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 ее 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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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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20 декабря 2016

Dev Update: Spying, War AI, Advanced Weapons, Planet Tweaks and more deployed. Singleplayer missions & UI update next!




For the past few months we’ve been working on some big features and AI upgrades for Predestination, which have now been deployed as Update V0.9.6.0. This update includes the Spying gameplay and its associated technologies, advanced new weapons designed by some of our Kickstarter backers, planetary resource distribution improvements, and a brand new War AI system that intelligently selects targets and wages war against enemy nations. Also included in this update is a revised version of the morale, security and health systems, robotic race improvements, Galaxy AI improvements, and a huge number of bug-fixes and other changes.

This update paves the way for us to start work on the final major features for the game before we are feature-complete: The first episodic storyline mission, mission-modding capabilities, and the unfinished Fleets and Planets dropdown menus. We’re working hard on getting these features complete as quickly as possible and will be deploying them as V0.9.7.0, and after that all we should have left before we’re at the main version 1.0 release is content such as additional races of ship models, more random events and disasters, some new technologies, Kickstarter backer content, and UI improvements. At the same time, we can focus on polishing and iterating based on your feedback and get ready for the main launch and to get started on free post-release updates.

In this dev update, I’ll go into detail on everything in version 0.9.6.0 and talk a little about what’s coming in 0.9.7.0.





We discussed the spying gameplay in detail back in July, when we decided to move it from the planned features list into the main game release due to popular demand. The Spying gameplay is now live in 0.9.6.0 and is mostly the same as what was previously announced, with a few mechanics changing from the previous plan. The old system required you to send spies on individual missions, which turned out to be very micromanagement-heavy and easy to lose track of and had to be re-designed to be more passive.

In the final implementation, you still pay 100 BC to insert a spy from a spy ship into a city, and you still pick which mission you want the spies on that planet to attempt. Each mission now costs a certain amount of money per turn instead of a lump sum, and your spies continually attempt that mission until you switch missions or they are caught. To support this, we’ve combined several of the missions together to make the choice more logical:

  • Hide: “Infiltrate the planet and lay low awaiting further orders. All spies gain +1 infiltration rating each turn, with the possibility of establishing contact with criminal and subversive elements in the target planet’s society for a surprise 25% bonus once every 10 turns.” This is the default mission and costs 0 BC/turn.
  • Hack Computers: “Hack the planet’s computer systems to steal important data. Spies may steal the enemy’s maps of the planet, money from the treasury, research points from the scientific network, or even complete technologies.”
  • Sabotage Computers: “Introduce a virus into the planet’s computer systems, disrupting planetary activities. This may destroy research points, shut down infrastructure, reduce planetary morale, reduce the planet’s health rating, or reduce the planet’s security rating.”
  • Plant Bombs: “Attempt to plant bombs inside cities, buildings, infrastructure, starbases, and ships in orbit of the planet. This mission carries the increased risk that the spy may blow himself up in the destruction.”
  • Incite Civil Unrest: “Attempt to incite civil unrest and rebellion among the population, reducing the morale and security ratings of the planet temporarily. If the planet’s loyalty rating drops low enough, the planet may even defect to your empire”
  • Assassinate Leader: “Attempt to assassinate the legendary planet leader currently stationed on this planet.”


Above is the user interface for spying, showing two infiltrated spies and some of the missions available, along with their costs per turn and estimated chances of success. The spy will attempt his mission every 10-25 turns and a failed mission has a 25% chance to result in your spy being caught and killed by the enemy security forces. A caught spy will cause a diplomatic incident, costing you favour with the enemy race, treaties to be cancelled, and even war to be declared if your favour is low enough. We’ve also added some new spying technologies as part of this update:
  • Atomiser Implant: Spies are equipped with an implant that completely atomises the body on death and leaves no trace. If your spies are caught during a mission, the enemy race will not be able to prove that the spy belonged to your race and there will be no negative diplomatic actions.
  • Computer Hacking: Spies can be trained in advanced computer hacking techniques, providing a +20 bonus to the Hack Computers spy mission and a +20 bonus to defense against enemy hacks. A successful hack attempt will steal planetary maps, money, research points, and even full technologies.
  • Spy Satellite: The Spy Satellite probe is an unmanned stealth probe fitted with an FTL drive and advanced camera equipment. It can be installed in orbit of an enemy planet in order to perform surveillance spy tasks and give your spies a +50 bonus to all spy actions for 100 turns.
  • Neural Interface: The Neural Interface ship module allows a ship’s captain to directly interface with the ship’s systems, doubling the bonuses provided by any Legendary Captain aboard the ship. Spies can also use this technology to access computer systems more effectively, giving a +10 bonus to all spying actions.
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This patch included an overhaul of terraforming weapons and several new ship weapons and modules designed by our Kickstarter backers, plus a few changes to existing weapons. The Plasma Mine Layer was a little bit rubbish as the AI just avoids them, so we improved it to deploy a small field of mines instead of just one at a time so you can surround a ship in mines or use them to block off an area.

