Fall of Promethea: Awakening


Engage in ship to ship combat

Content
2 days ago
2.0
128
Combat Enemies Environment

Changelog

Version: 0.1.2
Date: 2025-03-31
  Features:
    - All new random encounter enemy ships.  This will likely change again as performance is tested.
    - Added new difficulty system based on Technology (science pack) unlocks, old system still selectable in settings.
  Changes:
    - Laser Turrets removed from all enemy ships util a good power solution is worked out.
    - Planet Guardian system disabled in settings by default, until code finished.
  Bugfixes:
    - Issues with missing thrusters, and entitiy spawn issues mostly resolved.
    - Fixed, cleanup_enemy_ship() sometimes removes player ship entities
    - Fixed intermittent issues with find_safe_spawn_position() not finding beams and projectiles
    - Improved enemy ship spawn logic, biases towards sides of player ship.  
    - Resolved issue with occasional enemy and player ship overlap
  Known Issues:
    - Enemy Thrusters don't animate.  
    - Need story integration with FoP-1, tips n tricks unlocks
    - Need "warp-in" graphics.  
    - "Beaming" graphics look like an old timey magic show lol.  I won't lie, I kinda like it.  Might keep it.  
    - Guardian/Boss functionatlity unfinished.
    - Random Encounters don't target stationary platforms
    - Random Encounter RNG rolls on every on_space_platform_status_change()
Version: 0.1.1
Date: 2025-03-25
  Features:
    - Enemy ships attack player ships with turrets and boarding parties, with a configurable difficulty system.  
    - Random Encounter chance each time a ship leaves a planet.  Configurable.  
    - Planet guardians spawn the first time a player visits each planet.  Configurable. [Alpha]
  Modding:
    - Enemy ships can be built/bluprinted and easily used in game.  Caveats on usable parts.
    - Fully configurable difficulty system for ammo, fleet composition, ship selection, boarding parties.
  Optimization:
    - Spawning and calculation mechanics use a scheduling system to spread UPS load.  
  Graphics:
    - All reused vanilla assets, needs lots of customization
  Sound:
    - All reused vanilla assets, needs lots of customizations
  Known Issues:
    - Location difficulty calcultions only work with vanilla space-age, incompatible with mods that rename planets or change space_connections WIP
    - Thrusters cause issues when spawning due to placement restrictions
    - Existing low power lasers for enemy ships (Aceton Assimilators) are slated to be changed to a new system.
    - Random Encounters don't target stationary platforms
    - Limitations on turret range and targeting, likely can't be fixed.  
    - Need story integration, and tips n tricks unlocks
    - Need "warp-in" graphics.  "Beaming" graphics look like an old timey magic show lol.  
    - Enemy ship "defeat" conditions needs work.  Add check for dead crew?
    - Guardian/Boss functionatlity unfinished.
    - Enemy Ship BPs are only unique up to level 4 or 5 until some play testing is completed.
Version: 0.1.0
Date: 2025-02-26
  Features:
    - Initial DEBUG release of **Fall of Promethea: Awakening**
  Known Issues:
    - Many ... so many.