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A new major version of The Spatials: Galactology is now available! The goal of version 3.5 was to flesh out many "placeholder" objects, items and game systems. It introduces 3 all-new research tech blocks, with proper progression, and dozens of new objects and products. All-new game systems like medical checklists and hotels have been added to the game to make the new content more interesting. There's now a lot more variety of options for satisfying vital needs and for building the perfect tourist trap. The main highlights for this build are:
- remove planet storage limit
- display current target for selected entity, like it is done for walk target
add actual target icon
- remove per-squad-member aggressor action in the bar
- add "set forced target" action
- fix: manual target is lost even while alive
- fix: manual target for healing is a bad idea, the AI is much better, ignore it
- add right click action for setting target too
- restore walk button on toolbar
- remove auto/manual control from aggressor panel
- change the border in the squad buttons to line or corners, to reflect its selection status
- idea: while 2 or more squad members are selected do not display normal right panel
- put active item icon and cooldown display on top of squad selector button
display only while in cooldown
- when in combat mode
officers in squad always display hp bar
display small swords icon next to hp bar
- to any fear-capable entity, add the ability to stop walking when an enemy is sighted
with prio between combat mode busy and aggressor SM busy
just a one-time stop action, not a busy state
this makes the AI less suicidal, and healers don't go so much into a melee
- add some scrolling icons when interrupted due to enemies or when starting combat
- when setting a target, if the entity is not compatible (healer -> enemy), do a nearby walk
with the previous system it will stop because of enemy sighting, but still accompany their fighter friends
- fix: don't waste teleporter cooldown when the target is nonwalkable
- fix: restore melee-simple
- fix: if a factory breaks while an item stack is busy with it, the stack remains busy
patch the existing missing busy catcher to also use the item busy ID
if it's the job sm ID, and the subj busy ID is NOT job SM ID, then remove busy
make the job sm set the proper IDs on busy stacks
- fix: repair can pick an unwalkable position for work area
- replace use of dots as checkmarks with a proper checkmark
in the job matrix
in the filter for storage area
- dont display item categories in storage area filter
- factory recipe selector should be a picker list
in manual order: combo list
in filter for global production: checklist
in ship recipe selector
- introduce high prio busy walk for manual walk orders
higher than flee
- display item list for officers in crew picker for ships
- add new resources
- add new objects images
- fix: stale corpses being eternally carried by officers
use busy aspect checking for the parent
- hospitality tech tree
buildings
research tiers
decors
- change "bartender" to "hospitality"
- put all room unlocks in facilities tree, for now
- fix: production tutorial is broken
- fix: asteroids still are being hardcoded to one gray shade for home
- make sure enemies are using the earlier aggressor target semantics
now they are pursuing targets to the other end of the map
- cancel forced targets on walk and teleports
- add object use purchasing
hygiene: use soap price, already there
fun: use item price
and a fixed price for dance floor
- add fixed object vital factors
fun: dancefloor is hardcoded, for now
sleep: vital-sleep-step for object model, set in component in finalize-bed, sm takes it
- normalize job xp based on duration
30s is 1 xp, with a min of 1xp
- custom mechanic: hotel
entities have can have sleep vital, and refuse to use some beds but not others
entities can get the need to make a booking at an hotel reception
an hotel reception sells bookings, needs to be staffed first, like the bar
after buying a booking, the entity is entitled to use beds of the right category
- fix: xp scaling is wrong, too high
- fix: anchor jobs for tending desks should wait for ReadyComponent on parent
- refactor "bartender" job logic and anchor entity to be used by other systems
test with pre-v3.5 hospital bed logic first
support
continuous standing (bar, reception)
spot standing (doctor jobs)
custom job data (duration, resources, comp, etc)
custom posing
custom parent aspects for job validation
generic presence component
- object building should also display needed empty tiles around an object, and complain when they are not
default tile by peeking into the object settings
anchor: prop for other objecs
fix: restore immediate floodfill area draw
- full disease system
different disease have different effects on entities
vomiting
interruption: forced sleep
interruption: dizzy
gigantism
shrinkage
color change
mutant reskin
slowpox
