The New Combat Script is Ready!

| Author: Abraxis

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!