Hi everyone, we are super excited to announce that Update 2 is here! Captain Zuff has prepared a wonderful trailer to walk you through all the new fancy features, so don’t forget to check it out. You can also find the full changelog at the bottom.
COI Hub is out!
Our community hub is up and running at https://hub.coigame.com. Besides blueprints, you can also grab some of the new maps made by the community or upload your own! We can’t wait to see your creations!
Key highlights from Update 2
Extra 30 minutes of new music!
Map editor
New map Armageddon, all existing maps were revamped and improved
Hydrogen vehicles
Conveyor lifts
Stackable balancers
Custom surfaces & decals
Improved difficulties and their runtime changes
Loans
Optional ores sorting
Improved logistics
Pipes and tank trucks coloring based on contents
Product icons for fluid storage
New models for assemblers and they now also show what they produce
Improved GFX: Clouds shadows on terrain, improved particles for machines, new particles on terrain
Added 4 new types of trees and 16 bushes
COI Hub: Community portal for sharing COI content such as blueprints or maps
Armageddon
To celebrate the brand new map editor, we’ve created a new map called Armageddon that showcases what can be done! With four starting locations, each offering a different difficulty level, this map caters to both new players looking for a manageable challenge and seasoned veterans seeking a test of their factory-building skills.
The new Armageddon map
Did you notice the truck and excavator down there?
This is the hardest starting location. Can you survive?
We wish you exciting new chapters in Captain of Industry! Marek & Filip
Full patch notes
Compatibility
* Save files from Update 1 are fully compatible and all new features are available in legacy saves.
* In order to enjoy updated maps and improved terrain generation, you need to start a new game.
Music
* Added 8 new tracks to the soundtrack, totaling 34 minutes of unique game music to enjoy.
Map editor and terrain generation
* Fully-featured map editor that allows editing maps as a set of manually-configured procedurally-generated features.
* Map editor offers a wide range of configurability from simple shape control and parameters configuration, to changing how 2D noise functions are chained together to generate terrain features.
* New map representation that ensures maps are maximally forward-compatible and future-proof.
* Increased maximum map size to 17M tiles, 4x larger than the largest map so far.
* New maps may contain more than one starting location.
* Improved map generation pipeline to allow parallelization of all generation stages, decreasing game load times.
* New hydraulic erosion simulation that makes the terrain (especially mountains and cliffs) look more realistic.
* Procedurally-generated features such as mountain ranges are now configurable as polygons, not only as lines.
Maps
* All existing maps were recreated and improved, all containing new starting locations for fresh playthroughs.
* Added new map called Armageddon - a largest map in the game with 4 starting locations, each offering a different difficulty level.
Community Hub
* Created and launched a community hub for sharing blueprints, maps, and mods: https://hub.coigame.com/
* Hub offers better integration with the game (compared to other third-party services) such as validating blueprint strings, or showing contents of uploaded maps.
Custom surfaces & decals
* It is now possible to manually place surfaces such as concrete on the ground.
* There are 10 surfaces available: 2 concrete kinds, 4 metal kinds, 2 sandstone kinds, bricks, and cobblestone
* Exclusive gold floor is available in the Supporters Edition (thanks for everyone's generous support!).
* All surfaces now have curbs at their boundary.
* All surfaces can be painted with decals such as lines, stripes, arrows, numbers, and other decorative elements. There are over 70 different decals to choose from available in 8 colors.
* Decals can also be copy-pasted or saved into blueprints
* Vehicles driving on custom surfaces have reduced maintenance.
Improved difficulties settings
* Game difficulty setup in the new game flow is now split into two parts: difficulties and mechanics.
* Difficulties adjust factors like production, yields, and resource availability.
* Mechanics alter gameplay in more significant ways, e.g. whether vehicles should keep driving slowly without fuel or stop.
* It is now possible to configure the game settings to eliminate death spirals, making the game more approachable for casual players, or to make it even more challenging for veterans.
* All game difficulty settings can be now changed during the game, however, any change will be recorded in a log and a cooldown period prevents changing the same settings too often.
* There are now more than 30 individual game difficulty settings available.
- New option to disable death by starvation, starving people will not work though.
- New option to keep vehicles running slowly without fuel.
- New option to keep ships running on unity when no fuel is available.
- New option to keep machines working for some time without electricity or computing.
- New option to keep machines working slowly when broken down due to low maintenance.
- New option to stop conveyor belts from working when low on power.
- New option to keep water pumps working when no water with reduced throughput.
- New option to keep world mines working slowly when without Unity.
- New option for full deconstruction refund.
- Added research cost multiplier.
- Added quick actions Unity cost multiplier.
- Added solar power production multiplier.
- Added contracts profitability multiplier.
- Added loan conditions multiplier.
- Removed power production multiplier.
Additional new features
* Hydrogen vehicles
- New class of vehicles that run on hydrogen instead of diesel.
- Hydrogen vehicles include: T2 and T3 trucks and excavators, T2 tree harvester, tree planter, and cargo ship.
