  • Tax Calculations: Since you now get a flat -10% morale across your empire for every 10% citizen tax, the taxable economic wealth from cities has been reduced to compensate. Players will find that they’re able to keep a much higher rate of tax than they could previously as long as their planets’ morale is balanced. The Tax Office has been re-branded as the Housing Office, which increases economic wealth in the city by 25% but decreases the city’s combat rating by 20 instead of messing with planetary morale. The tax window now gives an orange warning if any planets will have below 100% morale with the selected tax rate, and a red warning if any will have below 50% morale.
  • Civilian Government: If you’re careless enough to allow morale to hit zero on a planet, you run the risk that the population will rebel and attempt to leave your empire. This now happens through a new disaster event, and your options include allowing them to leave, pacifying them by force, or granting the planet a civilian government. If you grant a civilian government, the planet remains within your empire but is controlled by an AI and gets a massive cut in tax and productivity so it’ll be a drain on your resources.
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The next major update will be 0.9.8.0, which has the accurate but not-very-sexy working title of “UI and Content Update.” It will fill out the dropdown menus, add the missing building models (including all the new ones added in the robotic updates etc), and completely redesign the Main Menu screen. We expect this update to be a lot faster than previous patches (possibly 2 weeks) since it’s mostly user interface work and won’t require many new game mechanics or challenging problem-solving. Highlights of the update will be:
Fleets menu:
  • Ship Designs: This panel currently just displays the same design screen as the shipyard, and we’ll simply extend this down to cover the whole screen.  When we add player-designed starbases, this screen will get three buttons at the top to toggle between Ship, Starbase, and Missile designs.
  • Ship Captains: This panel will show a list of all ship captains you’ve hired and what ships they are serving on, and will allow you to dismiss or de-assign them from their current ship. We may also include captains who have offered their services that you have recently declined in order to let you change your mind.
  • Manage Fleets: This panel will contain a list of all of your fleets with an indicator of what system they are stationed in or travelling toward, and some more stats on each fleet. This will serve as a shortcut to let you quickly locate certain ships or open certain fleets, and clicking on a fleet will open the System window or Fleet window depending on whether they are stationed in a system or currently in transit.
  • Shipyards: This panel currently doesn’t exist, but we’re considering adding it. It would contain a list of all star systems you have a shipyard in and stats on its shipyard, including what it’s currently building. This list would be sortable by build capacity, metal per turn, stored metal, or current build queue length so that you can pick the best place to build a new ship.
Planets Menu:
  • Your Planets: This panel will contain a list of all the planets in your empire, along with basic stats on each one and an indicator showing if something is wrong that needs your attention. It will act as a shortcut for getting into your planets and you’ll be able to sort the list by various stats.
  • Exploration: This panel will contain a list of all the planets your scouts have visited but that aren’t part of your empire, along with some basic stats on each one. It’ll also have shortcut buttons for sending a survey ship or colony ship to the planet. You’ll be able to filter the list by various factors like enemy presence and habitability, and sort the list by factors like metal content, organic content, number of ancient ruins, size, and explored percentage.
  • Planet Leaders: This will be the same as the Ship Captains panel in the Fleets menu but for planet leaders.
Main Menu:
  • Load Game Selection: Currently, the only option for loading the game from the main menu is to continue with the previously loaded game. When we overhaul the Main Menu, we will make a panel appear when you load that allows you to select which game to load from the full 10 slots.
  • Singleplayer Mission Selection: There’s only one mission at the moment, and you activate it by clicking on the Singleplayer Mission button. In this overhaul, we’ll be making a panel appear when you click on Singleplayer Mission that displays a list of available missions. Selecting each mission will give details about that mission and show your progress through the storyline, also giving you the opportunity to replay previous missions.
  • Challenge Map Selection: Similar to the Singleplayer Mission selector, we’ll have a panel for starting challenge maps and will display your high score for each.
  • Options Panel: The game options can’t currently be changed from the main menu, forcing you to either start a game and use the Menu dropdown or edit the .ini file for the game. When we overhaul the main menu, clicking on Options will open a panel to let you change them before starting a new game.
  • Saving New Game options: The galaxy parameters you use in a new game are currently not saved anywhere. We’ll be making a small change by making the game save these to a file so it always pre-selects your previous settings.
New Game Screen Improvement: We made some graphical improvements to the New Game screen in 0.9.7.0 (see image below), but we aren’t finished with this screen. The top portion of the race selection window will be updated to let you pick a race colour, change your race’s government type, set your leader name, and select what type of Crashed Ship you want to start the game with. Races such as the Starforged might want to start off with the research boost from the Science Vessel and benefit from the faster orbital scans of the free ship in the space exploration stage, while the slow-to-grow Z’loq might benefit from the injection of metal that the Mining Barge provides, and the Renegades may like the free pre-warp population and free second planet from the Colony Ship. Your choice also determines which technologies you get for free on breaking the warp barrier, and will let you tailor your start to the race you’ve picked and the strategy you intend to employ.



