Welcome back

Forgot password?

New here? Create an account

Language

Back to transmissions

Development

The New Combat Script Is Done

Firing order by speed and mass, ready for team attacks and Void bosses

Published by Abraxis 1 reads

Hey everyone! After a few weeks of delays, some personal stuff, and a beautiful weekend trip, I finally managed to complete the new combat script.

This new combat script is here to replace the old one, which, honestly, I wrote with absolutely zero future-proofing in mind back then. The new version gives you a much clearer overview of each firing round, is ready for team attacks down the line, and sets the stage for things like void-boss and fleet combat. We'll talk more about those later!

The updated combat system now determines firing order based on ship speed and ship-mass prioritization, as well as the already mentioned damage bonus by mass. Since I didn’t manage to add the tactical modules yet, I only prepared some code blocks for the upcoming types.

Good news on the bots too, they're behaving nicely so far. We also tweaked the asteroid spawn feature a bit, so it scales down better in the late game and won't match the top 3 player points quite so strictly anymore.

Here’s what’s currently planned leading up to the 2nd beta restart:

  • Getting those tactical modules implemented
  • Giving the new combat script some fine-tuning

And looking ahead, here are features we're planning to work on during the 2nd beta, aiming for the 1.0 release:

  • Commanders
  • Optimizing the bio-research loot
  • Re-implementing PvE boss fights (now possible thanks to the new script!)
  • Adding Relics (it’s an RNG-based crafting system to boost additional planet resources)
  • General bug fixing, of course

I really hope to see some familiar faces join us again for the 2nd beta, kicking off on July 25th!