1. Fixed the double capital/no-capital bug.
2. Fixed the graviton launcher overproduction bug.
3. Combines multiple alert messages of the same type into a single one, instead of infinitely stacking them.
4. Introduced the Beacon mechanic for jumpships: restricting jumpship movement to within 250LY of a friendly jumpship yard.
5. The Great Rebalancing: completely changing stats of all units to be fairer overall, encouraging players to use different unit types.
6. Restricted sector capital placement to areas outside an existing sector capital's control radius.
7. Prevented foundations from uplifting worlds past the capital's tech level, and disallows using the foundation to uplift the capital itself.
8. Allowed purchasing of every ship type from Mesophon.
We were promised "1-2 weeks" of development towards an Era 4 with some more bugfixes/features in late 2017, which didn't happen. That's okay, given releasing Transcendence Part II is a priority. George also stated that Anacreon development would resume once Part II is released, which hopefully would be sometime this year.
Certainly not complaining though, I'm used to waiting... and besides the pace of Anacreon development certainly can't beat this, another project I'm tracking which has been in "Beta" for over 8 YEARS without a stable 1.0 release.
That aside, and given the situation, I thought it would be a good idea to compile a list of desired features/changes/bugfixes that could be prioritised for the next time George does takes a look at Anacreon. For everyone contributing, please keep them simple, realistic and easy to implement (e.g. no grand ideas about introducing new mechanics like different star types or whatever)
I'll start with a personal list...
TLDR: these are some simple things that could realistically be done in the next update:
New map would be great too!Interface:
1. Button in top panel to dismiss all on-screen messages. Checkbox beside it to prevent any new messages from appearing for as long as it's checked (toggle on/off during war, etc).
2. Button in bottom panel that appears when selecting own fleet with 2+ others in orbit over the same world: "Merge". Immediately transfers all ships in all other fleets to the one selected. There's even space for it below "Deploy", or between "Transfer" and "Deploy".
3. Ability to input number of ships when purchasing from Mesophon worlds, or at least changing the base purchase quantity from 1k to 100k.
4. Allow selection of empire color which will replace the default white for yourself/red for other players scheme from options menu in top panel, perhaps from a few pre-selected colors/color wheel? Alternatively, allow each player to set the color of another player's empire in their own view, via a button next to "Send Msg" in the capital empire tab. Not everyone is an enemy by default, and the color red used in games traditionally seems to imply this is the case.
Bugfixes:
1. Find out what is causing the additional dark nebula layer to appear and mess up ramjet movement.
2. Disallow purchasing of ramjets if the Mesophon world is located in clear space, perhaps by using two different lists of ships (one with ramjets, one without) and using the appropriate one based on whether the Mesophon world is located in a nebula or not.
Rebalancing:
1. (Controversial!) Increase capital starship movement speed to 1.0 LY/min (same as capital ramjets), and increase capjet speed to 2.0 (double). Reasoning: the speed at which capships move restricts them to being primarily defensive units, which is bad. In the original Anacreon, starships could feasibly be used in offense as well. 1.0 is a good speed, not so mind-bogglingly slow as 0.2 LY/min but still slow enough for other players to notice them and react appropriately.
2. Buff stats of planetary defenses even more. As it stands, most players still do not use them, as a sacrifice of 5-15% efficiency per world is still not worth the extra minimal defense provided. Double stats? Triple? Or increase their half-lives instead.
3. Buff stats of low tech units OR decrease Supply-Chain-Inclusive Work Units cost. There is still no reason to use low-tech units over high-tech, as more high-tech units can be produced than low-tech ones given the production bonus of higher tech levels. This should obviously be the opposite i.e. low-tech = low stats, high quantity and high-tech = high stats, low quantity. A good instant solution would be to double the halfLife attribute of all low-tech units across the board i.e. low-tech = low-maintenance.
4. Make citadels useful: Increase the LAMRange attribute from 100 to 150 LY. Triple the stats of jumpmissiles to count:48, damage:540, halfLife:12.
New Features/Gameplay:
1. Add a brief timer when redesginating worlds, similar to the sector capital timer when building the "administration" building. So the main structure e.g. the "jumpship yards" structure would take 5-10 minutes to build. This is to prevent instant redesignation in wartime. Should be just copy-paste code and change variables.
2. New units! Specifically: Low-tech WARP-transport with exactly the same stats and cost as the Reliant jumptransport, but with 40KT capacity as opposed to 20KT and a speed of 3 LY/min (same as low-tech Sirius gunship). And its high-tech counterpart matching stats and cost with the Warphant, but with 80KT capacity travelling at 5LY/min (same as the high-tech Minotaur gunship). Votes/suggestions for names welcome... I'm leaning towards "Providence-class" and "Leviathan-class".
3. If time permits:
Rebalance doctrines, so there is an incentive to go with something other than L&O. Perhaps no need to introduce the new ones like "Faith & Destiny" mentioned in this thread, but an idea that I had which would probably be easy to implement was giving the existing jumpship and starship production doctrines ("Fire & Movement" and "Strength & Honor" respectively) a 1000% boost to labor on capitals and sector capitals (10x), to offset the benefits of having a "Law & Order" empire that can control more than 2 sector capitals and 100 worlds. The boost can be applied via a structure unique to that doctrine, like "imperial security" for L&O. As for "Trade & Enterprise", it's already quite strong if the Mesophon buying limit is raised/removed (above), as their capitals also act as hubs, so no need to change it.
Feel free to add to/comment on/refute any suggestions in this list.
George also posted a series of topics about game balance thoughts: on Economy and War. Interesting reads for anyone who hasn't seen those.