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Maia

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Jun 11, 2014
Community Announcements - simon
We've just released the latest alpha build of Maia.

Here's a few things to look out for:

Brand new IMP AI. The IMPs will now be more useful and plan and execute orders better. They can now run and will manage water barrels and the storage room better.

Core AI rewrite. Lots of small AI bugs sorted. The code for the core AI components has been unified and as a result is faster and less buggy.



Pathfinding and multithreading optimisations: Smoother game-play with a 15% increase in performance on some machines and a noticeable reduction in stuttering.

Casualty reports: When a colonist dies, you'll be presented with information about their injuries. The data obtained from their loss can be fed back into your research program.

Snap rotations are more responsive and tweakable. Hold control when rotating an object to have it move to the nearest 45 degree angle.

Crew drops have been polished. Expect your new charges to arrive with style.

Beds are now usable from both sides and colonists will sleep for longer to reduce their fatigue.

Graphics glitches on the edge of the map and many other small glitches smoothed out.

Megacephalalgia is better balanced, will come inspect things you leave outside. It will also groom itself and perform other animal like behaviours.

Other changes


  • Progress reports can no longer come from dead colonists.
  • Animation system flicker and popping fixed.
  • Megacephalalgias no longer turn into chickens when loading.
  • Several savegame crashes fixed.
  • Colonists movement tweaked. Colonists will avoid running through bulkheads.
  • Colonists who die outside will now collapse instead of turning into creepy statues.
  • Comms tower is easier to build.
  • Atmosphere generator will decay slower when turned off.
  • Turret emits smoke when firing.
  • Few other % tweaks on wear and tear.
  • Fix for some objects not being prioritised well by colonists (Building superfluous workshop tables etc.
  • Updated to the latest SDL.
  • Fixes a slowdown caused by Megacephalalgia running out of food and flooding the path finder looking for more.


Previous Update
Community Announcements - simon
Check out this delightful video to see all the cool new features:

https://www.youtube.com/watch?v=BM278ex_jxc&hd=1

Our best update yet brings the first native creature into to the world: The Megacephalalgia! A gigantic protomammal that is as dangerous as it is fluffy (very).

We now have weather and seismic research stations. Use them to forecast incoming weather and earthquakes, and use their data in your research room to uncover new technologies



Feeling lonely? You can now call new colonists down from orbit! Just build a microwave communications tower and wait for the prompt on your GUI.

Improved AI. Your colonists will better manager their needs and wants. Just remember that a happy well rested colonist is a productive one!



Full change log:



  • Doors now have lots of new things to say.
  • Physics mesh refinement on many objects. (easier to click them).
  • Door locking clicking bug fixed.
  • Pathfinding flood slowdowns fixed.
  • Procedural Haiku generation.
  • Seismic station.
  • Weather station.
  • Megacephalalgia creature.
  • Foliage now edible(for some), destroyable. Growth rates tweaked.
  • Chickens are less prone to making too many babies.
  • Turret has 84% more DAKKA.
  • Crash logs are more detailed.
  • Fixed odd exterior object placements.
  • Intel 4400 support.
  • Gui is more responsive and juicy.
  • New UI button. "Cycle warnings".
  • New UI button. "Call colonists from orbit"
  • Colonists no longer plough head first into doors.
  • Wear and repair quality values fixed /tweaked.
  • A bunch of sound stuff that I don't understand but Nick tells us it's good.
  • Toilets
  • New PFX.
  • A bunch of silly easter eggs.
  • All crashes fixed (that we could find).
  • Lots of small improvements from feedback whilst showing at Rezzed. (Thanks!)
  • Code base checked on 3 different static analysers and hundreds of fixes made.


Have fun!

-Simon
Mar 25, 2014
Community Announcements - simon
We've released 0.41 early to let you start testing the new features.

  • Fatigue now kills your colonists. Build beds and couches to let them rest, try to manage their workloads by turning off objects that are not in use, reducing build orders and locking doors.
  • Colonists now have inventories. Ensure they have access to mined minerals so they can use them for producing objects.
  • Badly damaged items will now require building materials to repair.
  • Earthquakes can cause cave-ins in excavated areas, build rooms to prevent this rare, but deadly occurrence.
  • Colonists will now better balance the overall needs of the colony with their own.



Other things to check out:
  • A new animation system has been added which will remove footslip and several other issues and allow for more procedural animation in the future.
  • Lots of new animations have been added.
  • New HD rock models!
  • The physics mesh on the door frame is finally fixed. Woo!
  • Multithreaded loading code will improve game startup speeds.
  • Damage rates on items tweaked to better reflect their usage and to smooth out game play issues.
  • IMP AI stalls fixed.
  • Exterior building crash fixed.
  • Numerous bug fixes.


Maia will be at Rezzed this week. Come by and say hello!

0.40.1 Update Info
Community Announcements - simon
Update 0.40.1 has gone live. This release adds some new features to the game and fixes a fair number of issues.

Changes:


  • Fixes for Windows XP support.
  • Large address aware memory fixes.
  • Fixes to reduce GPU memory fragmentation (performance win)
  • Shader tweaks for better performance.

  • Door locking and unlocking added. (click on doors)
  • Turning objects on and off. (click on lights, atmosphere gens etc)
  • Colonist needs, such as hunger, are now better weighted.
  • Microwave communications tower added.
  • A multitude of gameplay related crash fixes.
  • Fixed GUI crash when placing things on the edge of the world.
  • New animations and rig for the space suit.
  • Lots of new Infotip text and corrections.
  • Save game optimisation and crash fixes.



Some save games may break.

0.40 update info
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Nathan Grayson)

The Maian Prophecy came true after all! Just as was foretold by a news post I wrote a couple months ago, so shall it be. Maia is now available on Steam Early Access, and I’m aching to worm my futuristically gloved hands into its steaming, ropey gut pile of systems and AIs. The Dungeon Keeper and Dwarf Fortress-inspired colony sim is, however, currently not working for me, as it launches at a weird, choppy resolution and I can’t find any way to fix it. Boo. Maybe you’ll have better luck, though?

(more…)

Product Release - Valve
Maia is Now Available on Steam Early Access and is 25% off!*
Maia is a colony building game set in the not-so-distant future. Your colonists make planetfall on a hostile world and you must ensure their survival and their safety, constructing their off-world habitat from almost nothing and sheltering them from a dangerous, often deadly environment.

Twelve light years from earth, the planet 3452C[Maia] circles Tau Ceti. Its atmosphere is toxic, its surface is ravaged by solar flares and meteor blasts and its unstable crust is constantly shifted by earthquakes. Nevertheless, it is habitable and your task is to gain a foothold on this strange alien world, building facilities where your colonists can live and work, as well as researching the secrets that this planet holds.

Taking inspiration from games as diverse as Dungeon Keeper, Theme Hospital and The Sims, Maia also draws from 1970s sci fi aesthetic and features a healthy dose of dry, dark humour. It's a mix of strategy, management, construction and terrible deaths on a distant world. Not everyone is up to the task of off-world colony command. Are you?
*Offer ends December 10 at 9:40AM Pacific Time
...

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