We’ve added the Titan ship hull to the game, which is now the largest ship hull in the game with 1350 base armour, 2100 base power output. A larger Dreadnought ship hull size was originally planned but it didn’t fit the current technology progression and wasn’t very practical to build or control in Fleet Combat, so we removed it and buffed the Titan instead. Below is information on all of the new ship weapons and modules:
  • Plasma Storm Bomb: Reduced from 200 damage to 100 and added the secondary effect of creating Electrodynamic storms in the planet’s atmosphere, making it impossible to run any factories and ore refineries for 5 turns. This can help you stop an enemy from rebuilding as you lay siege to his planet.
  • Empulsor Device: An Electromagnetic Pulse device powered by an anti-matter reaction and designed for planetary bombardment. The Empulsor bomb can be dropped anywhere on a planet and will immediately shut down all infrastructure and orbital structures on the planet for the next two turns. The device gives off harmful radiation and is only suitable for use on unmanned warp-capable missiles.
  • Disassembler Bomb: The Disassembler Bomb contains a breed of destructive nanites enclosed in a standard bomb casing. When used to bombard an enemy city, the nanites seek out and disassemble a piece of infrastructure connected to the city, turning it back into raw materials. Half of the metal used to build the structure is reclaimed by the planet’s owner.
  • Graviton Field Emitter: By shunting high-energy plasma through a sustained graviton emitter, the Graviton Field Emitter ship weapon creates an uncontrolled graviton field on the battlefield. The field deals 20 damage to all ships in its area of effect each turn, slows all ships in its area of effect, and lasts until the end of combat.
  • Proto-Wormhole Generator: By interleaving two opposing graviton fields, the Proto-Wormhole Generator ship weapon causes a localised spatial displacement, sending any ship in the selected hex to a random unoccupied position on the battlefield. The weapon has to cool down for 3 combat rounds between uses.
  • Quantum Destabiliser: The Quantum Destabiliser uses a modified tractor beam to scramble the enemy ship at the molecular level, causing components to fuse and short circuit. The beam deals 10 damage directly to a ship’s armour, bypassing any shields, and increases by 10 damage each turn until the target ship is destroyed or the beam is terminated. Each Quantum Destabiliser weapon can be active on only a single ship at a time.
  • Psionic Flux Phaser: The Psionic Flux Phaser is a ship weapon that uses psionic frequencies to transmit thoughts and propaganda directly into the minds of enemy crewmen, disorienting them during the battle and causing them to make mistakes. The affected ship’s engines, weapons, or shields will be disabled for 3 turns.
  • Fleet Heart: The Fleet Heart is a power-hungry ship module that uses quantum entanglement to link together the computers of every ship in a fleet and share sensor data in realtime. Every ship in the fleet benefits from +20% damage and a +10% chance to dodge incoming attacks while a ship carrying a Fleet Heart is operational. Only one Fleet Heart can be fitted to a ship, and the effects of multiple Fleet Hearts in the same fleet don’t stack.
  • Habitation Module: Contains living space, hydroponic farms, and facilities for 2,000 citizens. When stationed in a friendly star system, the self-contained miniature city will produce 4 BC, 50 metal for one planet in the star system, and +10 morale for all planets in the system each turn. If it ever gets destroyed then you’ll suffer a -20% morale hit on all planets across your empire.

