We have fixed some bugs and put together a new patch for the Alpha 15 Update. The newest version is now 0.15.2.
Patch Notes
- New look for the Jukebox. - New look for scaffolding. - Fixed a very rare bug related to derelict ship generation, where the game would stall for a longer period of time leading the player to believe the game had crashed. - Fixed a bug with the Surgical Enhancement Facility spawning many job tasks. - Fixed thruster positions of the salvage bot. - Fixed bugs.
Space Haven receives a massive Update in celebration of the second Anniversary in Early Access! We've worked hard on this update and it has to be the biggest and most feature rich yet. Read on to see all the new goodies implemented in the game. =)
Alpha 15 will make crew members feel less robotic and more human. At the same time, the elements affecting the mood of the crew members will guide the player to build their ships in certain ways and allow for small goals to strive for.
The joy of building a great and comfortable ship to live on will be amplified by seeing crew members enjoying their life on the ship. We have also worked on adding new crew combat content, various decoratives, new ways to modify your ship and beverage to the game, what would space be without a good space beer!
Crew Combat Content
New Inventory
Reece equipped with an Assault Rifle and Armor. There are new sections on the left for the Loadout and Augmentations.
The inventory is getting a new look, with different sections to allow for showing the inventory, the loadout and the augmentations of crew members.
The loadout allows you to specify what types of equipment you wish the crew member to have, and they will fetch and replenish them automatically.Augmentations have also been added, and it is now possible to enhance your crew members surgically. More on that in another section below.
The Loadout
Crew members can now pick-up and refill their gear on their own.
The loadout section of the crew member inventory allows you to easily manage the gear that the crew member should have. It allows for choosing the primary and secondary weapons from lists, as well as other gear like armor.
The crew member will fetch the items themselves, making it easier to equip and potentially have crew members refill items. The old manual "pick-up" system is still in place, so both ways can now be used to equip crew members.
New Weapons
Pew pew! Don't mess with these Laser and Plasma weapons.
We're adding some new weapons for crew members to use, laser and plasma weapons. Laser weapons are high-tech weapons emitting a concentrated beam of coherent light, with enough wattage to do serious damage. Plasma weapons are high tech weapons firing superheated bolts of plasma.
Armor
Give your crew some protection with these armor items.
We've added a couple of crew armor items to the game, the bulletproof vest and the armored vest. These work on a simple chance to block mechanism, each having a percentage chance to block a projectile.
A Remote Control, Sentry Guns and Oxygen Tanks
A crew member taking care of some aliens using a remote controlled sentry gun.
We have also added a sentry gun to the game, which can be carried and deployed by a crew member. A sentry gun needs to be operated via a remote control by a crew member. Additionally, it is now possible to bring with you deployable Oxygen Tanks to make exploring derelict ships a bit easier.
Augmentations
Enhance your crew members with surgical enhancement technology.
We've implemented the possibility to augment your crew members with technology, enhancing their physical or mental capabilities.
Augmentations are implanted using a Surgical Enhancement Facility. The Surgical Enhancement Facility is a sophisticated medical suite capable of the delicate and invasive process of installing cybernetic augmentations for crew members. It requires a skilled medic to operate, and the patient will need to recover afterwards.
Deep Characterization
Many new conditions have been created to make crew members be less robotic and feel more human.
Overall, we've worked to make crew members react more visibly to their surroundings. Things like sleep, leisure time and work conditions will be very important to be on a good enough level for crew members to operate and ultimately stay sane.
Unique Characteristics and Likes
Traits and backstories now have an effect on the likes and dislikes of a crew member. These are things like the want/need to talk, play games, listen to music, go on the toilet, eat nice food and so on.
Streamlined Character Status
While our original idea was to have many subcategories, each with their own information on the character well-being, we noticed it makes it harder to glance through a main list and see what can be improved.
We've decided to streamline it all, removing a few subcategories (The effects are still there) and list as much as possible in the main overall mood category. This will allow the player to simply look at this list and immediately see how the well-being of the character can be improved.
Base Mood Linked to Difficulty Level
The base mood of a crew member is linked to the difficulty level. Easier difficulty levels will mean crew members can tolerate more before risking a mental break. The base mood of a crew member can be customized with the game customization tool (Same menu where difficulty is chosen). The scale is in the format of easy-normal-hard.
Sleep Environment
There is now a reason to make own rooms for crew members.
The sleep comfort of the area where the bed is will determine how comfortable it is to sleep in that space. It will either give a negative or positive mood effect depending on the comfort levels.
Privacy also plays a part, and will now give a reason to make own rooms for crew members. While it is not strictly needed, it will give more peaceful uninterrupted sleep for the crew member.
Leisure Time Comfort
Leisure time space is more important than before.
If the best leisure space is a bad one the crew members will become negatively impacted, while a great leisure time space will have many benefits.
Leisure time is important also in terms of the general comfort level of the ship, we've multiplied the effect on leisure time since there's usually only a few hours of leisure time during a cycle. This means a good leisure time space will have a big impact on overall mood.
Food
Food is an important part of keeping crew members happy. In addition to the previous nutrition deficiencies we have added a positive mood bonus for providing crew members with great food. A great meal is a meal from the Kitchen with at least three ingredients of the following: fruits, root vegetables, artificial meat, nuts and seeds.
Overall Ship Comfort
You will know if your ship is comfortable enough as a whole by looking at the crew status comfort bar.
The comfort status bar has been modified and it now tracks the long-term overall comfort levels of the crew member, covering all areas and schedules. This is different from before, which tracked the short-term effects. The change will allow you to know if the balance between negative comfort areas and positive comfort areas is on a good enough level.
This comfort status bar will indicate if the ship is generally comfortable enough to not have negative impacts on the crew. The way to secure this is to have a good enough sleep and leisure time environment, which will balance off the work environment.
Mental Breaks
Melissa has had enough.
Mental breaks have previously been mostly in a placeholder state, we have worked more on this feature. Many small things can accumulate and affect the overall mood of the crew member. Once the mood is low enough for a long enough period, the risk for a mental break will rise.
The first most likely mental break will be a minor one, giving the player a chance to realize something is very wrong and giving a chance to react and fix the conditions.
There are three different categories of mental breaks:
Minor mental break: Things like refusing to work or getting into a fight with someone. Also drinking and gaming binges.
Major mental break: Things like destroying stuff, setting facilities on fire on outright mental shutdown and becoming unconscious.
Extreme mental break: The most severe group, things like wanting to take down the whole ship with them or attempting to take their own life.
Happiness
Keeping crew members comfortable and happy will give bonuses to their effectivity, they will work a little bit faster and be a bit less likely to surrender.
Discussions
Crew members will now often talk about something bothering them, or something they are happy about, when engaged in discussions with other crew members. If something is bothering them the other party in the discussion can offer comfort, giving temporary mood buffs.
Following the emojis when crew members discuss will give hints to the player about things they dislike or like at the moment, all of which can be seen more in detail in the status tab.
Relationships
We can be friends now... And enemies!
Up until now relationships have only been a number, without any real effect. In Alpha 15 this will change. Crew member relationships have been developed further and they can now become friends, lovers or enemies, all with various impacts in different situations.
