We're working hard on the next level (that would be more content!) but it's sadly not quite good enough just yet. Here's a patch which actually has quite a lot of more fixes and changes than what the change log shows. We also put effort to improve the node connections and manually reconnecting them.
FIXED General performance (CPU) optimizations
FIXED Few AI Path-finding issues related to Barrier and Firewall
FIXED Cycle sending algorithm had hard limits that prevented sending cycles in certain conditions
FIXED Out-of-charge behavior of Survey Drone was confusing, the lights now flicker to inform when the drone has run out of charge
FIXED Hive did not have a proper icon
FIXED Never ending night when loading a savegame made during the night
FIXED Several minor bugs
FIXED Level Defrag Desolation barrier had pathfinding issues
NEW Reload info tile added to towers
NEW Added Uplink building to enable Stratmap
NEW Node connection preview now highlights the selected connection(s) instead of just showing all potential connections
NEW Readability of Node reconnection panel has been improved, and it also now displays how many connections each node already has
NEW Made bit pillars selectable and show resources left
Thanks for your support, and please wait for just a moment more for the next level!
Lots of small fixes, changes and improvements!
FIXED: Small dialogue and translation changes and improvements, a lot of typos fixed
FIXED: Added some additional info to Cyberscapeologist objective in level Defrag Desolation
FIXED: Added missing tooltip descriptions for Barrier Controls and Exit Conduit
FIXED: Some changes and intensity increase to Survey Drone lights
FIXED: Glitching lights on characters hopefully fixed
FIXED: Level Defrag Desolation had anomalies which yielded Quads, oops
FIXED: Hud hide shortcut Shift-H was not working due brainfart
FIXED: Broken SSAO effect was updated
FIXED: Select buildings in the FoW
FIXED: Beacon could have 3 Storages attached
FIXED: Logistics jitter bug related to Storage and Stockpile
FIXED: Level Mountains of Memory had enemies that should not appear yet in the game
FIXED: Barrier in level Defrag Desolation was not being save properly into a savegame
FIXED: Missing cataclysm meteor explosion sound
FIXED: Pressing f9 for quickload without a quicksave caused a crash, argh
UPDATED: Beacon discharge rate was reduced by 50%
UPDATED: Exit Conduit discharge rate was set to zero
UPDATED: Hexter nearest domicile distance reduced to avoid them leaving too far
UPDATED: Made Hexters faster to accept tasks afar
UPDATED: Better logistics route generation to avoid complete mess when with multiple Beacons
NEW: Bunker and Domicile passive healing
NEW: Added healing to Bunker and Domicile tooltips
NEW: Added world illuminating probe charging to Hub tooltip
NEW: Improved exit conduit visuals and added charge gauge info tile
NEW: New event log icons which should fit the overall visual theme better
NEW: New Hexter death log message
NEW: Added F1 ingame help menu mention as a hint to main menu
NEW: New building upgrade log message
Thanks for your support!
First update of 2018!
Here's a nice batch of fixes and improvements to get the year started in cyberscape!
FIXED: Garage blueprint UV coordinates fixed
FIXED: Some typos fixed in Finnish
FIXED: Improved and tweaked context menu readability a bit
FIXED: Translated missing cargo drone build button label
FIXED: Entity info panel was not hidden when build menu was opened
FIXED: It was possible to click tutorial placement helpers and see info about marker buildings
FIXED: Survey Drone could move through Firewall in Level Mountains of Memory
FIXED: Different Entity info buttons were not ordered in any particular way, they should be more consistent now
FIXED: Heuristics Module upgrade could be upgraded before Heuristics Module was fully constructed
FIXED: While building Survey Station and Heuristics Module at the same time, cancelling Survey Station did not cancel Heuristics Module
FIXED: Changed Cargo Drone and Bitmobile build cost
FIXED: Lot of tweaking to level Mountains of Memory enemies and hives
FIXED: Removed H.U.M.P.E.R. enemies from level Mountains of Memory spawning
NEW: GFX Effects options added in Options menu to help running the game on lower end devices
NEW: Depot construction projects (Bitmobile and Cargo Drone) can now be cancelled with right-click
NEW: Bunker worker slots now automatically get closed when Trooper dies to prevent the meat grinder problem
NEW: Stratmap contents and building icons now appear at different zoom levels
NEW: Added info about zooming in F1 ingame help menu
NEW: Exposed Hive pressure to player and is now visible as bar (when <100%, similar to hitpoints)
NEW: Added out of charge status icon to Cargo Drone
NEW: Added level Mountains of Memory tutorial to assign Cargo Drones
Thanks for your support!
Following up my own post:
I've been tweaking and improving the skin and I'm seeing less and less visual problems. As you've probably noticed Hexters section of the forum has it's own theme, which has no other function except that's how I roll still, if you got something really funky or bad colours or something on your monitor, I'd appreciate if you can post it here so I can fix / improve it.
Wowza, what a good analysis!
All titles you mentioned are found in my steam library ;-) I can't address every point you make, but I mostly agree with everything you wrote. One of the main design points of Hexters was indeed the minimalistic approach also to UI, because I don't personally find button-polluted UI exactly fun (which is ironic thing to say considering I got no problems playing bizarro-UI games like Dwarf Fortress, heh). I believe you can have a really good amount of depth - like in FTL as you mentioned above - without having to reflect complexity in UI.
We haven't decided exactly what's the "goal" of the skirmish mode, perhaps in optimal scenario that could be also customizable? Anyway, this kind of stuff is really valuable for us since it gives us more insight for the moment we actually have to make decisions!