Terraforming weapon overhaul:
  • Dessication Device (Reptilian Only): The Dessication Device is a low-yield bomb that introduces a self-replicating crystalline structure into the oceans of the target world, where it absorbs water and locks it away underground to reduce the sea levels. The planet’s climinate will become 10% closer to Desert status, making it more habitable for Reptilian species and less habitable Humanoid, Aquatic, and Robotic races.
  • Liquefaction Device (Aquatic Only): The Liquefaction Device is a low-yield bomb that spreads catalytic nanoparticles throughout the atmosphere of a habitable planet, combining free oxygen and hydrogen into water in order to raise the sea levels. The planet’s climinate will become 10% closer to Ocean status, making it more habitable for Aquatic species and less habitable Humanoid, Reptilian, and Robotic races.
  • Weather Stabiliser (Humanoid Only): The Weather Stabiliser is a low-yield bomb that spreads biological catalysts throughout the upper thermosphere of a habitable planet to stabilise the planet’s weather patterns and promote diverse ecologies. The planet’s climate will become 10% closer to Terran status, making it more habitable for Humanoid species and less habitable Aquatic, Reptilian, and Robotic races.
  • Smogger Bomb (Robotic Only): The Smogger is a low-yield bomb that spreads light-blocking particles of carbon soot and dust throughout the atmosphere of the target planet, reducing the global temperature and attempting to trigger an early ice age. The planet’s climate will become 10% closer to Ice status, making it more habitable for Robotic species and less habitable Aquatic, Reptilian, and Humanoid races.
  • Genesis Device: A metastable biological catalyst in a standard bomb casing, capable of completely wiping out all life on a planet and re-generating it as a paradise for your species. The Genesis Device can be launched at any planet, instantly transforming it into a Terran world and destroying all structures. The Genesis Device is a single-use warhead that can only be fitted to warp-capable Missiles. Use of this device on colonised planets may incur a diplomatic penalty with other races.


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Every part of Predestination’s gameplay has an accompanying artificial intelligence module that makes decisions using the same kinds of criteria that a player would use, and the interplay between these AI modules often leads to unexpected emergent results. When we implemented the War AI system we found that the AI sometimes made some odd decisions such as asking for peace with a race shortly after declaring war on them, or two races both invading each other’s planets rather than defending what they’ve already got.

Complex AI is tricky to debug, but after spending some time setting up in-game scenarios to test the AI’s reactions, we managed to figure out what was causing most of these odd quirks and solved them with a new AI Goal system that operates in distinct phases. All races start with the goal of expanding their empire rapidly and then later switch to other goals depending on the circumstances that they find themselves in. The AI continually re-assesses its military strength, diplomatic relationships, and empire metrics compared to the other races in the game and makes its decision on what goal it should pursue based on that. The five goals it can use are:
  • Expand: This is the default AI goal and instructs the race to prioritise outward exploration and expanding into new star systems. This is analogous to the Explore and Expand phases of a typical 4X game.
  • Consolidate: Prioritises colonisation of suitable planets in star systems you’ve already colonised, and building up all of the existing planets. The Consolidate goal is typically triggered by other races encroaching on the AI’s territory, and is analogous to the Expand and Exploit phases of a typical 4X game.
  • Diplomacy: Prioritises diplomatic contact and advancing its race’s technology and status within the galaxy rather than simple expansion and colonisation. This goal also includes building up more military defences to act as pressure in diplomacy, and is analogous to the Exploit and Exterminate phases of a typical 4X game. The AI currently only does simulated diplomatic deals with each other and not with the player, but this is coming in a future update.
  • Defend: Prioritises building up military defences and slow down its colonisation. It’s often triggered by the presence of a more powerful race threatening the AI’s borders and is analogous to the Exploit and Exterminate phases of a typical 4X game.
  • Conquer: Prioritises declaring war on another race and invading its planets, as well as building military defences and attack ships. This goal is typically triggered when a race has assessed that it’s more powerful than the other races in the game, and is analogous to the Exterminate phase of a typical 4X game.
Giving the AI these overarching goals that influence its behaviour in all aspects of the game was enough to make their gameplay a lot more cohesive and player-like, and we also took the opportunity while working on this to refine some of the rules the AI uses to make its decisions. The AI now has added incentive to colonise planets with strategic resources, specials such as crashed alien ships or ancient civilisations, and star systems with wormhole connections. They also now build ships in up to 3 shipyards simultaneously rather than just building in their best shipyard and leaving the others empty, and we’ve improved how the AI values Peace and Alliance treaties. Below is a screenshot of the new AI goals and debug panel, a new tool that helps me to figure out bugs in the AI by showing some of the stats it uses in the decision-making process.