* More fuels for Cargo ships
- Ships can use Diesel or Heavy oil interchangeably
- New hydrogen ship
* Conveyor lifts
- Vertical transports allowing vertical movement of unit and loose products.
- Lift up to a height difference of 6 tiles on 1x2 tiles of space which allows transporting materials over retaining walls.
* Ores sorting
- When enabled, trucks with mixed materials from a mine will have to dump their cargo to a dedicated ore sorting plant, instead of directly delivering individual materials.
- Ores sorting can be changed in new or existing games via new game difficulty settings.
* Loans
- It is now possible to loan certain materials from friendly settlements.
- Loans can help with averting crises or speeding-up progress.
* Props removal tool for easy removal of tree stumps, rocks, and bushes.
Improvements
* Balancers can be suspended on pillars, similar to transports or connectors. Other transports or balancers can be built on top of them, allowing for truly multi-level conveyor networks.
* Logistics now won’t schedule delivery jobs if the second leg of the trip is not accessible. This solves issues where trucks were being loaded with material and was then unable to deliver it to its destination.
* Trucks no longer get stuck on unreachable goals; they mark such goals as inaccessible instead. Targets that can’t be reached by multiple vehicles get reported via a notification.
New UI
* New user interface for the main menu, map editor, in-game settings and difficulty configuration.
* Revamped save/load game screen to group saves by game sessions. This is also reflected on disk where games from one session are organized in directories.
- This also prevents auto-saves from mixing between different sessions.
* Mods that fail to load are now marked in the UI together with the copyable error message.
* Improved sound effects for many UI actions
Graphics improvements
* Pipes are now colored based on their contents. This change is slow and gradual to avoid any sudden changes and to support pipes with mixed contents.
* Trucks with tank attachments are colored similar to pipes and have a product icon on the side.
* Fluid storages have a product icon on top.
* Three new deciduous tree variants: birch, maple, and oak.
* New terrain props: bushes.
* Clouds now cast shadows on the ground.
* Improved particle effects for various machines, especially those emitting fire or steam.
* Interactions with terrain such as mining, dumping, or terrain collapse now generate dust particles.
* Vehicles now emit smoke from exhausts.
* Trees now sway in the wind slightly.
* Terrain under the ocean is now rendered as wet.
Balancing
* Vehicles and cargo ships now cause pollution when using fossil fuels.
* Cost of Vehicle barriers was reduced from 10 to 1 concrete.
* Cost of Retaining walls was reduced from 10 to 6 concrete and 4 to 2 iron per tile.
* Increased output and upgrade levels for world map’s rock mine
Changes in the early game
* Abandoned radio tower is now set to be recycled by default.
* The main ship no longer requires initial repairs, just the dock.
* Early assembler now requires power so power production is unlocked from the start, initial diesel supplies were increased to reflect that.
Modding
* Significant changes were made in the modding API, all mods will likely need to be updated and recompiled.
* Mods are now selected at the start of the new game (instead of at the end), allowing them to affect the new game setup flow, e.g. providing maps for selection.
* Improved how mod configs are being handled, now all mod configs must derive IModConfig interface.
Fixes
* Molten transports and balancers can now be elevated, but must still remain flat.
* Fixed disappearing large entities under some camera angles in rare cases.
* Fixed a slight memory leak after quitting a game to the main menu.
* Initial transport placement no longer requires a valid pillar to start the transport construction.
* Fixed settlement health/unity generation when more than one settlement was constructed.
Start menu now shows which classes / cultures / religions you've won with, universally changed the animation for this to a little diamond (still thinking about how I really want these "victory indicators" to look, keeping them all consistent for now)
Characters should now be automatically saved when you enter the world map (don't have to click save and quit, can just close the program)
Added Uhrata prestige class, 20 points in any "chant," recharges 1st prayer on killing an adjacent enemy, deals high self-damage on prayer
Added log text for bleed / entangle getting removed after clearing an area
Gallus Willpower / Enc bonus changed to +10% encumbrance from items, per point of Strength
Acolyte self-damage changed to on step / attack / stand still, if enemies live, damage increased to 10% of your max Life
Arba now gains resistances per point of Inflexibility
Gave Scutum area attack
Mask of frenzy now also deals fire damage to the target
Global Soccer: A Management Game 2017 - Forever Young Games
Dear Players!
I've came to the decision to change "Global Soccer: A Management Game 2018" from paid to free to play. If you're not familiar with this game, this is a simplistic, retro-style football manager game, which aims to bring back good memories from the old CM2 times. The change will take place on April 12, so if you were to buy the game, then please don't do it. If you'd still like to try out this series before this date, or you'd like to support me, you can still buy GSM 2017 or GSM 2019. The change is permanent, so GSM 2018 will remain free forever. Also, please don't forget to wishlist my upcoming games, a comedy visual novel called "Singles' Generation" and a turn-based fantasy RPG called "Tales Of Chandar".