The way friendships are formed is based on a compatibility value, as well as the average overall mood over a period of time. There are different relationship stages. Crew members can become enemies, acquaintances, friends, good friends, best friends and lovers. A crew member can only have one best friend and one lover, while there can be more of the other stages.
Enemies
Crew members will try to avoid sitting down at the same table with an enemy when eating, if there are other tables close enough. If the enemy dies or goes missing, the crew member will secretly be happy about it.
Crew members can sometimes also get in a fight with an enemy even if mood is otherwise on a good level.
Acquaintances
Neutral relationship, which has no special effects.
Friends and Good Friends
Crew members can get mood buffs from having great conversations with friends, allowing them to connect and share their feelings. If the friend goes missing or dies, the crew member will be sad for a longer time as they try to move on with their life.
Best Friends
A crew member can only have one best friend, and they are a special person to the crew member. Discussions with this crew member can give a great mood bonus, and losing them will make them feel very sad for a long time.
Lovers
Crew members can become lovers, if their compatibility and attraction to each other are on a high enough level. These values are drawn randomly between crew members. Lovers will get a mood buff from sleeping together in the same room, close enough to each other. Losing a lover will be devastating.
Relationship Settings
We've added the possibility to tweak how relationships can form, if at all. If some part of the relationship system is undesired it can be customized through the game customization settings, toggling the possibilities of becoming enemies, friends or lovers on/off.
Beverage & Decoratives
Beverage Machine
We be drinkin'.
Behold, beer! Watch crew members drink beer and have a fun time. Alcohol beverages will lift up the mood, while slightly raising their accident rate and reducing accuracy. The crew member might also get hungover, but it will all eventually end well enough!
Potted Plants
Potted plants, one of the most requested features after windows.
Potted plants can be placed for a small leisure comfort benefit. They also break up the clinical visuals of a ship and give a nice look to rooms and hallways!
Nightstand
A bed needs a nightstand to be complete.
Having a nightstand beside the bed will increase the sleep comfort for crew members.
Wall Decoration
Something to make walls look prettier.
Wall decorations perk up the room! A nice memory of a landscape once taken for granted.
New Roof Elements
More and more facilities are now showing also on the roof in one way or another.
The shuttle and mining pod hangars now also add some graphics to the ship/station roof. Storages also add their own graphic element to the roof. This gives some more life to the ship/station roof and makes them less flat.
Faction Leaders&Captains and Messaging
Faction spaceships/stations now have a Leader/Captain, which add some depth to the ships and stations you meet. The leaders will occasionally interact through messaging, short messages shown in the log of the game.
To make this possible we've created a new messaging system, which allows NPC ships/stations to communicate with short messages something about themselves or their intentions in the sector.
Better Blueprint Tools and Ship Size Modifying
Mirror Mode
Use the mirror mode tool to help you design symmetrical ships!
Another highly requested feature has been added to the game. We've implemented a mirror mode tool in the hull building/sketching menu. There are toggles for mirroring the X-axis and Y-axis, and even both at the same time. This will help you build symmetrical ships.
Modify Your Ship Size
You can now modify the size of your ship canvas within certain limitations.
We've implemented a way to change the position of the actual ship within the ship canvas and also change the size of the canvas, to the extent it is possible taking into account the current actual ship size and ship points used.
Modifying a ship can only be done in the "deploy fleet to sector menu", which is shown when the player jumps to hyperspace and drops out of hyperspace to a new sector area.
New NPC Ships
The Merchant Federation have added a new 2x3 large ship to their fleet. Without trade, we aren't human.
The Military Alliance is ready to protect with this new beast of a ship. Service, Stability and Sacrifice.
The Slavers Guild will roam the universe with this new large ship. Captain “Tricky” Wolfe is pleased to invite you to an auction aboard her starship, the “Mad Magic.”
The Cult of New Haven gets an addition to their fleet. If you stumble into the Garden of Eden, burn it! We are not meant to live there: We are meant to live among the stars.
The Androids 3x2 large wide ship, ready to meet you somewhere in the galaxy. You have Our love, Our friendship and Our gratitude. But you will no longer have Our service. You are not worthy.
The civilians with their new spaceship, with many hypersleep chambers aboard to carry civilians deep into space. All we need now is a fresh start.
New Small NPC Ships
All NPC Factions have received a new small 1x2 ship addition to their fleet. You will meet these ships on your journey through space!
Alpha 15 - The Second Anniversary Update - Is Now Released!
This new Update coincides with our second anniversary in Early Access, what better way to celebrate than to have a major update for the game! Enjoy the new update and let us know your feedback or any issues you find here on Steam forums or on our channels below.
Space Haven Alpha 15 is now available to play in the experimental branch. As a reminder, the update process is as follows:
A new Update is first available in the Experimental Branch.
Players, who do not mind playing a more unstable version, will first want to test the new update.
Once the experimental game build looks solid and stable enough we will push it out officially to all players!
NOTE!Joining experimental is completely optional, and you should only do it if you are willing to risk that some new bugs are introduced, which could affect your game play and potentially break your save.
Please do not join the experimental branch if you don't want to risk breaking your save or have the game break on you in midst of play!If you want to play a more stable version please wait for the official release of the update.
Here is how you join The Experimental Starfarer crew:
Open Steam Library
Right click Space Haven
Select Properties
Go to tab 'Betas' at the top.
Select 'Experimental' in the drop-down.
To see what has been added, check the in-game patch notes.
Giving Feedback
Please give your feedback in the experimental branch forum. Link below:
Let us know what you think of the new features and if something should be altered or tweaked in your mind. Perhaps something makes the game too hard or something is too annoying, let us know so we can get a feel for how the new features feel! =)
Space Haven Alpha 15 Experimental Branch Patch Notes
Continuing a Saved Game from Alpha 14
We believe it is possible to continue your old saved game from Alpha 14.However, we cannot guarantee it is completely without issues at this point, as the experimental branch might reveal something we did not anticipate.
Relationships will be reset for your crew members, but since they previously did not mean anything besides being a number, it does not have an impact on gameplay.
Crew Combat
New look for the crew inventory.
The crew inventory has been added with a loadout section, which allows the player to easily choose which weapon, armor and other gear the crew member should seek out.
New crew combat weapons have been added to the game. Laser Pistol, Laser Rifle, Plasma Clustergun and Plasma Rifle. Added to the Research Tree.
Crew armor has been added to the game. Added to the Research Tree.
Deployable Sentry Gun have been added to the game. A remote control is needed to control them. Added to the Research Tree.
Deployable Oxygen Generator has been added to the game.
Surgical Enhancement & Augmentations
Surgical Enhancement Facility along with crew augmentations added to the game. Enhance your crew members with technology.
New conditions related to surgery/augmentation: Post-surgery fatigue and Post-surgery rest.
Changed how medical tasks are created when a crew member is resting in a medical bed. Intention is to increase the overall amount of medical tasks and make it possible for crew members to learn a higher skill level.
Deep Characterization
The character mood status and condition effects have been streamlined. Conditions now affect the overall mood more directly, making it easy to list them under overall mood and allowing the player to see what is going on with the character.
