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EarthX 0.3.1 Part One

Hey,

Here we come with another update. I decided to split 0.3.1 into two parts, so you don't have to wait more months to play it. Big thanks to the Discord community, which helped a lot during the development.

As I normally do, big shoutout to rykllan for making amazing models in this update ^^ Big thanks to Jere as well, as he did a lot of brutal testing last week.

I was highly focused on adding LinkLink (~aka Starlink) and new building mechanics, but there was a room for other improvements.

Before I start with the changelog, I wanted to share my current roadmap with you:

  • 0.3.1 Part One -> LinkLink & new buildings

  • 0.3.1 Part Two -> Mars & more Starship types

  • 0.3.2 -> Improved vehicle mechanics (e.g. when you land a booster it takes time to go back to the hangar)

  • 0.3.3 -> Major AI update (More rocket models, more interactions, better logic)

Trailer: https://www.youtube.com/watch?v=wZw8M8rbjEg

OK time for the changelog!

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New Features

  • Added LinkLink LinkLink is Starlink. I originally wanted to name it Earthlink, but a player on my discord server suggested the better name, which probably fits more into EarthX. ^^

  • Added new buildings 4 types of factories, 4 types of hangars, and a LinkLink terminal.

  • Reworked build mode It works a little bit faster, the buildings now need time to be built (with cool construction models), and the rotation of a building itself is being saved.

  • Reworked contracts & payloads With better UI and more optimizations. The payloads have now gotten their tab, where all payloads are listed.

  • Reworked company statistics Now you can see in which category you spent the most money & how much do you spend yearly on average.

  • Reworked news The news window has gotten a new UI & code. The content of news doesn't save directly in savefile now, so the savefiles should be smaller ~40% on average.

  • Added new CEOs rykllan had fun making these. Who wants to play as me or the Earth plush? :D

  • Added new achievements (26)

  • Reworked game over

  • Added new launchpads: in Australia and India

  • Added French

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Improved

  • "Land" button at manual landing will now be always visible through the rest of the UI.

  • Improved the look of a report window after a mission.

  • Improved auto-move to a hangar after a vehicle has been built.

  • Added a visual preview of a vehicle on its project panel.

  • Improved vehicle window UI.

  • Now you can update the negotiation price after it has already been submitted.

  • The selected price will save by type (a request from a player)

  • Added last launch year to the contract panel.

  • Removed the ability to create custom launchpads (except Mega LP)

  • Optimized the performance of building trackers.

  • Added some UI animations to many places in the UI.

  • Mouse light will now be disabled if focused on a rocket.

  • Added new sound when reaching a new level.

  • Improved cloud rendering.

  • Improved many more small things that I forgot to write down.

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Fixed

  • Rocket launch tracker didn't change its opacity when focused before launch.

  • "no capable rockets" didn't show up on incompatible ISS contracts if the player had the best rocket possible.

  • Fixed "FAILURE_NAME".

  • Sometimes you would need to click on a module twice to select it in the designer.

  • Superheavy rockets landed in the air over the landing zone.

  • Buildings didn't save their rotation.

  • You could build in the water.

  • Trees hidden by building A could be unhidden by building B in build mode.

  • After removing a building the trees didn't show back up. (Gretna hated us for this..)

  • "Flights" graph didn't refresh in the new year.

  • Side windows were always under other windows in the UI.

  • Player progress window didn't open sometimes.

  • Fixed many more small things that I forgot to write down.

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1 / 1 · 100%
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