Campaign menu is one of the menus that received the least attention during Alpha development so far. Why is that? Well, it’s not as important as the main game or map editor - it’s rarely used and serves a small role of allowing to click “Start mission” or choose to replay the previously beaten mission. It lagged so much behind now that it’s subpar even by Alpha standards. By requests from mapmakers it’s finally getting some dev time. Along with that campaigns are also getting some new features (campaign scripting, yay!)
What campaign menu should look like? The big idea is to have it in 3D as a sort of map laid on the table, with heights and 3D banners.
However this is far from priority, since it’s better to have a more developed game, rather than campaign menu, right? So for now, campaigns are getting most of their planned mechanics, but still retain its simpler (and easier to develop) menu.
Following features and customization abilities have been added already:
Chapters. Each chapter has its own background graphic and subset of missions.
Customizable mission flags. Each flag has 3 states that can have custom graphics - locked/normal/won. For example now you can denote fighting only missions with crossed swords and normal missions with city icon.
Nodes between flags
All these custom graphics can be png files in the campaign folder. If not supplied - the game will use default stand-in images.
New campaign format is mostly self-explanatory (just open the info.xml in a text editor). Images and texts are now referenced from within the campaign spec (info.xml) - less hardcode rules, more customization.
For the technical side - campaigns got scripting support! It’s made of two parts:
Persistent data storage between missions. Now mapmakers can record data from one mission and use it in the other. Did you help that rebels town in mission 2 - now rebels can send reinforcements in mission 4!
Campaign scripting. Mapmakers get control over which missions get unlocked and when. Did you choose to side-track to the mountains to help the miners or to chase the bandits and let the miners take the usurpers side?
There’s also another neat addition - Campaign Builder - a tool to create and edit campaigns for the game. From now on it will be included in the pack. The tool is rather basic in its look and function, as it’s not the main dev focus. Still it’s handy to set up the template for the campaign and especially the flags/nodes placement.
Give it a try!
If you are a player - check it out and report bugs/feature requests
If you are a mapmaker - start creating your campaign! (and report bugs/feature requests too)
When loading the game you can experience a freeze. The is not crashing just loading a big amount of textures that are used as monitor animations. It was created to reduce the CPU usage. Right now i am working on a visual loading system that will show you the loading progress. So don't panic when you hit 100% loaded and you wait some time till the game start.
We've just released the 1.0.8 update. This update addresses early game pacing, which was a common complaint of some of our customers. We think it's much better now. Remember that if you want to play a faster or slower game you can always tweak the production and research speeds for yourself and your opponents in the New Game screen.
The update also adds new balance changes, UI text and tooltip revisions, AI improvements, bug fixes and more.
Compatibility note: The saves from 1.0.7 may be compatible with this new version to some degree, but we strongly recommend that you start new games to benefit from the update improvements and fixes fully. If you find any issues please let us know. You can check the bug reporting guidelines here.
If you want to finish your current game with the previous version (1.0.7) you can opt for the Beta branch on Steam and unlock the "unstable" version with password "interstellarsg".
What's Next After 1.0.8?
As we have previously announced, we've been working on new content for the game and also doing a major overhaul of the graphics. If nothing major comes up, the big free graphics update will be next! For more details on what's in store for the graphics update check this update from early December.
Thank you for buying, for playing, and for continuing to provide us with your feedback! We truly appreciate our fans.
Thanks! The Dev Team Praxis Games
------------------------------- ----- VERSION 1.0.8 -------- -------------------------------
------------------------ # AI ------------------------
AI now equips better point defense weapons. Previously, the AI was too keen on using only lasers, now it uses the most efficient weapon available for point defense.
AI now equips the ECM Jammer special system more, especially if it knows their rivals have missiles, especially with the MIRV modification.
AI now gives more priority to researching the point defense Flak Cannon weapon when it can and perceives it's needed.
Battleships obtained from searching ancient ruins now appear a bit later in the game (e.g. The Punisher battleship).
The Punisher battleship obtained from ruins now has Class VI Shields instead of class VIII.
Combat auto-resolve now produces less salvage. Was producing a bit too much.
Missiles cost to produce increased by 25% (missiles are more powerful now after the missiles fix - see in the bug fixes section below), so this serves to re-balance missiles.
Missiles' MIRV modification now adds +200% cost instead of previous +100%. This also reflects the missiles re-balancing after the fix.
Flak Cannon buffed. It now provides +75% accuracy against missiles (was +50% before). It's a level 5 weapons tech by default now (was level 6 before) and does 12 damage (was 10 previously).