Removed Safety and Social subcategories from the character mood. Conditions affecting these are now shown directly under overall mood, to make it easier to see what is going on with the character.
Poor conditions on the ship will eventually lead to mental breaks. The need to have a comfortable ship and environment for the crew is now much more important.
Traits and backstories now have an effect on the likes and dislikes of a crew member. These are things like the want/need to talk, play games, listen to music,
go on the toilet, eat nice food and so on.
Good conditions on the ship will give mood buffs to the crew, making them happy and capable to endure more hardships in other areas of life in space.
Mental break conditions include: Drinking binges, gaming binges, refusing to work, starting fights, starting fires, destroying facilities, mental shutdown and in extreme cases attempting to take their own life.
Added new character conditions, related to the sleeping environment and leisure time environment. The goal is to make crew members react to discomfort more and make it more important to build comfortable spaces for the crew.
When long-term overall mood is over certain thresholds, the crew member will experience buffs to things like work speed, surrender rate and accident rate.
When long-term comfort levels are over certain thresholds, the crew member will experience buffs to their overall mood.
Eating great meals give a mood buff (A meal consisting of at least 3 of the following ingredients: fruits, root vegetables, artificial meat, nuts and seeds)
Sleeping in an uncomfortable space will give a mood debuff, while sleeping in a comfortable space will give a mood buff.
Spending leisure time in an uncomfortable space will give a mood debuff, while spending time in a comfortable leisure time space gives a mood buff.
Interrupted sleep or lack of privacy will give a mood debuff, while a good nights rest will give a mood buff.
Crew having no entertainment will give a mood debuff, while a good leisure time space will increase mood through comfort.
No hull windows will make crew members feel a little claustrophobic. Building hull windows will give the crew members a chance to admire the stars, they will seek out a window
and look out every once in a while.
High long-term energy level (Free day) will give a crew member a mood buff.
Crew members not getting enough uninterrupted sleep will get a sleep deprived condition.
Relationships
Crew member relationships have been developed further. Crew members can now become friends, lovers or enemies.
Crew members will develop relationships towards each other with time, based on multiple factors like compatibility, romantic attractiveness and the overall average mood.
Crew members can experience missing their friends or lovers.
Crew members will morn losing a friend or a lover.
Crew members will secretly be happy when their enemy goes missing or dies.
Conversations between crew members have been developed further and are no longer purely random. Conversations are now based on character conditions, meaning crew members will talk about things they are experiencing.
Crew members listening to someone share something painful can offer comfort and give a mood buff.
Crew members can get mood buffs from having great conversations with friends, allowing them to connect and share their feelings.
Crew members can sometimes get in fights with their enemies.
Crew members, who dislike each other, are less likely to sit down at the same table and eat if there are many tables to choose from nearby.
Lovers sleeping together (close enough to each other) will get a mood buff.
Added many new topic emojis/icons crew members show in speech bubbles when they talk. As the topics are often linked to what they are experiencing (Conditions) they will hint at what may be wrong with the environment they live in.
Added a way to customize relationships forming in the game customization tool. It is possible to toggle becoming enemies, friends or lovers on/off.
Game Customization
The base mood of a crew member is linked to the difficulty level. Easier difficulty levels will mean crew members can tolerate more before risking a mental break.
The base mood of a crew member can be customized with the game customization tool (Same menu where difficulty is chosen). The scale is in the format of easy-normal-hard.
Added also the AI ship-to-ship battle strategy in the game customization tool, using the same easy-normal-hard difficulty scale.
Captain & Leaders of NPC Faction Ships
Added leaders to the game. Captains of ships. Losing the leader will affect the morale of the crew, adding more to surrender rate for a period of time.
Leaders of ships/stations sometimes greet, taunt or announce their intentions through short messages, which are shown in the log part of the UI.
New large NPC ships added for: Merchants, Civilians, The Military Alliance, Cult of New Haven and Androids.
All NPC ship designs have been slightly improved with decorations and other polish.
Starmap and General Improvements
Modified how NPC factions and their ships spawn in the starmap. Factions can now move around in small fleets.
New space backgrounds added to the game.
Removed some build restrictions from various objects like couches and wall mounts.
Storage settings can be copied and pasted to other storages.
Better Blueprint & Ship Editing Tools
Added a mirror mode tool to the hull sketching/building menu.
Added a way to move the ship within its canvas (In the hyperspace Deploy phase).
Added a way to change the ship canvas size if the actual ship size permits it (In the hyperspace Deploy phase).
Decoratives and Beer
Decorative items added: Potted plants, nightstand, Green Wall.
Added more decorative roof elements. Storages, Shuttle hangar and pod hangars now also have a roof element.
Added a beer vending machine. Crew members will now occasionally drink a beverage on their leisure time.
Grains & Hops as a plant to grow has been added to the game.
New Language Translation
Space Haven is now available also in Turkish!
Other Improvements
Emoticons have been updated.
Flipped the arrow pointer in the mood status to show where the meter is going to and will end up with time.
Fixed bugs.
Please give your feedback in the experimental branch forum. Link below:
We will gather feedback for Alpha 15 in the experimental branch and tweak as needed. Once everything is looking solid enough we will publish the update to the main branch.
Thanks for reading and see you again in the next update!
The upcoming Alpha 15 update is focused on characters and relationships. The intended goal is to make things matter more, and have more visible effects. The game revolves around managing crew members, and whether one is successful or not should reflect from their mood.
Alpha 15 will make crew members feel less robotic and more human. At the same time, the elements affecting the mood of the crew members will guide the player to build their ships in certain ways and allow for small goals to strive for.
The joy of building a great and comfortable ship to live on will be amplified by seeing crew members enjoying their life on the ship. We are also working on adding new crew combat content, as well as various decoratives and beverage to the game, what would space be without a good space beer!
Crew Combat Content
New Inventory
Reece equipped with an Assault Rifle and Armor.
The inventory is getting a new look, with some different sections to allow for showing the inventory, the loadout and the upcoming augmentations of crew members. We're not sure if augmentations will be possible to be included in this upcoming update, but we have plans to implement them at some point.
The Loadout
Crew members can now pick-up and refill their gear on their own.
The loadout section of the crew member inventory allows you to easily manage the gear that the crew member should have. It allows for choosing the primary and secondary weapons from lists, as well as other gear like armor.
The crew member will fetch the items themselves, making it easier to equip and potentially have crew members refill items. The old manual "pick-up" system is still in place, so both ways can now be used to equip crew members.
New Gear
We're working on new gear for crew members, new weapons as well as armor. Armor will give some protection for crew members while the new weapons add some new firepower. This is all under heavy construction at the moment so let's see what kind of stuff we end up with. There might be more than these mentioned coming. =)
Deep Characterization
Many new conditions have been created to make crew members be less robotic and feel more human.
Overall, we've worked to make crew members react more visibly to their surroundings. Things like sleep, leisure time and work conditions will be very important to be on a good enough level for crew members to operate and ultimately stay sane.
Unique Characteristics and Likes
Traits and backstories now have an effect on the likes and dislikes of a crew member. These are things like the want/need to talk, play games, listen to music, go on the toilet, eat nice food and so on.