Here are the Steam store pages of the above mentioned games:
No longer are monkes bound to play tag on the Forest floor! A new development in aerial technology means there’s a whole new world to explore above the Clouds. Swing through leafy treetops, glide on the soaring winds, and get up to some treehouse tomfoolery with your friends!
Reach new altitudes with the brand new Flying Monkes gear. The Leaf Ninja Bundles will keep you looking the part as your slice through the skies on the brand new leaf gliders. Find it and other aerodynamic accessories in the store for a limited time.
"What's a nice lady like you doin' in a place like thi--AGH!"
Armed with a dangerously lethal whip, this Tromaville thug poses a significant threat to the Toxic Crusaders! Capable of inflicting pain with her weapon, B.G. Whip will take swipes at any enemy standing in front of her! Unlike other thugs, her attack animation will play constantly, until the enemy she’s targeting gets FLUNG to the other side of the screen!
And watch out for her wake-up attack! Even though a B.G. Whip can take damage like a Rico or Leroy thug, she’ll strike back instantly as she gets up off the ground–similar to Frank! Upon hitting the ground, B.G. Whip will do a nasty KICK to any unsuspecting Crusader wanting to extend their combo, so keep your distance when she regains her footing!
No matter the enemy, or what weapons they may carry, you can join the Toxic Crusaders on their quest to defend their home–and Earth as a whole–from the local Tromaville thugs, or the invading Smogulan forces of Dr. Killemoff!
Stay tuned for even more!
Be sure to follow Retroware’s developer page to stay up-to-date on all our games, news, and more!
So, Trooper, you’ve managed to beat the odds; you strolled through hell and managed to live to tell your tales. You’ve earned promotions, and you’ve gotten comfortable with your life as an officer in the Deep Space Vanguard, but your job isn’t finished yet if you so choose - there is no greater honor than volunteering for another tour of duty with the Federation!
Once a Trooper has managed to complete their career progression and reached the legendary Rank 100 Deputy Sky Marshal I. Troopers will have the opportunity to serve the Federation with the greatest sacrifice there is (at least if your heart’s still pumping):
RE-ENLISTMENT!
Troopers will be able to increase their Re-enlistment Tier in the new update. Doing so resets your Career Rank, and all your Classes. Troopers will be able to go into their “Profile” to re-enlist! In exchange, you’ll earn a NEW Career Badge, a Custom Loadout Slot, and the opportunity to earn your Ranks and Levels again.
Nothing inspires the troops better than a commanding officer picking up their faithful Morita Mk. 1 once more and re-joining the recruits against the Arachnid menace. We all remember Pvt. Zim!
Back on the Grind
Re-enlisting as a Rank 1 Private isn’t the same as starting over from scratch! You RETAIN your Weapon Mastery Progression you’ve already accrued over your first deployment, meaning you can come back with a head start over your less seasoned compatriots. This means you can take immediate advantage of an improved Sight or a Modification on your weaponry that you’ve previously earned.
In addition, you will KEEP the uniforms, visors, and decals you’ve already earned from your previous tours of duty, letting you distinguish yourself from the rest of the Vanguard.
With Re-enlistment you will also earn new Custom Loadout Slots EACH TIME you complete a Re-enlistment Tier. Access to extra Custom Loadout Slots grants you the ability to save another equipment loadout for quick selection at the beginning of an engagement.
Want to take that Hawkeye to the wide-open battlegrounds of Agni Prime, but need to keep the option of the Morita XXX ready just in case? Use your Custom Loadout Slots to save alternative kits for different situations, whether it’s to save time and effort or just to flex on your friends.
The implementation of the Re-enlist feature has a few goals that we’d like to share.
Always Moving Forward
We understand that this isn’t something that everyone will be interested in, but some troopers may find continuous progression important to their gameplay experience.
We wanted to provide a method of ultra-endgame progression that still allows all other players to progress at a reasonable pace.
Your Reward, Your Choice
As we won’t expect everyone to willingly reset their hard-earned progress, we’ve ensured that this is a path that is purely OPTIONAL.
Custom Loadout Slots provide additional flexibility to Re-enlisted players but don’t provide a benefit entirely unachievable by others.
We wanted to provide a reward that was both valuable but not critical to the overall core experience.
Future Benefits
That said, we aren’t done with rewards for repeated Re-enlisting and will look to add more to this system as we develop Starship Troopers: Extermination.
We’ll be letting all troopers know if we add anything to the Re-enlistment system, so keep your eyes and ears open. And if there’s something you’d love to see reward your efforts, please let us know!
Remember, Troopers, what you’ve just read is still Work-In-Progress and Subject to Change. If you have thoughts or feedback you’re willing to share, please let us know.
───
That's all for this transmission! We hope to see some of you chat with recruitment once again to re-enlist and secure the future of the Federation!
Want to re-enlist with other troopers or provide feedback to us the devs? Come join the ST:E Community Discord!
The Closed Beta is now available for players all over the world to participate in! Players are welcome to join both servers as they are not region locked.
EU Servers OPEN at 6PM BST and CLOSE at 10PM BST NA Servers OPEN at 5PM PT and CLOSE at 11PM PT