Small UI Improvements: Parts of the UI have been implemented using ugly text and gray bar images in order to develop them quickly, such as info on the the City Stats tab of the Planet Screen. In 0.9.7.0, we replaced the info in the stats tab with a much more visually pleasing system using icons and square button graphics (see below). We’d like to go back and change more of the UI to use this kind of visual system if there’s time in this update.



Additional Tooltips: Some areas of the gameplay have been changed or added since we first started adding tooltips to the game, and as a result there are parts of the UI that really could do with some new tooltips. For example, we’d like to be able to add tooltips to the Morale / Security / Health graphs that display a breakdown of exactly where each stat is coming from. This will help you spot when your empire is being disrupted by nearby propaganda transmitters and enemy spies, or when you’ve just forgotten to build something.

Building Models: The large buildings such as Research Lab have been complete for a long time, but we haven’t added them as they aren’t textured yet and we want to add all of the remaining building models in one final pass. We’ve also been adding new buildings to the Robotic race archetype such as heat sinks, bytecoin miners, etc as part of our ongoing overhaul of the Robotic race gameplay. Now that this overhaul is finished, we’ll be texturing up those models and adding them to the game at the same time. This will hopefully be finished in time to put it in 0.9.8.0.

Extra Content: This includes adding new Disaster events, positive random events, more ship captains and planet leaders, possibly more temporal rift events, more ship weapons and modules, and possibly additional synergies in the Synergies tech tree. Since the Singleplayer Mission system is implemented, we may even be able to release our first difficult Challenge Map (admittedly with no points screen).

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Thanks once again for reading through this colossal dev update, and a special thanks to those of you testing the game and providing feedback for us during Early Access and sending in bug and crash reports. The next wave of Early Access keys has been delivered to anyone who requested one recently and the latest DRM-free edition of the game has been sent to those who requested it. If you’re a Kickstarter backer and you’d like an early access key for Steam or to check out the latest DRM-free non-steam edition of the game, send us an email to earlyaccessrequest@brainandnerd.com with the email address you used on Kickstarter and we’ll send one over as soon as we can!

Cheers,
— Brendan, Lead Developer

Комментариев: 2 Подробнее

21 марта

Patch notes for Singleplayer Mission Update (V0.9.6.9 - 0.9.7.1 Build ID: 1701603)

A full dev update blog with screenshots and in-depth details on everything in this update will be released hopefully tomorrow, along with plans for the final steps to get Predestination feature-complete and finish off the UI as quickly as possible.

Singleplayer Missions:
The vast majority of development time on this update has been spent on implementing the Singleplayer Mission system, a robust and highly moddable framework for creating story content within Predestination that we'll be using to deliver episodic story missions and interesting challenge maps in regular free updates after release.

The first mission (which is now live) tells the story of the Kazzir space race and functions partly as a hands-off tutorial by guiding the player through the Pre-Warp era of the game. For more detailed information on the mission framework and the Kazzir mission, or to give your feedback on either, please head over to The Official Singleplayer Mission Feedback Thread.

