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Releases: OutpostUniverse/OPHD

OutpostHD v0.7.6

06 Jul 04:39
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[0.7.6] - 2018-07-06

Numerous bug fixes, rounding out some features introduced in v0.7.5 and introduces the new Mine Operations Window.

Added

  • Added a Main Menu state which allows for starting a new game, continuing an old game or quitting (options menu slated for a future release).
  • Added the Solar Panel Array structure. This is a cheap power structure most useful in the early game that generates a small amount of power.
  • Added Mine Operations Window to allow for halting and resuming production of mines and specific ore threads within it.

Changed

  • Savegame protocol updated to 0.30 (from 0.25) due to breaking changes. Savegame's from older versions will no longer load.
  • Tweaked fade transitions between states.
  • Minor performance improvements regarding item sorting in the IconGrid UI panels.
  • TileMap selector has been changed from an image outline highlight to highlighting the entire tile.
  • Tweaked energy requirements for most structures to make energy requirements more realistic and something to genuinely contend with in gameplay.
  • Errors when loading savegames will now display an OS dialog box letting the user know about the issue.
  • Robots beyond the first three robots are now stored within a Robot Command Center.
  • Factories producing robots will go Idle if no Robot Command Capacity is available.
  • Mine shafts can now be extended using the new Mine Operations Window.
  • Mine ore processing can be controlled much more finely using the new Mine Operations Window.
  • Mines no longer operate indefinitely. They now have a finite amount of resources based on yield.
  • Robominer's are now single use robots. Once they finish digging the initial mine shaft they use themselves as the base to build the mine facility.
  • Exhausted mines will now be indicated on the minimap using a light grayish-blue color.
  • Placing a robodigger on a mine will now destroy the mine.
  • Robodozers can now be placed on exhausted mines that have reached their maximum digging depth.
  • Resource counts will throb red in the Resource HUD when resources are critically low.

Fixed

  • Fixed an issue in the Factory Production window which would fail to set the current production type when selecting a Factory leading to production queue being cleared when hitting the Okay button.
  • Fixed an oversight where warehouses didn't save/load any products that were stored in them.
  • Fixed an issue in loading code that would lead to a crash if loading a savegame where the SEED lander hasn't been placed yet after being in a game with a command center somewhere on the map.
  • Fixed an oversight that didn't reset all of the UI control states when switching to a new map when already in a game.
  • Fixed an issue regarding loading games in which structure states were not properly set.
  • Fixed an issue when first starting a colony that would fail to set population requirements for initial structures.
  • Fixed a mistake that allowed the user to bulldoze the landing site for a Cargo Lander.
  • Fixed an issue that caused Button's to not show their 'pressed' stated.
  • Fixed an issue that would cause a crash if the Structure Inspector Window was open and the structure it was detailing is bulldozed.
  • Fixed an issue that would cause a crash if the Factory Production Window was open if the factory being modified is bulldozed.
  • Fixed a mistake in the WarehouseInspector which would display incorrect storage values.
  • Fixed a hidden mistake which failed to call derived activation logic when a structure became active.
  • Fixed an issue that caused incorrect reporting of storage use in ProductPool (affected warehouses).
  • Fixed an issue that would leave UI windows open when interacting with the system interfaces (main menus, fileIO, etc.).

OutpostHD v0.7.5

12 May 00:57
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[0.7.5] - 2018-05-11

OutpostHD has been officially migrated to GitHub. All future development will be done through GitHub's tools.

Added

  • Robot Command Center is now fully functional.
  • Added a Nursery structure. Required to keep infant mortality rate at a reasonable level.
  • Added the Cargo Lander.
  • New visuals for some of the surface structures.
  • F11 keybinding to switch between fullscreen and windowed mode.
  • Game window is resizable (minimum size 800x600).
  • New higher resolution tile sets.
  • Added a drop shadow to mine beacons on the minimap to help them stand out better.
  • Added a new method to IconGrid to set the current selection using an IconGridItem's 'meta' value.
  • Added Loading/Saving plaque's during file operations for save games.
  • Added 'processing turn' plaque whenever a turn is processed.
  • Factory production now stores products in Warehouses.
  • Commercial structures now draw luxury products from warehouses each turn. +1 morale for each commercial structure that has access to luxury products.
  • Added Warehouse Inspector window. Primitive but does the job.

Changed

  • Robots can now only be placed within the area of influence of the Command Center and Comm. Towers.
  • FileIO window includes a new ListBox that shows a scroll bar when the list of files is too long to display.
  • FileIO window now responds to double clicks.
  • Structures can now only be placed within 15 tiles of the command center.
  • Robots can now only be placed within 15 tiles of the command center.
  • The population model has been completely rewritten. It now accounts for morale, residences, universities and hospitals.
  • Factory Production window now allows the user to set a factory to Idle. This is not undone until the user explicitely states it.
  • Factory Production window now has a "Clear Selection" button. This provides a much more obvious way to clear the selection vs. clicking outside a product icon in the product grid.
  • Factory Production window now has an "Apply" button which works the same as the "Okay" button but doesn't hide the window after clicked.
  • Updated keybindings -- see README.md for details.
  • Population panel now shows residential capacity.
  • Morale is now affected by overcrowding in residences.
  • Internal modifications to ProductType valuation -- this is a breaking change for older save games.
  • Updated resource icons.
  • MiniMap internal drawing code has been simplified using NAS2D's new clip rectangle functions. This should improve performance for games with a lot of things going on in the minimap.
  • FileIO window now responds to Enter/Escape keys.
  • Factories will go idle if there is insufficient storage for products they are producing.

Fixed

  • FileOP button (Save/Load) in FileIO window will now start off disabled when first displayed.
  • Fixed a mistake in UndergroundFactory that would cause it to be saved as a SurfaceFactory.
  • Fixed an issue with tile picking that caused inaccuracies when map edge lengths were even.
  • Fixed an issue which left unavailable robot selections available when loading a saved game from a game that had said robots available.
  • Fixed a mistake that would fail to bring the Structure Inspector window to the front of the window stack.
  • Fixed an issue in the population food consumption/starvation code that could result in an infinite loop causing the game to hang.