Streamlined Character Status
While our original idea was to have many subcategories, each with their own information on the character well-being, we noticed it makes it harder to glance through a main list and see what can be improved.
We've decided to streamline it all, removing a few subcategories (The effects are still there) and list as much as possible in the main overall mood category. This will allow the player to simply look at this list and immediately see how the well-being of the character can be improved.
Base Mood Linked to Difficulty Level
The base mood of a crew member is linked to the difficulty level. Easier difficulty levels will mean crew members can tolerate more before risking a mental break. The base mood of a crew member can be customized with the game customization tool (Same menu where difficulty is chosen). The scale is in the format of easy-normal-hard.
Sleep Environment
There is now a reason to make own rooms for crew members.
The sleep comfort of the area where the bed is will determine how comfortable it is to sleep in that space. It will either give a negative or positive mood effect depending on the comfort levels.
Privacy also plays a part, and will now give a reason to make own rooms for crew members. While it is not strictly needed, it will give more peaceful uninterrupted sleep for the crew member.
Leisure Time Comfort
Leisure time space is more important than before.
If the best leisure space is a bad one the crew members will become negatively impacted, while a great leisure time space will have many benefits.
Leisure time is important also in terms of the general comfort level of the ship, we've multiplied the effect on leisure time since there's usually only a few hours of leisure time during a cycle. This means a good leisure time space will have a big impact on overall mood.
Food
Food is an important part of keeping crew members happy. In addition to the previous nutrition deficiencies we have added a positive mood bonus for providing crew members with great food. A great meal is a meal from the Kitchen with at least three ingredients of the following: fruits, root vegetables, artificial meat, nuts and seeds.
Overall Ship Comfort
You will know if your ship is comfortable enough as a whole by looking at the crew status comfort bar.
The comfort status bar has been modified and it now tracks the long-term overall comfort levels of the crew member, covering all areas and schedules. This is different from before, which tracked the short-term effects. The change will allow you to know if the balance between negative comfort areas and positive comfort areas is on a good enough level.
This comfort status bar will indicate if the ship is generally comfortable enough to not have negative impacts on the crew. The way to secure this is to have a good enough sleep and leisure time environment, which will balance off the work environment.
Mental Breaks
Melissa has had enough.
Mental breaks have previously been mostly in a placeholder state, we have worked more on this feature. Many small things can accumulate and affect the overall mood of the crew member. Once the mood is low enough for a long enough period, the risk for a mental break will rise.
The first most likely mental break will be a minor one, giving the player a chance to realize something is very wrong and giving a chance to react and fix the conditions.
There are three different categories of mental breaks:
Minor mental break: Things like refusing to work or getting into a fight with someone. Also drinking and gaming binges.
Major mental break: Things like destroying stuff, setting facilities on fire on outright mental shutdown and becoming unconscious.
Extreme mental break: The most severe group, things like wanting to take down the whole ship with them or attempting to take their own life.
Happiness
Keeping crew members comfortable and happy will give bonuses to their effectivity, they will work a little bit faster and be a bit less likely to surrender.
Discussions
Crew members will now often talk about something bothering them, or something they are happy about, when engaged in discussions with other crew members. If something is bothering them the other party in the discussion can offer comfort, giving temporary mood buffs.
Following the emojis when crew members discuss will give hints to the player about things they dislike or like at the moment, all of which can be seen more in detail in the status tab.
Relationships
We can be friends now... And enemies!
Up until now relationships have only been a number, without any real effect. In Alpha 15 this will change. Crew member relationships have been developed further and they can now become friends, lovers or enemies, all with various impacts in different situations.
The way friendships are formed is based on a compatibility value, as well as the average overall mood over a period of time. There are different relationship stages. Crew members can become enemies, acquaintances, friends, good friends, best friends and lovers. A crew member can only have one best friend and one lover, while there can be more of the other stages.
Enemies
Crew members will try to avoid sitting down at the same table with an enemy when eating, if there are other tables close enough. If the enemy dies or goes missing, the crew member will secretly be happy about it.
Crew members can sometimes also get in a fight with an enemy even if mood is otherwise on a good level.
Acquaintances
Neutral relationship, which has no special effects.
Friends and Good Friends
Crew members can get mood buffs from having great conversations with friends, allowing them to connect and share their feelings. If the friend goes missing or dies, the crew member will be sad for a longer time as they try to move on with their life.
Best Friends
A crew member can only have one best friend, and they are a special person to the crew member. Discussions with this crew member can give a great mood bonus, and losing them will make them feel very sad for a long time.
Lovers
Crew members can become lovers, if their compatibility and attraction to each other are on a high enough level. Lovers will get a mood buff from sleeping together in the same room, close enough to each other. Losing a lover will be devastating.
Beverage & Decoratives
Beverage Machine
We be drinkin'.
Behold, beer! Watch crew members drink beer and have a fun time. Alcohol beverages will lift up the mood, while slightly raising their accident rate and reducing accuracy. The crew member might also get hungover, but it will all eventually end well enough!
Potted Plants
Potted plants, one of the most requested features after windows.
Potted plants can be placed for a small leisure comfort benefit. They also break up the clinical visuals of a ship and give a nice look to rooms and hallways!
Nightstand
A bed needs a nightstand to be complete.
Having a nightstand beside the bed will increase the sleep comfort for crew members.
Wall Decoration
Something to make walls look prettier.
Wall decorations perk up the room! A nice memory of a landscape once taken for granted.
New Roof Elements
More and more facilities are now showing also on the roof in one way or another.
The shuttle and mining pod hangars now also add some graphics to the ship/station roof. Storages also add their own graphic element to the roof. This gives some more life to the ship/station roof and makes them less flat.
Faction Leaders&Captains and Messaging
Faction spaceships/stations now have a Leader/Captain, which add some depth to the ships and stations you meet. The leaders will occasionally interact through messaging, short messages shown in the log of the game.
To make this possible we've created a new messaging system, which allows NPC ships/stations to communicate with short messages something about themselves or their intentions in the sector.
New NPC Ships
The Merchant Federation have added a new 2x3 large ship to their fleet. Without trade, we aren't human.
The Military Alliance is ready to protect with this new beast of a ship. Service, Stability and Sacrifice.
The Slavers Guild will roam the universe with this new large ship. Captain “Tricky” Wolfe is pleased to invite you to an auction aboard her starship, the “Mad Magic.”
The Cult of New Haven gets an addition to their fleet. If you stumble into the Garden of Eden, burn it! We are not meant to live there: We are meant to live among the stars.
When Will This Update Be Released?
This new Update will coincide with our second anniversary in Early Access, what better way to celebrate than to have a major update for the game!
Our goal is June, with the new build hitting the experimental branch in late May/Early June if all goes to plan. This will be a very big update with a lot of new content that we want to add to the game.
This is a small patch for Alpha 14, focused on making Space Haven fully Steam Deck Verified.
Steam Deck & Gamepad Support
To make Space Haven fully Steam Deck verified, we've implemented gamepad support for the game and support for the Steam Deck controls. We have made the support quite extensive with the possibility to adjust dead zones for sticks, sensitivity and binding buttons for different contexts.