  • Implemented Singleplayer Missions. Each mission contains a set of mission Stages, each of which contains a list of objectives to complete to trigger the stage's completion.
  • Implemented Objectives code. This uses reflection to look up a variable within the game and checks it against the supplied value. Objectives can be optional or mandatory, and a failed mandatory objective will trigger the stage's failure condition.
  • Implemented Stage Triggers. On failure or success of a stage, it can then trigger either another mission stage, a victory or loss sequence, or a Conversation. This allows you to have brnaching storyline missions where failure of a stage can lead you to different dialogue and missions rather than just failing the whole mission.
  • Implemented Conversations. These are animated sequences featuring characters from any race in the mission (can be your own) or even just images loaded from the mission folder. The characters talk about something, and the player can at certain points be offered a choice between multiple alternative responses. The selected response can branch the conversation off into a different direction, cause a stat boost or penalty, grant a free technology from a special mission technologies file, or trigger a particular mission stage.
  • Implemented special mission technologies. This is a separate list of special mission-exclusive technologies that don't appear in the tech list, but can be granted to you by mission Conversations. These can be used as rewards for picking a certain dialogue option or mission objective. For example, a mission could ask you to pick your governmental policy for the next ten years and give you three options that give different stat boosts.
  • Implemented mission tech tree overrides. Each mission is loaded from its own specific folder. Singleplayer missions can detect technology files in their mission directory and load them instead of the standard technologies. This allows full customisation of the tech trees for each mission.
  • Implemented mission sequences. Each mission begins with a slideshow-type sequence just like the intro or victory sequences, with optional music and voice narration. This then gives way to the mission, which can start either with the first Stage active or by jumping into a Conversation. This is a pretty versatile system, for example the Kazzir mission's start sequence is simply a black screen saying "Loading Mission..." and it jumps straight into the first conversation to get the story started.
  • Implemented GalaxySetupData.txt. This allows you to specify the exact galaxy setup you want this mission to use. You can specify all of the galaxy parameters, whether to use a static or random seed, timers for temporal rifts / revenant attacks / legendary leaders (more info below), whether to make the map 2D or 3D, whether to start in the Pre-Warp or Space Exploration stage, whether to add the Revenant planet, whether to disable wormholes or not, and how many AI are in the game with you (including 0 if you want none).
  • Implemented new race setup system. GalaxySetupData.txt allows you to specify which races are in the mission, but also allows you to make changes to those races and their homeworlds through a new race setup system. You can specify the government type, leader name, which damaged ship to start with (or none if you want to remove it), how many cargo containers and crash survivors are scattered around your planet to be found, how many of a specific resource are on the planet, and how many of a specific resource are within 6 hexes of your starting city. For example, the Kazzir mission has no damaged ship, no crashed ships, and no survivors on the planet as it's a pre-temporal-disaster story.
  • Implemented MissionData.txt. This is where all of the mission stages and objectives are defined,
  • Implemented hidden objectives. Objectives can be marked as hidden to hide them from the player, which has multiple uses. You can have multiple stages active at a time and only trigger the win condition when all are complete by having a hidden control variable that checks if the other missions are complete too. You could have a hidden bonus with additional points awarded for completing a secret objective. Or you could make the story suddenly take a twist by having a conversation pop up in response to something you did, for example building a nuclear power plant after being threatened by another race not to build one.
  • Implemented timed objectives. Some objectives can have turn limits, after which if you haven't completed the objective then the stage's failure mechanism is triggered. They can also be set up as Survival objectives where you have to last for the specified number of turns without fulfilling the condition, for example surviving for 100 turns without losing more than 10 ships.
  • Implemented mission UI. This dropdown style UI displays information on all active mission stages and objectives. Each stage and objective can be expanded for further info and to track your progress, and there are tick boxes to show successful objectives or failed optional objectives. A failed mandatory objective will cause the stage's failure condition to trigger and deactivate the mission stage.
  • Implemented mission saving/loading. Singleplayer mission status and progress is now saved to the save game file and picks up where you left off upon loading.
  • Implemented GameStatistics class. This records a variety of stats and gives access to various useful objects such as the player's homeworld, and is intended to be used with the Singleplayer Mission Objective code, which uses reflection to look up variables to see if you've met the objective.
  • Temporal Rifts, Legendary Commanders, and Revenant Attacks can each be switched off in the singleplayer mission parameters file by deleting the relevant commands or commenting them out.

  • Added the ability for a singleplayer mission to disable the default ship designs so you have to build from the designs it gives you or create your own.
  • Implemented the ability to load custom ship designs for a singleplayer mission straight from the mission directory.
  • Implemented the ability to load custom tech trees for missions, including custom starting techs, ancient techs, synergies, and race-specific tech overrides.
  • Implemented the ability to load custom buildings, infrastructure, ship modules, and ship weapons for missions.
  • Implemented a new system for defining race-specific technologies that replace certain techs in the tech tree. This is used to replace the Kazzir's Entertainment Centre with a new Broadcast Tower infrastructure.
  • Implemented the Memory Events system that can remember key choices you make throughout your singleplayer campaign so they can be used in future missions. This is used at the end of the Kazzir mission.
  • Implemented a special mission-only technology list that can be given out to the player depending on which options they select in the mission conversation dialogues. This allows us to attach special rewards and bonuses to your choices and unlock specific ship techs and designs with certain choices.
  • Mission completion status is now saved in a file in the user's save directory. Right now we just display a tick next to the Singleplayer Mission button to indicate that the mission has been completed, but this will be used in the Main menu overhaul to provide more info on each mission that has been completed or unlocked.
  • Implemented the ability to load custom shaders for singleplayer missions for the conversation system. This is used in the Kazzir mission to show the distorted United Colonies signal.
  • Improved the Conversation system to be able to trigger a victory screen or end the mission at any time. This allows us to do branching storylines with different endings rather than having all story threads meet up at the same ending.
  • Added the ability to add some extra text to the Conversation screen when displaying your dialogue choices. We use this in the Kazzir mission to let the user know when his choices will be remembered in a future mission.
  • Added the dialogue text from our writer to The Kazzir Story mission and trimmed it to fit within the screen.
  • Added the ability to have gold deposits on the homeworld as a racial trait, and used it in the Kazzir mission.