Missiles damage reduced a little for all types of missiles to accommodate with the missiles bug fix where only 1 instance of a missile was being accounted for. Nuclear Missiles now do 6 damage, was 8. Polaris now 12 was 14; Quantum was 20 now it's 18 and Nightmare Missiles damage didn't change. Stayed at 30 damage.
Planetary Defense Shields and Planetary Deflector Shields bomb deflection chance increased from 20 to 30% and 35 to 40%, respectively.
Colony Command Center now provides +30 flat production instead of previous 20 (to make the very early game a bit faster).
Added +10 flat production on the Capital World (also to make the very early game a bit faster).
Infrastructure costs for level 2 to 4 infrastructure increased slightly to accommodate for the Command Center production increase and new flat production bonus on the Capital World.
Positive POP pressure (when there's fewer POPs than half the planet's population capacity) values changed when there's 1 POP, 2 or 3 in a colony. In result, population growth is now faster in colonies with 1, 2 or 3 POPs.
Space Amoeba and Crystal Entity space monsters now have 'Slime Blocker' and 'Ice Shards' point defense (PD) weapons against missiles.
Space Dragon monster now has a 'Fire Bolt' point defense type weapon.
Point Defense weapons and ECM Jammer special system added to some of the ships found in ruins.
Missile defense against point defense weapons changed to reflect the missile engine speed. Before both the engine speed and the missile's mothership defense were being used for the missile defense calculations. This will make missiles slightly easier to target with PD weapons (this was also done to accommodate the missiles damage fix).
Missile overload in combat now doubles the damage that reaches the ship's structure. Before, it doubled the damage in a general sense. Now only the structure damage is doubled.
Added references to the new automated options to the tutorial (colony automation, automated remote exploration and automatic ship design features).
Added references to the production and research speed configuration to the New Game screen tutorial message.
The Alliance tooltip in the diplomacy and empire overview screens now informs that allies can colonize worlds inside each other's territory.
Production and research speed tooltips now say "Adjust production speed of this empire" and "Adjust research speed of this empire", so it's clear that only that player's research and production speeds are altered.
When hiring leaders, the "Reject" button was renamed to "Maybe later..." and it now shows a tooltip explaining the leader will be available for hiring in the leaders panel for the next 20 turns.
Changed rotate message colors in space combat. 'Can't rotate' is displayed in red; 1 action rotation is displayed in green and 2 actions rotation in yellow.
Added tooltip to the declaration of war option in the diplomacy dialog explaining why declaring war is not possible at the moment (due to a Peace Treaty currently ongoing, or because the state of war already exists for the empires in question).
Ion Cannon beam weapon description revised to explain that it can damage shields while they're up, and that when shields are down it can damage and even turn shields, engines, weapons and special systems inoperable.
Automated Repair Bots special system also got its description revised to detail how much structure points, armor and internal systems points are actually restored per turn.
EMP Defenses special system tooltip revised from "+50% Defense against ion weapon attacks" to "+50% Ship Defense against ion weapon attacks". This clarifies that the 50 value is added to the current Ship Defense value of the ship for accuracy calculation purposes.
Fixed a major bug that was causing missiles in a slot to only inflict damage as if only 1 missile was available, irrespective of how many would actually be installed in a weapon slot.
Fixed a glitch in the space combat screen where sometimes the "Ship Attack" value was not being displayed in the enemy panel.
Fixed an issue in space combat where the missiles HP and Chance to Hit information was missing in the multiple objects sub-panel when choosing which missile to target.
Fixed an issue in the ship design where the cost values of components were being rounded down, when in fact they needed to be rounded up.
Fixed a bug in the total space and cost calculations in the ship design screen. Now the totals for all weapons are displayed where before only 1 weapon for each slot was being considered for the calculations.
Fixed a bug that sometimes was allowing a ship design to be generated for the player (using automatic designs generation) with slightly negative space value left.
Fixed a bug where sometimes duplicated special systems could be installed in battle stations and star fortresses.
Fixed a bug that was causing ships with no shields to lose crew experience every time they fought a battle and didn't flee.
Fixed an issue where the Tractor beam would only appear in the round you used it (the graphical effect would disappear in the next turn).
Fixed a bug where the Nano Swarm activation could sometimes lose the connection with the origin ship and the combat could become locked because the player wasn't allowed to cancel the activation (this was also fixed for the Kaek Titan's Mind Control ability and the Tractor Beam).
