The Final Progress Report!
User interface
- Enemy camp panel
- Time display tooltip
- Money display tooltip
- Warning display tooltip
- Suggested buildings panel
- Tile fertility panel
- Removed panels
- Ingredient list in panel when building something
- Settings-cloning
Needs and happiness
- Clearer need progression
- Clarification: Tool and happiness effects
Polishing & Accessibility
- Removed obsolete mechanics:
- Colonist limit and settling
- Conveyor logistics mode
- Buildings: High capacity depot, automated horse station, recycling workshop, connected decorations and overhead conveyors
- Deprecated: strength stat, carrying exhaustion, mining difficulty, item weights etc.
- Expert mode: train pre-signals and assigning colonists to workshops, combat system, fighting robots
Gameplay
- Automated stockpiling after mining & random mining order
- Production and depot signs
- Limit depot entry
- Building depot over stockpile or items.
- Stop-conveyor belts
- Automatic setup of depots
- Displacing items
- Balancing: Ingredients, times, item effects, colonist counts, campaign missions
- Late game performance & Tons of bug fixes
Campaign
- Campaign is done!
Outlook
- Future development
- Thanks to the community & call for reviews
Discord server: https://discord.gg/kubifaktorium Website: kubifaktorium.com Company: neomateria.de
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