    Morale/Health/Security V2.0
    Feedback from the recent Health/Security/Morale system update has been mixed, and players pointed out that it felt quite random and often difficult to manage. We went back and took a long hard look at this system and decided that the previous implementation was better, so we've gone back to the pre-0.9.6.0 version and then iterated on that with some changes and improvements. The short version is that Health and Security now show what percentage of your population is covered by those services and Morale is now a flat percentage, and planets can now acquire permanent bonuses to Health, Security and Morale through random events. A series of escalating disasters will hit you if you let Health or Security drop below 75% or morale drop below 50%, and some spy missions etc disrupt those stats.

  • Morale has been changed back to the way it was before 0.9.6.0. It's now a flat planet-wide value between 0% and 100%, decreasing based on your tax rate and increasing from Entertainment Centres and various technologies.
  • Health rating has been changed back to the way it was before 0.9.6.0, but with some tweaks. The rating is now a percentage between 0% and 100% indicating how much of the planet's population has medical cover. Each Hospital increases medical cover by 2,000 population, and various technologies increase it further.
  • Security rating has been changed back to the way it was before 0.9.6.0, but with similar tweaks to the health system. The rating is now a percentage between 0% and 100% indicating how much of the planet's population has security cover. Each Police Station increases security cover by 2,000 population, and various technologies increase it further.
  • The Loyalty stat has been completely removed from the game. Its role is now played by Morale, if you let it hit 0.
  • The Entertainment Centre is now a piece of planetary infrastructure rather than a building inside the city, and has been buffed from +10% morale to +20%. This makes more sense as morale is a planet-wide stat and different sizes of planet have different numbers of cities.
  • Morale below 100% now reduces the combat rating of the cities on the planet in response to enemy ground troops by (100-morale). E.g. morale of 75% will give -25 combat rating. This is a significant enough penalty that players should want to avoid more than -10 to -30% when at war, and will want to use Propaganda Transmitters.
  • Health coverage below 100% now reduces the population growth rate of the planet by (100-health)%. E.g. A 75% health rating will reduce population growth by 25% (40/turn would become 30/turn). This isn't a huge problem, but health disasters of escalating severity begin to be triggered below 75%, 50%, and 25%.
  • Security coverage below 100% now reduces the planet's economy by (100-security)%. E.g. A 75% security rating will reduce a GDP of 100BC/turn by 25% to 75BC/turn. As with health, disasters of escalating severity begin below 75%, 50%, and 25% security.
  • Added a new system of permanent planetary bonuses or penalties to Morale, Security, and Health. The homeworld starts off with +10 to each and all planets start off with +2000 health and Security coverage so your first city is safe, and further bonuses or penalties can be accrued through random events.
  • Redesigned all of the Disasters that trigger on low morale/health/security to provide options that may permanently raise or lower the planet's stat by 10 points.
  • Captured planets now suffer from a flat -40% morale penalty that you have to deal with, either by building entertainment centres or dropping your global tax rate.
  • Added the Mind Control technology, which eliminates the -40% morale penalty for conquered planets and allows the Psionic Flux Phaser to be used in planetary bombardment. When used to bomb a city, the Psionic Flux Phaser immediately mind controls the population with no resistance regardless of any ground troops. This is a very powerful endgame technology in the Galactic Domination stage of the Sociology tree.
  • Added a new Morale disaster for when morale hits 0 in which the planet attempts to leave your empire. Options include allowing them to leave, pacify by force, and granting a civilian government. This new civilian government option cuts the planet's tax and productivity and puts an AI in control of it, but allows it to remain in your empire.
  • Added new disasters for conquered planets with morale below 50%, where Rebels can plant bombs to obliterate farms, ore refineries, or a whole city.
  • Added a new disaster for captured planets in which a freedom fighter re-captures one of the cities.
  • The Tax Office has been re-branded as the Housing Office. It still increases taxable economic wealth by 25% in the city, but now reduces the combat rating of that city by -20 rather than changing planetary morale. This seems more sensible as morale is a planet-wide stat.
  • Warlords such as the Z'loq now get -5 Morale for each city on the planet without a military barracks.
  • Nuclear power plants now reduce the planet's health coverage by 2,000 population.
  • Crimewatch tech now provides +5 morale for each city with a police station
  • The Sabotage Computers spy mission now reduces Security coverage by 8,000 citizens while active, and periodically attempts to shut down farms, refineries, or research labs for 10 turns. The security hit makes this mission's success rate higher than usual if the planets' security is low enough that it drops below 100% security coverage.
  • The Incite Civil Unrest mission now reduces Morale on the planet by 40%. The mission will be augmented in a future update to periodically cause a riot disaster, which can cost the enemy money to handle or even permanently reduce planetary morale. At the moment, this is only achieved if the planet's morale drops below 50%.
  • Adjusted the warning section of the planetary resource graphs etc to give more information. It now also explains the penalties for low health, security, and morale.
  • Propaganda transmitters no longer affect races you have an Alliance with. They still affect those you have a Peace treaty with as it's considered a covert action and the enemy race cannot discern where it's coming from.
  • The Tax window now gives an orange warning if any planets will have below 100% morale with the selected tax rate, and red warning if any will be below 50% morale.
  • Adjusted all technologies and Galactic Council resolutions involving Morale, Security, and Health to provide +10, +20, and +30 bonuses rather than +1/2/3 per turn.




