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Releases: akarnokd/open-ig

0.95.222

30 Jan 17:49
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  • [UI] Added an UI toolbelt with buttons for the pavement and other features in this patch.
  • [UI] New feature: Ability to move colonists between planets (at a cost).
  • [UI] New feature: Ability to abandon a colony (at a cost).

Details

As promised, the button for switching to pavement mode has been added to the colony screen, below the build panel.

In addition, two new features have been added: moving colonists between planets and abandoning a planet.

Moving colonists can be done in two ways, "importing" them to the current planet from somewhere else or "exporting" them from the current planet to somewhere else. Costs 5 cr per colonist moved. Colonists can only be moved between planets with population of the same race.

Players can now abandon a planet and decide what should happen with the population: relocating them or killing them. The former costs more, 5 cr per colonist whereas the latter costs 2 cr. However, there are morale and diplomatic consequences of abandonment. Read the labels on the dialog as these consequences depend on whether the colonists are of your race or another. Also relocation may not be possible if there are no other empires with said race.

0.95.221

29 Jan 22:07
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  • [Feature] New feature: pave over larger surface features so they become buildable/passable. Use the key P to enable this mode. UI to come later.

Details

How is that an Empire who can travel to the stars can't move a few boulders or mountains to make some room on planets? Fear not, the ancient art of pavements have been rediscovered!

You can now pave over the bigger surface features and those places can now be built upon and vehicles can pass over them. On a planet owned by the player, press the P key to show the bigger surface features that can be paved over. Note, however, that paving is expensive. The game will show the price in green if you can afford it, red if not. Press P or ESC to leave this mode.

Developer note: I'll add a proper UI for this feature in the near future.

0.95.220

29 Jan 16:28
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  • [Balance] New screen: Custom Balance Settings. Accessible via the Campaign screen or via CTRL+6 from ingame. It allows buffing aliens and modifying how morale is calculated.

Details

Game version 0.95.220 released with the possibility to play with some customized game balance options.
The new screen is accessible on the Campaign Screen via the [...] button for new games, or via CTRL+6 ingame on the Starmap.

Currently, it has the following options and may be expanded in the future:

  • Give the aliens more money and faster production. Should help with attack frequency.
  • Relationship with non-allied aliens will degrade over time. Should help with aliens ignoring the player.
  • Adjust the calculation of how morale buildings contribute.

ℹ️ Tip: hold SHIFT to have the spinners adjust faster.

This latter has several subsettings (see tooltip on the control):

  • Linear: this is how Open-IG did it by default. Each building has full contribution. Some players think it is excessive and exploitable.
  • Best of Kind: Only one building is considered per type, which has the best state (health, power)
  • Maximum one: only one building can be built per type per planet
  • Degressive: Each building type contributes reciprocally less, (1/1, 1/2, 1/3, 1/4, etc.), but mathematically unlimited still.
  • Asymptotic: Each building type contributes exponentially less (1/1, 1/2, 1/4, 1/8, etc.), but mathematically limited of double.

0.95.219

25 Nov 10:13
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  • [Missions] Fixed Mission 17 - Destroy Prototype, where the Garthog ships would exit the wrong side of the screen when the battle happened over a friendly planet. (Issue #1007)
  • [UI] Fixed the database screen with stuck ship title overlapping the alien descriptions upon screen switching back and forth. (Issue #1035)
  • [UI] Fixed the database screen label errors when playing a Skirmish game and looking at the alien races.
  • [UI] Fixed the test video/screen overlapping with message playback triggered from the statusbar's Message indicator.
  • [UI] Fixed the test screen remaining open when loading an earlier save.

0.95.218

03 May 08:43
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  • [Missions] In Mission 12 - San Sterling Virus, Traders traveling towards San Sterling will now get the blinking red border too. (#1032)
  • [Performance] Fixed performance regression in rendering partially hidden vehicles.
  • [General] Improved compatibility with newer Java versions.

0.95.217

01 May 18:00
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  • [Map Editor] Fixed the map editor not properly saving 1x1 tiles.

0.95.215

17 Aug 13:59
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  • [Groundwar] Added default defensive deployment locations for planets without buildings. (#1013)
  • [Groundwar] Fixed an issue with AI deploying to unreachable locations via deployment exclusions. (#730)

0.95.214

02 Apr 11:03
216320b
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  • [Campaign] Fixed an issue with planets becoming non-operational upon level-up in the campaign.

0.95.213

22 Feb 12:35
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  • [UI] Adding fighters to a planet with maxed out vehicles via the Add button now works correctly.

0.95.212

13 Jan 21:41
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  • [Labels] Added some missing German labels causing an error dialog to pop up. (#1021)
  • [Skirmish] Fixed a potential issue with assigning initial planets to players.