Patch Notes
Steam Deck & Gamepad Support.
Added one new wall look.
Meat and fruit plants have their own growth stage graphics.
Fixed bugs.
Upcoming Next Big Update
We've been working on the next big upcoming Update for a while now, and we will have a progress report coming soon. We have some very exciting things to show!
We will soon begin developing the next big update for Space Haven, and there will be a longer pause. We will keep you updated by posting progress reports along the way! =)
The Alpha 14 features a mix of features wished by you, our players, and improvements and additions to the existing systems in the game. Let's take a look at all the new goodies!
Recommended to Start a New Game
This update has many reworks of existing systems, one of them being the power system. It is strongly recommended to start a new game.
We apologize for this, it is inevitable with early access games. We try to keep these instances where old saves aren't functional to a minimal amount, with months in-between to allow you to play without having to start over.
System Points Reworked (More System Points Possible)
Hull Stabilizers Now Give System Points
Hull Stabilizers now give System Points, instead of the points being tied to the ship canvas size. We also made the stabilizer smaller, to make it easier to fit in any area of the ship.
We have tied system points to the Hull Stabilizer, and added a minimum distance radius to the Hull Stabilizer, meaning two Hull Stabilizers must be a certain distance from each other.
The goal of this change was to remove the System Points from being tied to the ship canvas, and instead make System Points tied to the actual ship size. As two Hull Stabilizers must be a certain distance from each others it means System Points are added as the ship grows in size.
MORE System Points (Compared to before)
While the new update was in the experimental branch, some players instinctively thought this would lead to the ability to have less system points. However, it is actually possible to have more system points than before, as long as the hull stabilizers are placed strategically to achieve this.
All the in-game NPC ships have been redesigned to follow the same rules. So when in doubt, take inspiration from them!
Crew Members Leveling Up in Skills
Crew members now have skills ranging from 0 to 10. You can also customize the attributes and skills of your starting crew!
We've modified the crew member max skill levels from 3 to 10 and implemented crew members leveling up in skills. We also added a skill potential bonus to some traits, these traits give a bonus point to some max skill level. Many of the traits were simply mostly negative, this gives a new way to add something extra to them. The idea was a suggestion by one of our players:
"Something that makes certain characters worth the investment because they have a higher skill ceiling. It would be an interesting game decision to weigh a crew members long term strengths versus short term inadequacy."
Preserving Uniqueness
Our thought is that crew members should still have their strengths and weaknesses, otherwise they will all be the same and be good at everything. Nobody would be unique and this would detract from the joy of finding someone great in the medical or weapons skill, as it would no longer carry a meaning if everyone is great at everything.
Crew members will have a natural ability to become great in one or a few skills, but they will also have their limitations. While the crew member you find on your journey will be random in their skills and ability to learn, you will be able to customize these for your start crew if you so desire.
Ability to Customize Your Start Crew
Another highly requested feature was the ability to customize start crew attributes and skills. This will now be possible for the start crew members, while the crew members you find on your journey will still be their own individuals and cannot be customized.
We often also include more settings to our own game customization screen. So we implemented a way to customize if one can customize crew members, in the game customization menu. =)
The default settings in the crew member priority system takes the learning potential into account, as we often want someone who can learn up to a high skill level to execute certain tasks.
Based on the changes mentioned above we have modified the default crew member priority system to take the learning potential into account, as we often want someone who can learn up to a high skill level to execute certain tasks. Graphically, we modified the crew management menu priority section to show both the current skill level and how many levels the crew member can learn. We also added some minimum skill requirements to production tasks and other tasks, this will help make individuals matter and have value.
Reworked the Comfort System
The comfort map has now been divided into three different categories: Work, Leisure and Sleep. All facilites have their own values in all three categories.
We have divided the comfort map into three categories: Work, Leisure and Sleep. All of these now have their own view modes, which can be accessed from the same comfort menu as before.
We felt there was a need to separate these, to allow more possibilities to customize how different facilities impact a crew member and their mood. A facility can be great in terms of having fun on leisure time, but still affect sleep negatively, such as the noise from an Arcade Machine.
Furthermore, we added comfort categories for objects to allow determining comfort values from a category instead of values from individual objects. All tables are now in the tables category, and all beds in the beds category. There are many other categories such as gaming and music. This eliminates the need to build multiple different tables close to each other to optimize comfort. Each table is still a table, and now they all belong to the same category and the comfort value will be based on the category instead of individual objects.
We also modified bonus comfort to not have a radius fall-off. This prevents the need to build multiple objects next to each other to optimize comfort. Negative comfort still has a fall-off. We also rebalanced comfort values for some objects.
Reworked the Power System
The power network has been separated into two different networks, the Basic and the Advanced power networks. Additionally, the needs for links have been removed.
The power system has been a bit hard to understand. We wanted to make it more clear and straight-forward, and also solve the problem of being completely dead in the water when energium is depleted.
Our next iteration is to divide the power network into two separate networks. One network being the integral basic power network, which is low capacity power distributed into the hull. This network is capable of keeping basic facilities with low power needs functional. The other network is the advanced power network, which is needed for facilities with higher power needs such as industry facilities, ship turrets and shields.
The first network will be easy to manage and can keep the ship alive, while the other network will be more resource intensive and is needed for production and ship-to-ship combat.
The need for links is also removed as the hull is seen capable to distribute the basic integral power. However, power nodes are still needed to expand/distribute advanced power. We are reworking the power nodes to make all the new changes possible.
Power Distribution Controls
The power control sliders gives you the possibility to redirect power according to need, possibly giving a boost to turrets, shields or the hyperdrives.
We're looking into making it possible to redirect power according to need, hoping to bring some more strategy in ship-to-ship combat also from managing power. The new power system supports this, as the wireless Advanced Power can easily be redirected to certain facilities, like turrets, shields or the hyperdrives.
We're also exploring the ability to give a power boost to ship-to-ship combat facilities using the power control sliders, and have them gain a bonus from it but with a possible down side, like the risk of parts breaking. Our goal is to also have power play a role in ship-to-ship combat. Overall, we're making new changes and additions to expand on ship-to-ship combat.
More Strategy in Ship-to-Ship Combat
The hyperdrives of the enemy ship can now be targeted to prevent the ship from escaping.
We've spent some time making changes and balancing ship-to-ship combat. Hyperdrives can now be targeted in ship-to-ship combat and it is possible to stop a ship from escaping. Additionally, we plan to have new smaller versions of a turret and shield, as well as making some changes to the existing ones.
Turret Modifications
Turrets are getting new modifications to make ship-to-ship combat more strategic.
Turrets and their projectiles can have a chance at penetrating the shields. This penetration rate depends on multiple factors, the strength of the shield, the skill of the defending shield operator, the skill of the ship gunner and the penetration chance of the turrets themselves.
The Autoturret - A New Smaller Turret
A new 1 System Point Turret is being added to the turret collection.
We're adding a smaller turret, which will be good for continuous fire and chipping away the enemy shields and hull, while giving larger turrets good moments to strike once the shields on the enemy ship are down.
A New Smaller Shield
A new 1 System Point Shield is being added to the Shield collection.