    Robotic Race Overhaul:
    The Robotic race archetype still had several organic-based technologies in its tech trees and some options such as the Forge Services turned out to be extremely micromanagement-heavy. We've solved this by adding new Robotic-only technologies that unlock Forge Services, and overhauling how the forge services work. There are now three construction options (Construct Citizens, Deconstruct Citizens, and Construct Seed Ship), and four toggleable Forge Patches (Virus Scanner, Spy Scanner, Distributed Computing, and Bytecoin Mining) which consume energy per turn to run. We've also added some new endgame technologies for the Robotic races, such as a powerful new power plant and food source that requires Toxic planets.

  • Added a new Forge Construction: Seed Ship technology that adds the ability to construct a seed ship to the forge build options. This turns 2,000 population and 5,000 metal into a special colony ship with no warp drive.
  • Removed the Forge Patch options that were activated manually and replaced them with four new options, only one of which can be toggled on at a time and all of which are unlocked by technologies:
  • Forge Patch - Virus Scan: +50 security when toggled on. Costs 50 energy/turn to run this program.
  • Forge Patch - Spy Scan: +50 spy defense when toggled on. Costs 50 energy/turn to run this program.
  • Forge Patch - Mine ByteCoin: +1 BC per 2,000 population when toggled on. Costs 100 energy/turn to run this program.
  • Forge Patch - Distributed Computing: +1 RP per 2,000 population when toggled on. Costs 100 energy/turn to run this program.
  • Robotic races are now affected by morale bonuses and penalties (e.g. Propaganda transmitters), but cannot be taxed or research the Entertainment Centre. They instead get -10% morale for each city with no Support Center to encourage you to expand slowly on new planets.
  • Robotic AI will now correctly build the Support Center in every city once they have it. This is optional for players as Robotic races can function fine with negative morale down to -50, but morale penalties now decrease combat rating and propaganda can cause it to dip below 50%.
  • When on the planet screen as a Robotic race, the economy stats displayed no longer include Citizen tax and now include Bytecoin Mining.
  • Renamed all Design Enhancement technologies to Upgrade instead, as it's shorter and makes more sense.
  • Replaced Bio-Engineered Crops technology for Robotic races with Radiogenic Power Plant, a new power plant that consists of a modified Gas Harvester which draws in radiogenic particles from the atmosphere of Toxic planets and generates 200MW of power
  • Replaced Cybernetics technology for robotic races with Radiogenic Fuel Pellets. Unlocks the Radiogenic Fuel Pellet Factory infrastructure, which produces 4000 fuel pellets per turn and can only be built on toxic worlds inhabited by a robotic race.
  • Replaced Android Citizens technology for Robotic races with The Cloud, which allows your citizens to exist within a virtual data cloud and control multiple robotic bodies as needed. This doubles the number of citizens that can be built on all planets across your empire.




