Alpha 12 Update - Tech and spies
Zirka Dominus » Devlog
Alpha 12
- Added 5 new random events to the game
- Random events are now blocked from happening for the first few turns
- Random events now have a 2% chance of happening, with equal chances of any event happening (probably change that later)
- All empires now have a natural rate of spy capture, which can be boosted by increasing the Counter Espionage budget in the empire screen (0% to start)
- Spies now have a better chance of succeeding in a mission
- Spy mission now impacts the rate of success
- Added spy bases, which allow the player to view the planet while
- Added in new techs that improve the rate of spies being captured
- Added a third new human faction to the game (researcher faction, lost colony)
- (still need to do more art for either them or the other human faction)
- Added another warrior based faction to the game (art is more finished, but background will likely get redone again later)
- Redid how explore planets work, limiting info about an explored planet
- Explored planets stay visible now even if they are outside of the range of the players ships
- Added spy satellites, which increase how much info you know about the planet
- Improved starship pathfinding in battle (still need some implementation but it is better)
- at some point I will port over my pathfinding from another WIP 4x game I have been working on
- Added many new buildings
- Removed the ability to disable the Queue (reduces the code for buildings as I don't need a queue and no queue system).
- Added a ton of new technologies (close to doubled the number of techs in the game)
- (energy still needs a few more techs to fill out the tree a bit better)
- Added in new ship design parts (unlocked through tech)
- Space stations can now be upgraded by new technologies (automatic when certain techs are unlocked)
- More than doubles the number of hulls and weapons
- The game now has different techs based on if the game is set to warp or if it is set to skip drive (MOO vs worm hole movement)
- This makes tradition warp movement work better than in the past, and makes it more viable of an option.
- This adds in 4 techs specifically for warp style game play, which can increase the distance they can move per turn
- Improved star colours to be more consistent with each other (blue and green replaced)
- Added an option to only do a bio attack on a attacked planet (if a ship in orbit has Retrovirus Bomb special ability)
- Fixed multiple bugs in the diplomacy system
- Also rewrote some of the dialogue
- Reduced the number of planets that are hostile (Kept blocking me in and causing all sorts of issues with the AI as they got blocked in and started wars way to early)
- Now they are just debuffed until a better solution is created ( barren are still uncolonizable without the correct tech)
- I am pretty sure I missed a few things, did not take as good of notes compared to last few updates. Had a lot of other stuff to deal with in the last month. Also most of the work was in adding a ton of new techs and some of the underling stuff which allows the new techs to do new things.
Files
Zirka Dominus public Alpha 12.exe 183 MB
22 days ago
Zirka Dominus Public Alpha 12.x86_64 189 MB
22 days ago
Zirka Dominus public Alpha 12 Mac.zip 159 MB
22 days ago
Zirka Dominus A12.apk 156 MB
22 days ago
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Zirka Dominus
A 4X Turn Based Strategy game made using Godot
Status | In development |
Author | AlexChmilar |
Genre | Strategy |
Tags | 2D, 4X, DRM Free, Godot, Local multiplayer, Multiplayer, Pixel Art, Singleplayer, Space, Turn-based Strategy |
Languages | English |
More posts
- Alpha 11 Update - Animations and Tech System56 days ago
- Alpha 10 Update - Graphics and QOL Improvements87 days ago
- Alpha 9 Update - Diplomacy Continued + Graphics UpgradesNov 03, 2024
- Alpha 8 Update - Diplomacy and Planet DefenseOct 06, 2024
- Alpha 7 Update - AI and CombatSep 14, 2024
- Alpha 6 UpdateSep 02, 2024
- Alpha 5 UpdateAug 24, 2024
- Alpha 4 UpdateAug 02, 2024
- Alpha 3 UpdateJul 14, 2024
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