Endless Sky Delta v0.10.12.1-Delta parallel release #231
Zitchas
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Welcome to another "Parallel release". Not so parallel this time, due to time commitments, but in any case, Upstream did a release, so doing one here to maintain the parallel nature of development. Changes in upstream are not noted in the change notes below, but are fully included unless superseded by changes in Delta.
Big Changes:
One of the most notable changes is the shrinking of drones, fighters, and interceptors. These ships will now appear to be quite small compared to "regular" ships. This both adds more of a sense of scale to the game, while also making them a bit harder to hit and thus improving their survivability a little. If you choose to pilot one, it gives you a little more room to dodge with.
The other big change is that the forced presence of reverse thrust on all thrusters has been removed. You will now only have reverse thrust if you choose to install something that provides you with reverse thrust.
Something else you might notice is that ships don't come fully equipped anymore. Most stock ships have had shield generators, hull repair systems, and ammo racks removed; and now come with only half their ammo. Virtually every ship in the game that carries ammo now by default only carries half. This was implemented to impose a degree of fairness on the player: They spend ammo in one battle, then get to the next battle and start it with depleted stores. Whereas the NPCs start every battle at full capacity, despite the fact that they, too, should be encountering random battles since their last opportunity to restock. It'd be better to have some sort of random variation in ammo stockpiles, with a fleet definition to tilt that one way or another or set it to full or empty, but that's a wishlist thing. For now, half ammo as a general average. Note: Carriers retain their regen outfits and ammo racks, as being central to their purpose. Variants have not had any outfits removed other than the half ammo. This means that while stock ships will often be vulnerable to hit-and-run tactics, most variants are not. This adds a little more variety to the game instead of the previous state where hit-and-run was basically useless for everywhere that those tactics would traditionally be used by. It's still not great, but it's better, anyway. While the combat balance was one factor, the biggest advantage is that players now start with new ships that have a bit more free space, so they can immediately start adding things to their ship instead of having to pull stuff off first. Even if they immediately just add the shield or ammo rack or whatever it was right back in, that's still an improvement they did instead of the game doing for them, so I feel that it is another crucial step to having the ships that players fly be their ship outfited the way they chose to have it; rather than merely flying a configuration that was pre-set for them. As a side benefit, this also means that ships are a bit cheaper to buy.
Virtually every fleet in human space now has a formation specified.... But the AI prioritizes other things over getting into formation, so they rarely use them. But you might see one here and there doing so.
Content Creators:
Thanks to the work of @TheGiraffe3 , we now have code to support custom pricing for outfits in specific locations. This opens the door for doing things like having certain outfits be available on pirate planets.... but with massively increased costs compared to what they cost in places that don't have to steal them. It is possible to specify changes to buying-from-the-player costs too. So, for instance, if a certain place doesn't carry something, but would buy it at a much higher price than normal, that can be done. There are a few examples already in the data files. This is an extremely useful tool for differentiating the various markets so that it isn't just a matter of an outfit being available or not; but also of if it is something that is cheap or expensive. It also means that outfitters that aren't curious might pay pennies for alien outfits, while other people that are extremely interested in such things might pay a premium... So it might pay to be selective about where you sell, instead of just dumping it in the nearest outfitter. Beyond the demo examples, this hasn't been implemented on the data side yet, but I'll be doing a bunch of this in the future, and I hope other content creators will be making use of it too.
Save affecting changes:
The following changes will require you to sell and rebuy or otherwise re-aquire the ship in question in order to get the changes:
###High DPI
The attached High-DPI should be identical to the normal one, except with the replacement of the title screen compass and title with the Delta versions thereof. Useful if you happen to go back and forth between upstream and Delta or have both running simultaneously while wanting to use High DPI in both.
What's Changed
Full Changelog: v0.10.11.5-Delta...v0.10.12.1-Delta
This discussion was created from the release Endless Sky Delta v0.10.12.1-Delta parallel release.
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