    Misc Features and Changes:
  • Temporal Rifts, Legendary Commanders, and Revenant Attacks now all happen on timer systems so that they happen regularly throughout the game rather than just being random. Revenant Attacks can also be switched off for sandbox games using the galaxy creation menu as below.
  • Added a new "Revenant Attack" slider to the New Game galaxy creation screen that varies the strength and frequency of revenant attacks. Options are: Small, Average, Large, Insane, and Off. (Small produces a 50% strength revenant attack every 90-110 turns, Average produces a 100% strength attack every 115-135 turns, Large produces a 200% strength attack every 140-160 turns, and Insane produces a 200% strength attack every 40-60 turns.)
  • The planet interface now remembers which tab was selected when you zoom in and out of the planet, and remembers where each of the tabs' scroll bars were.
  • Improved the tooltips for all the race stats on the Race Select screen
  • Improved the graphics on the Race Select screen by using the race logos instead of text and changing the bar image
  • Added capability to have ships with no FTL drives. These have red text saying "No FTL" on the system window and are left behind if you try to move them from one system to another.
  • Replaced the combat type damaged ship with a new more powerful ship with shields, armour plating, lasers, and mass drivers but no FTL drive. This should help it stay useful later into the game.
  • Increased the Fleet Combat field size when a large fleet is involved, and placed them further apart.
  • Temporal Rifts can now spawn on maps with no AI races. This could not happen in a standard game but could in singleplayer missions with no AI.
  • Updated the Planet AI to take into account the need to build Entertainment Center infrastructures to keep the tax rate comfortably at ~40%.
  • Homeworlds can now generate with additional deposits of resources specifically near the first city or elsewhere on the planet. This can be from either a racial trait or a singleplayer map generation parameter.
  • Planets now generate fewer ore deposits, but the deposits that are generated are larger and less random (2-4 times mineral roll, plus 1 times mineral roll in deep core deposits).
  • Toxic planets now generate more gas deposits and fewer ore deposits.
  • Coal now generates in small groups deposits on any planet that has it, rather than isolated single deposits. Planets with lots of coal may have it split over more than one deposit.
  • Cleanup: Removed old code for disease outbreaks, rioting and radiation on planets. We've re-built these things as Disaster events with immediate consequences.
  • Cities now get +1 ground troop per 1000 population, or +1 per 500 population for Warlords. This is worked out using an even distribution of population proportionally across all cities.
  • Added new Ship Module passive effects to increase Security, Tax income, and max population to a planet.
  • Galaxies now generate 1 nebula per size category, regardless of galaxy age (1 for Tiny, 2 for Small, 3 in Medium, 4 in Large, and 5 in Huge). The size of the galaxies on larger maps have been slightly reduced to compensate, and Nebulae can now contain homeworlds. A fix was previously put in to prevent homeworlds in nebulae from being re-generated and accidentally annihilating a race at the start of the game.
  • Shipyards will now pause if there is no metal available due to colonies upgrading blueprints. Colonies are now always prioritised over the shipyard.
  • Shipyards will now pause if there aren't enough command points remaining to build the ship.
  • Replaced the ugly stat list on the System window's Stats tab with shiny icons
  • The City Stats window when zoomed into a city now draws starbases or other pieces of infrastructure with orbital ships attached by drawing the ship rather than the building. No more giant orbital tether sprawling across the screen!
  • Improved the diplomatic advisor reports to be more specific about how much a deal is in your favour or the enemy's, and separately to judge whether they'll accept it. For example, if a deal is clearly weighted toward you but you have positive favour with the race, they may accept it anyway.
  • The Homing Beacon Initiative now provides only a 33% increase in legendary leader spawn rate, down from 50%. This now stacks with the Charismatic trait (not currently used by any race yet).
  • When exiting the Shipyard Screen, if you were previously on the Planet Screen then the game will open the planet again rather than the Galaxy screen.
  • Cleaned up all of the Level creation code and split it into generation and cleanup methods that can be invoked separately. This allows me to create levels via other means (e.g. singleplayer missions) and then perform all of the Level creation cleanup manually.
  • AI races are now slightly more inclined to annoy each other and declare war on each other if they think they have the advantage. This will need to be looked at a little more closely as I implement the Diplomatic Demand AI.
  • Added new ini options tooltipAnimationFramesClose and tooltipAnimationFramesOpen so now they open faster than the tutorial windows.
  • All Disaster events now provide a short immunity to further disasters happening in your empire and a longer immunity to that specific type of disaster happening again. This should make them less frequent and annoying while maintaining them as punishments for running a poor empire.
  • The Habitation Module is now a non-combat starbase module that provides living space for 2,000 population, +4 BC/turn and +20 planetary morale. If it ever gets destroyed, the planet it was stationed on will suffer a permanent -20% morale penalty. Unlocks the Starbase (City) design.
  • Technologies can now contain a variety of Stat bonuses rather than just enabling pre-defined boolean flag that causes the stat increase. E.G. The +10 ground combat increase from Combat Boosters could now be done directly by specifying "Stat = GroundCombat, 10". This is used primarily for special singleplayer mission techs.

  • Added a copy of the Renegades ship parts under the Kazzir race files. This will slightly increase the loading times, but solves a wide variety of bugs and needs to be done before we can add the final Kazzir ship parts anyway.
  • Added the Ship Module ability to generate a flat amount of money per turn. Previously this multiplied for every planet in the system, which was wrong.
  • Reduced the impact of diplomacy actions on a race's favour, both for positive and negative reactions. Positive reactions reduced from 25% of net score to 10%, and negative reduced from 6% when extremely offended and 2% when offended to 5% and 1% respectively.
  • Damaged Colony Ship now gives +10 Health and Security so that it can handle the extra 2,000 population it stores without causing difficulty.
  • When exiting the Shipyard Screen, the game now remembers if you were at a planet or on the galaxy screen and re-opens the last screen you were on.