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War Declaration: The AI races now periodically assess whether they should declare war on another race using parameters such as fleet strength, strategic weaknesses in the enemy planets, their current favour level, the difficulty setting, and the personality type of the race’s randomly generated leader. The AI also now automatically declares war if you bomb their planets or attack their fleets.

Strategic Analysis: When in a war, the Strategic Analysis AI will periodically analyse the enemy planets for strategic weaknesses and compare the strength of its own fleets to the strength of your fleets and planetary defences, also taking into account all the ships that could reach the target system in time to defend against attack. It will put together fleets it thinks can defeat a target planet or fleet and dispatches them to attack.

Bombardment and Capture: The AI is now capable of bombing enemy planets and launching troops to capture them. After a successful attack on a planet, the AI will then continually bomb it until it runs out of ammo, destroys/captures the planet, has to return home to defend another planet, or is repelled by enemy forces. This can lead to long sieges and blockades if you have city shields, and the AI may dispatch additional ships or find a weaker target.

Defensive Deployment: The Defensive Deployment section of the War AI deploys an empire’s ships based on an assessment of nearby threats. It works out how many enemy ships could reach each star system, assesses the threat they pose (modified by whether they are at war or have a peace treaty or alliance) and sends enough ships to defend. This naturally tends to deploy ships around the race’s borders and concentrates them near other races they are at war with. This part of the AI was already implemented, and has now been refactored and absorbed into the War AI code.

Bid For Peace: The War AI continually re-assesses how its current wars are going and can decide to bid for peace with the enemy race. It will generate an offer that it thinks the enemy will accept, which may contain technologies and money to sweeten the deal. If the race is losing the war and it’s absolutely hopeless and they think they’re never going to be able to secure a peace treaty, they can sometimes even surrender to another race. All assets and planets are transferred over to the new race on surrendering, and a special diplomacy event announces it.



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We’ve made some improvements to how planets generate resources in response to recent feedback from the Steam discussion forums. It was pointed out that planets with higher mineral ratings had more deposits of Ore but that there was no guarantee that they would be closely grouped together so you could end up with a lot of ore refineries with 4 or fewer deposits in them. There were enough deposits to run several full-scale industrial cities, but if you ran a specialised setup with just 1-2 industrial cities those cities wouldn’t be any better than those on other worlds.

To solve this problem, we re-designed the resource distribution mechanics to group deposits together into larger clumps, so now veins of ore on mineral dense planets can now extend over a large portion of a continent. We’ve also applied this new strategy to other resources, so coal can now generate in small clusters and organic-rich planets will now roll patches of fertile soil, fish for Ocean/Swamp planets, and Land Animals for Terran planets. This will let you get more out of a planet and will also help you decide where to place cities as the resources are less spread out over a planet’s surface.



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The Morale, Security, and Health systems have been overhauled as part of implementing the Spying gameplay and War AI. In the old system, planets had flat values for each of these stats based on factors such as tax rate and buildings on the planet, and the only way to change them was to change those factors. In the new system, Morale, Security and Health are now resources that can be increased or decreased over time or reduced in chunks by special events or weapons. We’ve been following the feedback on this feature since the patch went live and are eager to hear any thoughts you have on the system after playing with it. Does it make sense, is it too chaotic, is the tax system fair, does the UI need tooltips to give a breakdown of the stats, etc?

Tax Rate: Population tax rate now decreases the morale per turn in each city by -1% per 10% tax rate. This means planets with more cities will be affected more by tax, but building one extra entertainment center per city will allow you to raise tax rates by 10%. We hope that this system is easier to work with than the previous one, but we’re open to discussion on it if it’s confusing.

