1.2 Alpha 1
Posted: Mon Feb 18, 2013 3:34 am
This is the first alpha release on the way to 1.2:
http://kronosaur.com/downloads/Trans120_Alpha01.zip
This release contains the following changes:
ALL SYSTEMS ARE CREATED AT GAME-START
This allows you to set up missions and other things that rely on knowledge of future systems. I've added a new function to help you access objects in other systems:
(unvFindObj [nodeID] criteria)
For example, if I want to find all commonwealth stations in St. Kats, I can do something like:
(unvFindObj "SK" "t +commonwealth")
This will return a list of entries. Each entry is itself a list with 3 elements: The objectID, the type (UNID) of the object, and the nodeID where the object is found (in this case, that's just "SK").
You can omit the nodeID and get objects in all nodes:
(unvFindObj "t +commonwealth") -> returns entries for all commonwealth objects in the game.
NOTE: Only the current system is active. That has NOT changed. All other systems are dehydrated (saved to disk) and cannot be accessed other than through unvFindObj. For example, if you try to get an object pointer from an objectID by using objGetObjByID you will still get back Nil for any object outside the system.
Nevertheless, this change is still useful because you can tell what exists in other systems before the player gets there. I think that even with these limitations you will find lots of uses for this.
CURRENT MISSION SCREEN
For the first time since the release of Transcendence, the vanilla Ship Screen has a new item: "Missions". If you select this entry you will see a list of missions that you've accepted.
Right now, the only mission that ever shows up here is the one from Commonwealth Habitats. That's because this new screen needs the new mission architecture, and none of the original missions are using the new architecture yet. Over the next few months I will convert the original missions to the new system (or at least add appropriate compatibility with the mission screen).
MORE STARLIGHT
As you know, when you get close to a star, space gets brighter, to indicate that you are being illuminated by the star. I've made a few changes:
1. The values used for solar armor, etc. are synchronized with this illumination. If there is space illumination, then your solar armor is working. If space is black, then it is getting no energy. [NOTE: The color of the light is irrelevant.]
2. I've added a parameter on stars that controls the distance of illumination. Dim stars (red dwarfs) now have a smaller illumination radius.
3. In general, I've increased the distance of illumination, so solar armor should work at longer ranges.
4. The engine now shows the circle of illumination on the system map.
API VERSION 13
Finally, I've made a series of additions and changes to the core API (new functions, new XML, etc.) These have all been documented on the Wiki:
http://transcendence.kronosaur.com/wiki ... pi_version
I've also added a check in the engine so that a mod can require a certain API version. Obviously, this will only work on the 1.2 stream (not in 1.1 unfortunately).
TOWARDS VERSION 1.2
I expect to have several alpha and beta versions between now and a stable 1.2. I would like a stable 1.2 to happen sometime in June/July 2013. I have two primary goals for 1.2:
1. Usability/accessibility/game-balance fixes to make the game better and more enjoyable for all experience-levels.
2. Engine work required to release and sell a new official expansion to be release concurrently with 1.2.
But of course, there will always be room for feature requests for mods, game-balance, and bug fixes. Keep those coming.
Thanks, everyone! And as always, let me know what you think.
http://kronosaur.com/downloads/Trans120_Alpha01.zip
This release contains the following changes:
ALL SYSTEMS ARE CREATED AT GAME-START
This allows you to set up missions and other things that rely on knowledge of future systems. I've added a new function to help you access objects in other systems:
(unvFindObj [nodeID] criteria)
For example, if I want to find all commonwealth stations in St. Kats, I can do something like:
(unvFindObj "SK" "t +commonwealth")
This will return a list of entries. Each entry is itself a list with 3 elements: The objectID, the type (UNID) of the object, and the nodeID where the object is found (in this case, that's just "SK").
You can omit the nodeID and get objects in all nodes:
(unvFindObj "t +commonwealth") -> returns entries for all commonwealth objects in the game.
NOTE: Only the current system is active. That has NOT changed. All other systems are dehydrated (saved to disk) and cannot be accessed other than through unvFindObj. For example, if you try to get an object pointer from an objectID by using objGetObjByID you will still get back Nil for any object outside the system.
Nevertheless, this change is still useful because you can tell what exists in other systems before the player gets there. I think that even with these limitations you will find lots of uses for this.
CURRENT MISSION SCREEN
For the first time since the release of Transcendence, the vanilla Ship Screen has a new item: "Missions". If you select this entry you will see a list of missions that you've accepted.
Right now, the only mission that ever shows up here is the one from Commonwealth Habitats. That's because this new screen needs the new mission architecture, and none of the original missions are using the new architecture yet. Over the next few months I will convert the original missions to the new system (or at least add appropriate compatibility with the mission screen).
MORE STARLIGHT
As you know, when you get close to a star, space gets brighter, to indicate that you are being illuminated by the star. I've made a few changes:
1. The values used for solar armor, etc. are synchronized with this illumination. If there is space illumination, then your solar armor is working. If space is black, then it is getting no energy. [NOTE: The color of the light is irrelevant.]
2. I've added a parameter on stars that controls the distance of illumination. Dim stars (red dwarfs) now have a smaller illumination radius.
3. In general, I've increased the distance of illumination, so solar armor should work at longer ranges.
4. The engine now shows the circle of illumination on the system map.
API VERSION 13
Finally, I've made a series of additions and changes to the core API (new functions, new XML, etc.) These have all been documented on the Wiki:
http://transcendence.kronosaur.com/wiki ... pi_version
I've also added a check in the engine so that a mod can require a certain API version. Obviously, this will only work on the 1.2 stream (not in 1.1 unfortunately).
TOWARDS VERSION 1.2
I expect to have several alpha and beta versions between now and a stable 1.2. I would like a stable 1.2 to happen sometime in June/July 2013. I have two primary goals for 1.2:
1. Usability/accessibility/game-balance fixes to make the game better and more enjoyable for all experience-levels.
2. Engine work required to release and sell a new official expansion to be release concurrently with 1.2.
But of course, there will always be room for feature requests for mods, game-balance, and bug fixes. Keep those coming.
Thanks, everyone! And as always, let me know what you think.