    Bug-fixes:
  • Fixed a bug causing tooltips to get stuck in a loop of rapidly opening and closing sometimes.
  • Fixed a bug preventing the Upgrade button from appearing on tiered buildings when zoomed into the city.
  • Fixed a bug with tutorial popups sometimes getting stuck on the diplomacy screen
  • Fixed a bug causing planet mineral deposits to be re-rolled differently depending on when you first open the planet. It was accidentally using the global random number generator rather than the planet seed.
  • Fixed a related bug causing extra Fertile Soil and Fish deposits to be generated on a planet using the global number generator rather than the planet seed.
  • Fixed a bug causing Gas Harvesters to get research points from gas other than Xenon.
  • Fixed a bug with the food bonuses from technologies not always applying if you have a racial bonus (e.g. Renegades)
  • Fixed a bug causing the planet's stats to not update immediately when you demolished a building.
  • Modified the nebular graphics to prevent a strange washed out effect that could sometimes be seen in the middle of some of them.
  • Fixed a bug causing ship weapons with ammo to magically refill on entering fleet combat or performing any action that refreshed its stats such as saving and loading. Ammo status is now maintained across weapon refreshes.
  • Fixed a bug where certain galaxy parameters were being set on a temporary galaxy during map creation rather than the actual galaxy being generated. This didn't cause any noticeable effects on gameplay, but was spotted when it caused problems for singleplayer missions using non-default options for some galaxy parameters.
  • Stars that visibly appear to be inside a nebula should now correctly recognise that they are in a nebula. This mostly affected Primordial age maps with their giant nebulae.
  • Fixed a number of instances of text misalignment in dialog boxes.
  • Fixed a rare bug that could happen after the Victory sequence played that caused the screen to just go black rather than quitting back to the main menu.
  • Fixed a small bug with the height of the Trade Route window, which would make it so you couldn't scroll down the whole list in the System Window for a star system with a large number of trade routes.
  • Fixed a crash if you attempted to sve a new ship design with the Save button instead of Save As. The Save button should be grayed out, but sometimes was not.
  • The AI will no longer attack your planets if the attack fleet was in transit when a peace agreement was reached.
  • Fixed a small bug causing the Revenant ships to sometimes get stuck in a star system because something happened to the planet they were on their way to attack.
  • Fixed a bug causing the Food starbase to use the Energy starbase design.
  • Fixed robotic AI accidentally setting a tax rate
  • Race-specific technologies are no longer considered equivalent to a technology which is functionally identical but belongs to another race. E.G. All races have a tech that gives +10 Spy Bonus but for Robotic races it's called Predictive Algorithms and for organic races it's called Psionics. Previously the game thought these were the same tech and allowed you to trade Predictive Algorithms to a humanoid race, grant them Psionics. This is no longer possible.
  • Fixed bug preventing the plural demonym of races from being loaded. Functionally, this made no difference as it wasn't used anywhere until now.
  • Fixed a bug causing some technologies to be incorrectly classified as race-locked techs just because they had been moved around in the race's tech override files.
  • Fixed a number of small mistakes in the tutorials, and updated a few of the tutorial text files with new information.
  • Fixed a bug in the Robotic tech trees where Bytanium Battle Armour didn't link to one of the techs it was supposed to.
  • Fixed one of the premade frigate ship designs having Asteroid Miners attached instead of fake cosmetic ones.
  • Fixed a bug where tooltips would display for elements that are currently invisible. Sprites drawn with an alpha of over 0 were being drawn even if the supplied colour had an alpha of 0, which caused the game to think they were still visible and pop up tooltips on mouseover.
  • Fixed a crash that could happen if a singleplayer mission limited the tech eras to pre-warp only.
  • Fixed a bug where clicks could go through the Diplomacy screen and into the Galaxy screen behind it in rare circumstances, allowing you to hit the End Turn button accidentally.
  • Fixed a strange bug that could allow the diplomacy event queue to persist through load game calls and even new level creation, leading to some strange effects and even crashes. This was extremely rare, and I'd be surprised if anyone encountered this bug in the wild.
  • Fixed bug where the AI wouldn't evaluate all races until the 2nd turn after creating or loading the game.
  • Fixed bug causing the game to only attempt to save or load the game once. Now it retries a few times if something goes wrong rather than just crashing immediately.

    **Truncated bug list due to length. Full patch notes are available in the official Development Tracker thread**

    Cheers,
    -- Brendan, Lead Developer

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Об этой игре

Predestination is a turn-based sci-fi 4X game set in the distant past of our own galaxy. Ships from countless races are flung back in time by a powerful hostile race known as the Revenants, and must now work to rebuild their empires and somehow stop the Revenants in the past. Explore the galaxy, colonise habitable worlds, meet alien races, and wage war. Predestination aims to blend the gameplay of classic titles like Master of Orion II with more modern 3D graphics and new game mechanics 4X fans have been waiting years to get their hands on: A 3D galaxy map, turn-based tactical fleet combat, advanced planetary exploration and colonisation gameplay, terraforming, a seamless 3D ship designer, and many other features.