We're adding a new smaller version shield unit to the collection of shields in the game. This shield can be placed for only 1 System Point and gives some protection against enemy fire and micrometeoroids.
Modified the Behavior of Shields
Shields now take the size of the ship into account. When the size of the ship grows the strength of the shield is reduced to a degree, as the shield needs to cover a larger area compared to a smaller ship.
Improved AI
We have improved the AI behavior in ship-to-ship combat and made it take the set difficulty into account. The AI will be more lenient with targeting on easier difficulties while trying to disable and destroy more effectively on higher difficulties.
Battlestations
Crew members can be assigned to a battlestation, which is essentially an area the crew member manages in ship-to-ship combat situations.
We've implemented a new mode for crew members where they seek out their assigned battlestation post in ship-to-ship combat situations. This can be assigned manually or let the crew members do it automatically.
Facilities need to be repaired and restocked during ship-to-ship combat situations, battlestations gives the player a tool to make sure that an area has a worker nearby when it is needed.
HSS CALL ME CRAZY
The HSS CALL ME CRAZY featured in a data log series has been added to the game, with one additional data log unlocked when the ship is explored by the player.
The HSS Call Me Crazy spaceship featured in one of the data log series has been added to the game as a derelict ship the player can find. A character from the story can be found on the ship in a hypersleep chamber, as well as an additional data log to give more information on what happened to HSS Call Me Crazy.
Full Patch Notes
It is strongly recommended to start a new game
Implemented crew members leveling up in skills.
Modified crew member max skill levels from 3 to 10
Added a skill potential bonus to some traits, these traits give a bonus point to some max skill level.
Implemented a way to customize start crew attributes and skills.
Implemented a way to customize if one can customize crew members, in the game customization menu. =)
Modified the default crew member priority system to take the learning potential into account, as we often want someone who can learn up to a high skill level to execute certain tasks.
Modified the crew management menu priority section to show both the current skill level and how many levels the crew member can learn.
Added minimum skill requirements to production tasks and other tasks.
The general Working speed value no longer has an effect on the console tasks. Instead, the bonus effect comes from the relevant skill tied to the task (Navigation, Gunner, Operations and Shielding).
Divided the comfort map into three categories: Work, Leisure and Sleep.
Added comfort categories for objects to allow determining comfort values from a category instead of values from individual objects. All tables are now in the tables category, and all beds in the beds category. There are many other categories such as gaming and music. This prevents the need to build multiple different objects of the same type to optimize comfort.
Modified bonus comfort to not have a radius fall-off. This prevents the need to build multiple objects next to each other to optimize comfort. Negative comfort still has a fall-off.
Rebalanced comfort values for objects.
Reworked the power network to be divided into two. One network being the integral basic power network, which is low capacity power distributed into the hull.
This network is capable of keeping basic facilities with low power needs functional. The other network is the advanced power network, which is needed for facilities with higher power needs such as industry facilities, ship turrets and shields.
The first network will be easy to manage and can keep the ship alive, while the other network will be more resource intensive and is needed for production and ship-to-ship combat.
Added power control sliders, which will allow the player to redirect power to ship-to-ship combat systems, like the turrets, shields or the hyperdrives.
Added notes related to having settings at low/denied for systems in the power control menu.
Tied system points to the Hull Stabilizer, and added a minimum distance radius to the Hull Stabilizer. Two Hull Stabilizers must be a certain distance from each other.
The Hull Stabilizer comfort values have been tweaked to make it less uncomfortable.
Generators, Hyperdrives and Power Capacity nodes now use system points.
Power Capacity Nodes (Batteries) make power boosting possible, which means more than 100% power can be directed towards some ship system in the power control menu.
Shields now take the size of the ship into account. When the size of the ship grows the strength of the shield is reduced to a degree, as the shield needs to cover a larger area compared to a smaller ship.
When shields are depleted to 0 they will need to be charged with a few hit points before coming online again. This will cause some intervals where shields are down, presenting opportunities for specialized turrets to strike in ship-to-ship combat.
The Autoturret and Small Shield generator have been added to the game. These are researched and found in the same research modules as the weapon console and shields console.
Hyperdrives can now be targeted in ship-to-ship combat and it is possible to stop a ship from escaping.
Turrets and their projectiles can have a chance at penetrating the shields. This penetration rate depends on multiple factors, the strength of the shield, the skill of the defending
shield operator, the skill of the enemy ship gunner and the penetration chance of the turrets themselves.
Improved the AI behavior in ship-to-ship combat and made it take the set difficulty into account. The AI will be more lenient with targeting on easier difficulties while trying to disable and destroy more effectively on higher difficulties.
Implemented Battlestations - A new mode for crew members where they seek out their assigned battlestation post in ship-to-ship combat situations. This can be assigned manually or let the crew members do it automatically.
Hyperdrives only consumed hyperfuel based on the need of 1 hyperdrive. This has been fixed.
Hyperjumps are now possible to execute within a range of the mass capacity needed, but there is a cost in hyperfuel spent and the possibility of the ship/hyperdrives taking damage.
Implemented user interface improvements to the prepare for a hyperjump menu.
Added a new condition, which can be triggered by long term low comfort. Crew members can rebell and refuse to work for some hours to show that they are displeased.
Balanced the need to fight trigger to make it less possible for a crew member to get stuck in a need to fight mood.
Balanced plants to need more tending. Previously, 1 crew member was able to tend to 10-12 of the largest (5 crop) grow pods alone. Now, 2 crew members are needed for such an amount.
Created new random derelict spaceships.
Polished and added more details to derelict ships rooms.
Logistics robots and salvage robot docks now consume a bit less power than before.
Logistics robots and salvage robots consume a bit less energy cells than before.
The Solar panel produces basic power and costs less in building resources.
Plants now have a higher growth rate penalty if left untended.
Increased the consumption of fat, carbs, protein and vitamins for crew members. Goal is to increase the chance of a deficiency if some food component is missing.
Modified the default meal recipe in the Kitchen settings.
Modified the behavior related to how crew members seek out food to eat.
The negative effects of Siren Worlds have been nerfed in an earlier update, and now they are also hidden in the starmap.
When NPC ships asks for a resource they will now offer to pay a higher price for the goods and also a relationship bonus in return.
Crew members for hire at a leisure station now ask for a smaller price at a maximum to join the player crew.
The chance for the Military Alliance to carry out an inspection of your ship has been increased.
The HSS Call Me Crazy spaceship featured in one of the data log series has been added to the game as a derelict ship the player can find. A character from the story can be found on the ship in a hypersleep chamber, as well as an additional data log to give more information on what happened to HSS Call Me Crazy.
Added translations to the new Call Me Crazy data log.
Improved graphics for roof elements, to make them integrate better with the roof.
Improved salvaging to avoid hauling resources to an airlock far away, if another airlock is available at a closer distance.
Set default zoom a step higher in the starmap.
Energy cells now take less energy rods to produce.
Gas scrubbers and Oxygen generators now have information of what they are working on in the information window.
Improved description texts for many facilities.
Modified the large tooltips for facilities, which can be seen in the build menu and the research tree menu.
