Mods introducing new content into the game.
Version: 0.1.3
Date: 2025-04-10
Features:
- Added five new Guardian ships. Beta functionality for Guardians.
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()
- Integrate Biter Evolution to enemy Crew type.
- Integrate biter cooldown into random encounter frequency.
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.