ponedjeljak, 8. travnja 2019.

Preview release v0.7.3

Another Stareater release is here, bringing completed map generator and various improvements.

Download Stareater v0.7.3

Stareater map generator works in three phases: star placement, wormhole placement and filling up star system. Until now only first two phases were implemented while the final one was a stub (minimal implementation to keep systems non-empty). Implementation of the final phase brought with it more goodies in areas outside map generator. Planet and star traits are reworked, internally they are now two different things, planet traits are dead simple (a planet either has or doesn't have certain trait) while star traits have complex behaviors like temporary duration and the ability to place and remove traits from planets. There are a lot also more planet traits now: toxic (less food), radioactive, three levels of irradiated, two for atmosphere, two for magnetosphere (reduces radiation level), three for gravity, three for mineral abundance and two for temperature. All of them implemented and working. You can even get greenhouse effect if a planet has dense atmosphere and host star radiation level increases.


Map review is also updated to show the difference between map quality settings. Player can choose between various levels of early game map quality (environment selector) and various levels of late game quality (potential selector). Star system potentials are depicted with the size of darker outer circle and starting environments with brighter inner circle.

Other improvements are:
  • Catalyzer space monsters are tiny bit smarter now, they fly off after tainting a star with "catalyzed" trait.
  • Catalyzers now actually do attempt to taint the star. There was a bug that spawned them without necessary equipment.
  • Fixed a crash when removig a ship design.
  • Fixed game freeze when the player is attacked at undefended system (ie. when catalyzer shows up).
  • The game is tested on Linux, made to run with mono on Linux and code is tweaked to compile in MonoDevelop. It's not tested on Mac but it should work there too.