Enjoy the new update! Remember to visit our forums above if you have any questions of how new mechanics work. We and other players will be ready to help in no time! =)
Featured Fan Art
A Space Haven Webcomic - Red Shirt Story by Ahr'Rekis
Space Haven Alpha 14 is now available to play in the experimental branch. As a reminder, the update process is as follows:
A new Update is first available in the Experimental Branch.
Players, who do not mind playing a more unstable version, will first want to test the new update.
Once the experimental game build looks solid and stable enough we will push it out officially to all players!
NOTE!Joining experimental is completely optional, and you should only do it if you are willing to risk that some new bugs are introduced, which could affect your game play and potentially break your save.
Please do not join the experimental branch if you don't want to risk breaking your save or have the game break on you in midst of play!If you want to play a more stable version please wait for the official release of the update.
Note!It is strongly recommended to start a new game.There are a lot of new big changes and it is not known how well older saves work.
Here is how you join The Experimental Starfarer crew:
Open Steam Library
Right click Space Haven
Select Properties
Go to tab 'Betas' at the top.
Select 'Experimental' in the drop-down.
To see what has been added, check the in-game patch notes.
Giving Feedback
Please give your feedback in the experimental branch forum. Link below:
Let us know what you think of the new features and if something should be altered or tweaked in your mind. Perhaps something makes the game too hard or something is too annoying, let us know so we can get a feel for how the new features feel! =)
Space Haven Alpha 14 Experimental Branch Patch Notes
Modified crew member max skill levels from 3 to 10
Added a skill potential bonus to some traits, these traits give a bonus point to some max skill level.
Implemented a way to customize start crew attributes and skills.
Implemented a way to customize if one can customize crew members, in the game customization menu. =)
Crew Member Related Modifications
Modified the default crew member priority system to take the learning potential into account, as we often want someone who can learn up to a high skill level to execute certain tasks.
Modified the crew management menu priority section to show both the current skill level and how many levels the crew member can learn.
Added minimum skill requirements to production tasks and other tasks.
The general Working speed value no longer has an effect on the console tasks. Instead, the bonus effect comes from the relevant skill tied to the task (Navigation, Gunner, Operations and Shielding).
Added a new condition, which can be triggered by long term low comfort. Crew members can rebell and refuse to work for some hours to show that they are displeased.
Balanced the need to fight trigger to make it less possible for a crew member to get stuck in a need to fight mood.
Comfort Map Reworked
Divided the comfort map into three categories: Work, Leisure and Sleep.
Added comfort categories for objects to allow determining comfort values from a category instead of values from individual objects. All tables are now in the tables category, and all beds in the beds category. There are many other categories such as gaming and music. This prevents the need to build multiple different objects of the same type to optimize comfort.
Modified bonus comfort to not have a radius fall-off. This prevents the need to build multiple objects next to each other to optimize comfort. Negative comfort still has a fall-off.
Rebalanced comfort values for objects.
Power System Reworked
Reworked the power network to be divided into two. One network being the integral basic power network, which is low capacity power distributed into the hull.
This network is capable of keeping basic facilities with low power needs functional. The other network is the advanced power network, which is needed for facilities with higher power needs such as industry facilities, ship turrets and shields.
The first network will be easy to manage and can keep the ship alive, while the other network will be more resource intensive and is needed for production and ship-to-ship combat.
Added power control sliders, which will allow the player to redirect power to ship-to-ship combat systems, like the turrets, shields or the hyperdrives.
Hull Stabilizers and System Points
Tied system points to the Hull Stabilizer, and added a minimum distance radius to the Hull Stabilizer. Two Hull Stabilizers must be a certain distance from each other.
Generators, Hyperdrives and Power Capacity nodes now use system points.
Power Capacity Nodes (Batteries) make power boosting possible, which means more than 100% power can be directed towards some ship system in the power control menu.
Shield Modifications
Shields now take the size of the ship into account. When the size of the ship grows the strength of the shield is reduced to a degree, as the shield needs to cover a larger area compared to a smaller ship.
When shields are depleted to 0 they will need to be charged with a few hit points before coming online again. This will cause some intervals where shields are down, presenting opportunities for specialized turrets to strike in ship-to-ship combat.
Ship-to-Ship Combat Modifications
The Autoturret and Small Shield generator have been added to the game. These are researched and found in the same research modules as the weapon console and shields console.
Hyperdrives can now be targeted in ship-to-ship combat and it is possible to stop a ship from escaping.
Turrets and their projectiles can have a chance at penetrating the shields. This penetration rate depends on multiple factors, the strength of the shield, the skill of the defending shield operator, the skill of the enemy ship gunner and the penetration chance of the turrets themselves.
Improved the AI behavior in ship-to-ship combat and made it take the set difficulty into account. The AI will be more lenient with targeting on easier difficulties while trying to disable and destroy more effectively on higher difficulties.
Battlestations
Implemented Battlestations - A new mode for crew members where they seek out their assigned battlestation post in ship-to-ship combat situations. This can be assigned manually or let the crew members do it automatically.
Hyperdrives
Hyperdrives only consumed hyperfuel based on the need of 1 hyperdrive. This has been fixed.
Hyperjumps are now possible to execute within a range of the mass capacity needed, but there is a cost in hyperfuel spent and the possibility of the ship/hyperdrives taking damage.
Implemented user interface improvements to the prepare for a hyperjump menu.
Robots
Logistics robots and salvage robot docks now consume a bit less power than before.
Logistics robots and salvage robots consume a bit less energy cells than before.
The Solar panel produces basic power and costs less in building resources.
Plants and Food
Plants now have a higher growth rate penalty if left untended.
Increased the consumption of fat, carbs, protein and vitamins for crew members. Goal is to increase the chance of a deficiency if some food component is missing.
Modified the default meal recipe in the Kitchen settings.
Balanced plants to need more tending. Previously, 1 crew member was able to tend to 10-12 of the largest (5 crop) grow pods alone. Now, 2 crew members are needed for such an amount.
Starmap and Factions
The negative effects of Siren Worlds have been nerfed in an earlier update, and now they are also hidden in the starmap.
When NPC ships asks for a resource they will now offer to pay a higher price for the goods and also a relationship bonus in return.
Crew members for hire at a leisure station now ask for a smaller price at a maximum to join the player crew.
The chance for the Military Alliance to carry out an inspection of your ship has been increased.
Created new random derelict spaceships.
Polished and added more details to derelict ships rooms.
Lore Related
The HSS Call Me Crazy spaceship featured in one of the data log series has been added to the game as a derelict ship the player can find. A character from the story can be found on the ship in a hypersleep chamber, as well as an additional data log to give more information on what happened to HSS Call Me Crazy.
Fixes and Modifications
Energy cells now take less energy rods to produce.
Modified the large tooltips for facilities, which can be seen in the build menu and the research tree menu.
Fixed hyperdrive placement on many NPC ships.
Fixed bugs.
Please give your feedback in the experimental branch forum. Link below:
We will gather feedback for Alpha 14 in the experimental branch and tweak as needed. Once everything is looking solid enough we will publish the update to the main branch.
Thanks for reading and see you again in the next update!
The upcoming Alpha 14 features a mix of features wished by you, our players, and improvements and additions to the existing systems in the game. Let's take a look at all the new upcoming goodies!
