Additional functionality (such as right-click) to exit out of screens will be added.
MiscellaneousBelow are some of the things we’re working on that would impact multiple areas of the game, or do not fit into a specific category outlined above.
A rally point option will be added for military ships/fleets.
The star systems near the core of the galaxy will be made easier to see.
Civilian ships will be changed to not trigger the threatening fleet notice.
guarding, blockading, constructing something)
Icons will be added next to fleets that convey what they are doing (i.e.
Population display will be changed to show both the current and maximum population of a planet.
The ability to see the weapons/modules of a ship when hovering over its icon in the fleet window will be added.
Radar lines will be introduced to show maximum visibility range of ships, monsters and planets.
We are experimenting with a slow / limited navigation option outside of starlanes, unlocked via mid-game technology.
We are planning to increase the information around the planet to display things like trade goods, pollution cleanup, etc.
We are planning to increase the quantity of wormholes to make exploration more exciting-“Where is this going to take me?”.
To that end we are making adjustments to better provide information on colonies, ships and other entities at-a-glance. Galaxy ScreenThe galaxy view is beautiful, but we want it to be functional for you too.
We are evaluating options for more control over specials and weapon systems, as well as weapon overlays to give more clarity on what’s going on.
A retreat option will be introduced at the intro screen as well as during combat (note: some technologies/structures/specials may potentially prevent retreat from being possible for all ships).
Civilian ships will be added to the battlefield, so use caution when moving them around the galaxy along with your combat fleets.
Formation bonuses will be introduced that provide bonus effects to certain ship types for flying in formation.
We will be changing it so that each tactical battle starts paused by default, allowing you to get a feel for the surroundings and the battlefield to begin planning your tactics.
A major focus for this feature is improving the control the player has over the action in the battle, as well as more information on what’s happening. Tactical BattlesAt the moment tactical battles have a strong core implementation, but usability is a big issue.
BC income will be adjusted so that it remains an option for speeding up expansion (or strengthening a fleet) but does not trivialize it.
Improvements will be made to diplomacy AI to allow more positive interaction between AI races, including basic treaties, alliances and diplomatic council votes.
Miniaturization will be introduced all hail making things smaller!.
Races are not distinct enough, so we are planning to improve this through more interesting perks/traits.
Biomes are not unique enough at the moment, so we are planning to add more variation and also potentially provide new bonuses (i.e.
those that affect diplomacy), so we are making changes so that they are more impactful
Some racial perks are not as valuable in multiplayer (i.e.
We’re working on making pirates more interesting, giving more options for interacting with and engaging them, as well as the ability for them to expand.
Research comes a little too easy right now, resulting in technologies being unlocked far too quickly we will make adjustments here to make unlocking a technology feel more like a milestone and to reduce the frequency at which ship designs and ship weapons/systems become obsolete.
Late-game pacing is sluggish, so we are planning to improve that-especially providing interesting things for players not focused on the Conquest victory condition.
If we were to prioritize the content of this article, you could probably consider most of the topics in this list as the highest priority. Without solid balance and a strong AI, things begin to fall apart. Balance/AIThis is an important focus for us as it impacts most if not all game systems.