Current build and release plans


Predestination has been in Early Access for nearly two years, and it's now almost feature-complete thanks to your support and feedback. The main things left to add before release are an episodic singleplayer story campaign, parts of the user interface, and content such as 3D models, sound effects, and some content designed by our Kickstarter backers. We aim to have the game feature-complete for our Early Access anniversary month of February 2017, after which we'll begin polishing it for final release and more heavily iterating on gameplay and balance based on your feedback.

The game is fully playable in its current state, but it's still missing a few features and hasn't been polished significantly. If you enjoy testing new games in development, helping to shape an emerging game with your feedback, or supporting dedicated indie developers, buying into the Early Access now will definitely help us out. If you're just looking for a new game to play and the Early Access process doesn't appeal to you, we would instead suggest adding the game to your wishlist and keeping tabs on development through our regular development updates. You'll get a notification when the game is officially released in a few months and can make a decision then. Predestination is currently singleplayer-only.

Post-release plans


Brain and Nerd has already committed to supporting Predestination long after release. We sold Free DLC for Life as a reward tier during our Kickstarter campaigns and have promised at least one expansion and several DLC packs, and we've promised to add multiplayer and modding tools in free updates after release. We have some very exciting plans for future content, such as space monsters and races with living ships, and constantly turn to our community for ideas. Stay with us and keep an eye on our development updates for more news on this after release.

History


Independent game development studio Brain and Nerd was founded in January 2012 by Queen's University Belfast graduate Brendan Drain and Tina Lauro, and work immediately began on Predestination. When it became clear that Predestination would need some funds to continue development, a campaign for the title was launched on Kickstarter in November 2012 and went on to become the first Irish game to be successfully kickstarted, reaching 200% of its initial goal. A small grant from the Arts Council of Northern Ireland's Creative Industries Innovation Fund allowed us to add a stretch goal feature that we didn't reach during the campaign -- A freeform 3D ship designer. A small secondary Kickstarter campaign was launched to improve on the 3D ship designer with new features like customisable space stations and CAD-like advanced tools, which was also successful.

The game's Fleet Combat, Planetary Colonisation and Galaxy level gameplay were each developed as separate modules and individually tested by our dedicated beta backers before being joined together into one cohesive playing experience. We launched this as our first alpha build on Steam Early Access in 2015, and have continued to develop the game with your support and continued feedback. Since then, we've released over 70 updates and implemented almost all of our target features, including:
  • Tax system and economic gameplay
  • Ground combat, planet bombing and capturing
  • Space Exploration galaxy age -- Skip straight to colonisation.
  • Planetary morale, health, security and loyalty systems
  • Trade Routes and blockades
  • Diplomacy System
  • Race Stats and four Race Archetypes with unique technologies and gameplay
  • 3D Ship Designer & racial ship part models for 3 races
  • Ship captains and colony leaders
  • A directed tutorial for 4X newcomers
  • Wormholes
  • Planet specials, including strategic resources
  • Warp-capable missiles
  • Temporal Rifts, and Revenant attacks (random events)
  • Planetary disaster events
  • Building and infrastructure models (90% complete, final batch in progress)
  • Tech Era 3: First Contact
  • Tech Era 4: Galactic Domination
  • Synergies technology tree
  • Multiple Victory conditions
  • Spying Gameplay

Системные требования

    Минимальные:
    • ОС: Windows Vista, Windows 7, Windows 8 or Windows 8.1
    • Процессор: 2+ GHz single-core
    • Оперативная память: 3 GB ОЗУ
    • Видеокарта: 1GB+ dedicated graphics card (DX9 SM3.0 compliant)
    • DirectX: Версии 9.0c
    • Место на диске: 3 GB
    • Звуковая карта: DirectX 9 Compatible
    • Дополнительно: Some laptop GPUs are not yet supported. Optimised low graphics options for low-end PCs are not yet included.
    Рекомендованные:
    • ОС: Windows Vista, Windows 7, Windows 8 or Windows 8.1
    • Процессор: 3+ GHz dual-core
    • Оперативная память: 4 GB ОЗУ
    • Видеокарта: 1GB+ dedicated graphics card (DX9 SM3.0 compliant)
    • DirectX: Версии 9.0c
    • Место на диске: 3 GB
    • Звуковая карта: DirectX 9 Compatible
    • Дополнительно: Some laptop GPUs are not yet supported. Optimised low graphics options for low-end PCs are not yet included.
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