Technology Changes: All technologies and buildings that affect Morale, Security and Health now have been modified to provide bonuses per turn rather than flat values. A full list of the changes can be found in the patch notes for this update on the Steam forum.

Disaster/Weapon Changes: As part of the overhaul, we’ve added new disasters that can be triggered at the 75%, 50%, and 25% levels for Morale, Security, and Health ratings. For example, minor virus outbreaks can occur at 75% health rating, widescale disease outbreaks can happen at 50%, and an epidemic can trigger when below 25%. This update also opens the door to allow tactical weapons and spy missions to cause damage directly to the Morale, Security, and Health ratings of a planet.

Planet Defections: The Loyalty stat works just the same as before, increasing by +1 per turn for each of the stats (Morale, Security and Health) above 50% and reducing by -1 per turn for each of the stats below 50%. If a planet’s Loyalty stat ever drops to 0, the planet will defect to another empire in the game.



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While developing this update, we noticed that Starforged performed quite poorly when controlled by the Galaxy AI, so we took some time out to improve the Robotic race gameplay and add some new technologies for them.  Robotic races can now build new population using only metal (no more coal/food required), and a bug preventing them from building new population when near the planetary maximum has been fixed. Robotic race AI also now use their lack of farming and residential city requirements to their advantage — building more Defense cities.

A new Robot Deconstruction technology allows you to salvage 1,000 population and get back half the metal used in their construction. We’ve also added a number of new Forge Patch technologies, which are abilities that can be activated from a planet’s Services panel and cost energy from the planet’s reserves. The “Forge Patch: Antivirus” technology increases security on the planet by a flat 20 points, and the “Forge Patch: Spy Scan” will reveal enemy spies and has a 25% chance to kill one spy.



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As part of our original Kickstarter campaign’s stretch goals, we promised to add an episodic singleplayer campaign mode and some interesting challenge maps to the game. We hope to include the very first singleplayer mission in the next major update (V0.9.7.0). We’ve already broadly designed how we’re going to implement singleplayer missions and written the first draft of the storyline, and now we’re implementing all of the mechanics along with support for modding and the remaining two dropdown menus:

Singleplayer Missions: Each singleplayer mission will be broken down into a series of Stages, each of which has a number of goals you have to achieve to progress to the next stage. Some goals will be optional but give you more victory points at the end of the mission, and others will be mandatory so you’ll fail the mission if you don’t complete them. Each stage will be prefaced with some storyline exposition or discussion with another alien race that advances the story, and we’re hoping to be able to voice act all of these either in this patch or a future release. As we discussed in the previous dev update, the story we have planned is broken down into two main story arcs — The first follows the story of each race before the Revenant war and has a mission for each race, while the second follows what happens to each of the races after being sent back in time and will contain the canonical ending for the game.

Mission-Modding: The mission system is going to load all of the relevant information for a mission from flat files within a directory in the game files. This will allow players to modify the missions or add their own easily. Mission modding will include the ability to override the game’s standard technology trees, planet leaders, ship captains, weapons, modules, etc. Mission modders will also be able to decide the spawn rules for the map, mission objectives, dialogue, and graphics.

Dropdown menus: The Planets and Fleet dropdown menu still need to be implemented, and we’re hoping to get that done for this update if possible. These dropdown menus will provide at-a-glance overviews of your planets, ships, and shipyards, and will act as shortcuts to help you navigate a sprawling empire as it grows. This feature may not be completed in V0.9.7.0, but if we make good time on the singleplayer then there may be time to implement it.

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Thanks for reading this dev update, and for your support of Predestination’s development. As always, we welcome any and all feedback on the contents of the update or the game via our Steam forum, Kickstarter/blog comments, or via email to brendan@brainandnerd.com if you’d like to keep your feedback private. We’ll be sending out the next wave of invites to Kickstarter backers who have recently requested them today. If you’re a Kickstarter backer and haven’t received your copy of the game yet but would like to get it now, send an email to earlyaccessrequest@brainandnerd.com with the email address you used on Kickstarer and we’ll send you either a Steam code or a link to the latest non-Steam DRM-free version, whichever you prefer.

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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