Fixed a bug in the Tractor Beam when a target under tractor beam fled, the next tractor beam effect applied on a different target would appear in a different place than expected (not in the new target).
Fixed an issue that was not allowing the Tractor Beam effect on combat speed to update the target speed immediately on the enemy panel.
Fixed an issue where a Tractor Beam was not being switched off when a target was captured.
Fixed a bug in the Tractor Beam speed reduction applied to the target ship. Combat speed was actually increasing in the target ship instead of decreasing, as expected.
Fixed an issue that was allowing ruins to be searched during the combat encounter dialog leading the game corruption state afterwards.
Fixed a bug that was allowing all planets to be colonized just by clicking on them after building a colony base.
Fixed a bug in the colony automation that was causing turn-processing corruption when putting colonies to 'Balanced' focus and there were terraforming projects that could be made but no terraforming technologies were available.
Fixed a glitch that was causing a thick blue line to appear in the galaxy map when going with a 2x distance factor in a large map.
Fixed an issue with the Runaway Greenhouse planet special test. An "ends" word was missing.
Fixed an issue with bad text wrapping in the weapons tooltips in space combat.
Fixed an issue in the number of missiles tooltip in the ship design. The tooltip now stays open when changing the number of missiles.
Fixed a typo in the galactic council when we get the diplomatic victory. "responsability" is now "responsibility".
Fixed an issue that was causing multiple sound effects to be heard when selecting or deselecting all weapons in the weapons console in space combat.
Fixed a typo in the Legion of Shadows event. 'Emire' now reads 'Empire'.
Fixed an issue that was causing an empty tooltip to display for 'Normal range' in the area where the 'Long Range' or 'PD range" are displayed.
Fixed an issue in the race appearance/affinity tooltip. It now informs that the Titan unique ability is also inherited from the selected race affinity when creating a new custom race.
It has been years since the last major update so first I would like to thank all of you the players. Without you I would be nothing. Thank you for years support and all the feedback. Today marks a new day for the history of Step Dad Productions and ERRHDR. With the introduction of version 1.3.0.0 THE BIG ONE comes controller support and MacOS support. The history of EERHDR has been a complicated one and the added controller support embraces our heritage during the period in which our game was sold on the OUYA. As you all know the OUYA is no more and we at Step Dad productions had lost the files associated with the build. This ground up rework not only adds controller support but pays homage to the early pioneering days of the worlds first microconsole!
It's 2020, and you know what that means! At least, I hope you do, because I certainly don't! All I do know is that we're back in action after the flurry of holiday festivities, and we're blasting full steam ahead on the next big Levelhead patch. For today's dev blog, we're going to keep it short and sweet, and look at the one big feature of the next patch: MULTISELECT.
I can select... EVERYTHING!
One of the core features that Levelhead's editor has been sorely missing is some kind of way to mass-manipulate chunks of your level. If you built a section of your level and want it to be somewhere else, your only option right now is to just rebuild it. This makes building levels a lot more cumbersome than it should be, and it makes it hard to fix problems if you built yourself into a corner.
This patch sets out to solve all these problems by introducing a new Multiselect tool. But we don't want to release some half-baked multiselect. No... this multiselect should be fully baked. Multi-baked, even. Levelhead's multiselect should be the multiselect to end all multiselects. Multiselect.
The first key of having a good multiselect tool is that it should select WHATEVER YOU WANT! So it does. You can make selections of any shape or size. You can cut holes in your selection. You can select non-contiguous items. Hey, it's your selection. Do what you want!
But once you have something selected, what do you do with it? Maybe you want to... move it somewhere else? We got you covered!
Or maybe you selected something, and you thought to yourself, "I want more of this." No problem! Just eyedropper your multiselection to copy it to your cursor. Then, you can paste it all over the level!
There's so much pasting going on here, I feel like I'm in kindergarten again.
What else does Multiselect do? Quite a few things! But we don't want to show it all at once. Plus, we're still working on it, so you know. It's all subject to change!
What's Next?
We're still working out the kinks with Multiselect (for example, it's a bit CPU-heavy right now), but it's guaranteed to be in the next patch! What else will be in that patch? Well, if we told you, it wouldn't be a surprise. The next patch is planned for January 22, two weeks from today!
You just gotta get in there!
Want to stay tuned with updates in CLOSE TO REAL TIME? Check out our patch notes page to see changes to the game, even before they have hit Steam!
And if you want to get the changes a little earlier than the rest of the folks on Steam, hop into our Discord, where we've got information on getting into the Beta branch.