each disease has a checklist of treatments to be performed, in order
generic vital fullfill system that can delegate to right SM and their data, based on the disease checklist
generic registry for medical objects
once the checklist is at the end, the entity is cured
- fix: correct selection reticle for scaled entities
- inspector for disease checklist
- introduce doctor desk (placeholder gfx)
desk job for officers
must have officer present
- re-introduce hospital bed for resting and treatment
using the new tender system
tender consumes pills
- fix doctor desk anchors
- fix hospital bed anchors
- add tender job bias support
- introduce xray
pose patient as idle
once a patient is on one side, a standing job opens for officers
- introduce analyzer
same as xray
- introduce surgery pod
same as patient bed, but requires organs for doctor job
- introduce regenerator pod
same as a shower, but requires bionanites stock
- add tint layer for cryopod
- temp recipes and factory for new medical and hygiene products
- helper to decide if a disease can be applied given the tech level
- patch and enable random officer disease system to consider tech level
- hygiene area of new health tech tree
properly model objects
- restore research tiers for medical and hygiene objects
- commercial tech tree
gfx
object models
add products to shops
product recipes
add recipes to factories
research tiers
- add missing soap tier
- use new checklist style for shopping list
- entertaiment tech tree
gfx
divide fun into more vitals
fun, gambling, inebriation, knowledge, dancing
object models
add products to shops
refine systems and makers for each object
tavernbar: transition to inebriation
tavern table: for inebriation
barbar: transition to inebriation
disco table: for inebriation
holo1: for knowledge
holo2: for knowledge
library table: for knowledge
comics
book-shelf
dancefloor: for dancing
jukebox: dance in front, for dancing
gogobot: dance in 4 sides, independent, all must trigger action pose, for dancing
pinball: for fun
arcade: for fun
excessivemachine: for fun
photobooth: verify angles, for fun
changemachine: shop for casino coins
slotmachine: for gambling
blackjack: needs croupier, for gambling
- entertaiment tech tree
roulette: 3 sides like gogobot, plus croupier, for gambling
billiard: 2 anchors for vitals, independent, both must trigger action pose, for fun
product recipes
product factors and prices
add recipes to factories
research tiers
- add some randomness to vital obj selection
- add prices for medical object use
- show full object info in description panel
- increase social vital gains
- visitor archetype model
pick a few vitals or systems
name plus short description
research dependencies
min civ rep
archetypes
Researcher
Shopper
Sick
Bored
Wasted
Tired
Gourmet
Party animal
Gambler
- update visitor maker to use archetypes
check research dependencies and civ reputation
diseases must be curable by unlocked tech
goods must be purchasable by unlocked tech
disable some harsh negative consequences for low vitals in visitors
- display visitor archetype in vitals inspector
- opinion vital and system
update based on avgs of visitor archetype vitals and systems
expectation mechanic
the more civ rep, the more expectations
ui on archetype block
High expectations (35% meet)
Reputation hit on departing: -15
hook rep deltas when visitor leaves
- move chemical factory as soap factory to health tech
- use placeholder metal press for fuel cells
- bring back vital progression tied to officer promotion
- fix: update officer power stats on spec promotion
- fix: diseases not being applied
- fix: visitor archetypes with no extra vitals not being handled correctly
- fix: wrong var in consumerist SM
- enable PoseAnglesCache
- fix: unlock item pallet at right moment
- slow down doctor xp progression
- increase tourist ship frequency, amount of tourists
- add missing decorations in hospitality: wardrove, wardrove02, wardrove03
- fix: tending job for hotel desk was not created
- fix: rotation errors
comic library
book libary
motel desk
hotel desk
- fix: add some missing strings
- fix: billiard is not working
missing maker call
check for non-stock objects when applying vital delta for product in vital SM
- ease up min vital thresholds for visitors
- different vital thresholds for visitors and officers for all vitals
- fix: non ascii renamed officers are not serialized properly
- fix: tavern bars had wrong hints
- make inventory window not display locked products, unless some stock already exists (or are unlocked)
- inventory min stock UI should be more visible
- station: prices for each object in finalized trees
- set initial cash to 150K
- fix: set mead as default stock for tavern
- add homelydivisor to dinner tier
- add classydivisor to bistro tier
- increase req xp for doctors and tenders
- fix: add proper owner hint for job transport sm items
- leak: while on pause the mover system creates useless move objects
disable pause mode for mover system
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