Mods introducing new content into the game.
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.