Crew Members Leveling Up in Skills
Crew members now have skills ranging from 0 to 10. You can also customize the attributes and skills of your starting crew!
We've modified the crew member max skill levels from 3 to 10 and implemented crew members leveling up in skills. We also added a skill potential bonus to some traits, these traits give a bonus point to some max skill level. Many of the traits were simply mostly negative, this gives a new way to add something extra to them. The idea was a suggestion by one of our players:
"Something that makes certain characters worth the investment because they have a higher skill ceiling. It would be an interesting game decision to weigh a crew members long term strengths versus short term inadequacy."
Preserving Uniqueness
Our thought is that crew members should still have their strengths and weaknesses, otherwise they will all be the same and be good at everything. Nobody would be unique and this would detract from the joy of finding someone great in the medical or weapons skill, as it would no longer carry a meaning if everyone is great at everything.
Crew members will have a natural ability to become great in one or a few skills, but they will also have their limitations. While the crew member you find on your journey will be random in their skills and ability to learn, you will be able to customize these for your start crew if you so desire.
Ability to Customize Your Start Crew
Another highly requested feature was the ability to customize start crew attributes and skills. This will now be possible for the start crew members, while the crew members you find on your journey will still be their own individuals and cannot be customized.
We often also include more settings to our own game customization screen. So we implemented a way to customize if one can customize crew members, in the game customization menu. =)
The default settings in the crew member priority system takes the learning potential into account, as we often want someone who can learn up to a high skill level to execute certain tasks.
Based on the changes mentioned above we have modified the default crew member priority system to take the learning potential into account, as we often want someone who can learn up to a high skill level to execute certain tasks. Graphically, we modified the crew management menu priority section to show both the current skill level and how many levels the crew member can learn. We also added some minimum skill requirements to production tasks and other tasks, this will help make individuals matter and have value.
Reworked the Comfort System
The comfort map has now been divided into three different categories: Work, Leisure and Sleep. All facilites have their own values in all three categories.
We have divided the comfort map into three categories: Work, Leisure and Sleep. All of these now have their own view modes, which can be accessed from the same comfort menu as before.
We felt there was a need to separate these, to allow more possibilities to customize how different facilities impact a crew member and their mood. A facility can be great in terms of having fun on leisure time, but still affect sleep negatively, such as the noise from an Arcade Machine.
Furthermore, we added comfort categories for objects to allow determining comfort values from a category instead of values from individual objects. All tables are now in the tables category, and all beds in the beds category. There are many other categories such as gaming and music. This eliminates the need to build multiple different tables close to each other to optimize comfort. Each table is still a table, and now they all belong to the same category and the comfort value will be based on the category instead of individual objects.
We also modified bonus comfort to not have a radius fall-off. This prevents the need to build multiple objects next to each other to optimize comfort. Negative comfort still has a fall-off. We also rebalanced comfort values for some objects.
Reworked the Power System
The power network has been separated into two different networks, the Basic and the Advanced power networks. Additionally, the needs for links have been removed.
The power system has been a bit hard to understand. We wanted to make it more clear and straight-forward, and also solve the problem of being completely dead in the water when energium is depleted.
Our next iteration is to divide the power network into two separate networks. One network being the integral basic power network, which is low capacity power distributed into the hull. This network is capable of keeping basic facilities with low power needs functional. The other network is the advanced power network, which is needed for facilities with higher power needs such as industry facilities, ship turrets and shields.
The first network will be easy to manage and can keep the ship alive, while the other network will be more resource intensive and is needed for production and ship-to-ship combat.
The need for links is also removed as the hull is seen capable to distribute the basic integral power. However, power nodes are still needed to expand/distribute advanced power. We are reworking the power nodes to make all the new changes possible.
Power Distribution Controls
The power control sliders gives you the possibility to redirect power according to need, possibly giving a boost to turrets, shields or the hyperdrives.
We're looking into making it possible to redirect power according to need, hoping to bring some more strategy in ship-to-ship combat also from managing power. The new power system supports this, as the wireless Advanced Power can easily be redirected to certain facilities, like turrets, shields or the hyperdrives.
We're also exploring the ability to give a power boost to ship-to-ship combat facilities using the power control sliders, and have them gain a bonus from it but with a possible down side, like the risk of parts breaking. Our goal is to also have power play a role in ship-to-ship combat. Overall, we're making new changes and additions to expand on ship-to-ship combat.
More Strategy in Ship-to-Ship Combat
The hyperdrives of the enemy ship can now be targeted to prevent the ship from escaping.
We've spent some time making changes and balancing ship-to-ship combat. Hyperdrives can now be targeted in ship-to-ship combat and it is possible to stop a ship from escaping. Additionally, we plan to have new smaller versions of a turret and shield, as well as making some changes to the existing ones.
Turret Modifications
Turrets are getting new modifications to make ship-to-ship combat more strategic.
Turrets and their projectiles can have a chance at penetrating the shields. This penetration rate depends on multiple factors, the strength of the shield, the skill of the defending shield operator, the skill of the ship gunner and the penetration chance of the turrets themselves.
A New Smaller Turret
A new 1 System Point Turret is being added to the turret collection.
We're adding a smaller turret, which will be good for continuous fire and chipping away the enemy shields and hull, while giving larger turrets good moments to strike once the shields on the enemy ship are down.
A New Smaller Shield
A new 1 System Point Shield is being added to the Shield collection.
We're adding a new smaller version shield unit to the collection of shields in the game. This shield can be placed for only 1 System Point and gives some protection against enemy fire and micrometeoroids.
Modified the Behavior of Shields
Shields now take the size of the ship into account. When the size of the ship grows the strength of the shield is reduced to a degree, as the shield needs to cover a larger area compared to a smaller ship.
Hull Stabilizers Now Give System Points
Hull Stabilizers now give System Points, instead of the points being tied to the ship canvas size. However, there is a limitation on Hull Stabilizers and thus also on System Points. We also have a thought of making them smaller, to make them easier to fit in the design.
We have tied system points to the Hull Stabilizer, and added a minimum distance radius to the Hull Stabilizer, meaning two Hull Stabilizers must be a certain distance from each other.
The goal of this change was to remove the System Points from being tied to the ship canvas, and instead make System Points tied to the actual ship size. As two Hull Stabilizers must be a certain distance from each others it means System Points are added as the ship grows in size.
Improved AI
We have improved the AI behavior in ship-to-ship combat and made it take the set difficulty into account. The AI will be more lenient with targeting on easier difficulties while trying to disable and destroy more effectively on higher difficulties.
Battlestations
Crew members can be assigned to a battlestation, which is essentially an area the crew member manages in ship-to-ship combat situations.
We've implemented a new mode for crew members where they seek out their assigned battlestation post in ship-to-ship combat situations. This can be assigned manually or let the crew members do it automatically.
Facilities need to be repaired and restocked during ship-to-ship combat situations, battlestations gives the player a tool to make sure that an area has a worker nearby when it is needed.
When Will the Alpha 14 Update be Released?
Our goal is in the early months of 2022. Meanwhile, come chat with us and others playing Space Haven: