Alpha 10 - iteration#02 Release

Late as usual, here is the iteration number 02 of the alpha 10.

This iteration concern only stuff under the hood since I haven't updated the user's interface. So as a player (or tester considered the state of this project) you will not see much changes.

FARC is bundled in two flavors: manually, with 7z archives and semi-automated with setup files.

These two ways doesn't requires that FARC is previously installed.

If it is installed and you use the setup file, please bear in mind that it will update correctly only from the alpha 10-iteration 01, not from the alpha 10 or any other alpha before.
If it isn't the case, just remove any previous version of FARC before to install this one.

If you take the manual way, please delete any previous version of FARC before.

Setup is here: FARColony-full-alpha_10it02-0.6.7.1001.exe.

Manual archive is here: FARColony-full-alpha_10it02-0.6.7.1001.7z.

Cumulative patch for the Manual archive of FARC alpha 10 (released before this first iteration update) is here: FARColony-cumulativepatch-alpha_10it02-0.6.7.1001.7z.
To apply the patch unpack into your install dir and overwrite anything.

Release Notes:

  • Colony Simulation Model (CSM):
    • all the events already implemented have their own unit. Additionally their code is audited and corrected.
    • event: Health-Instruction Relation: the modifiers are changed for a global ratios that  modify instruction as a whole.
    • the entire code that process the events is reworked and optimized.
    • completion of the event cancellation code which lacked of many data transfer.
    • a now useless cancellation method is removed.
    • the events have now custom statuses, those indicate more clearly than a cryptic integer value in which mode the event is.
    • Colony Management:
      • the code of the population transfer, in and out of a colony, is now taken outside the centralized messy procedure that manage the colony's data.
      • added rules to remove population. It takes in account assigned population and adjust automatically any loss into the construction workforce and the infrastructures' staff of a colony. These rules are core ones for many other cases as induced by the future combat system for example.
    • Uprising:
      • the rebels' equipment factor is determined when the event is triggered, and stored into the event's data structure.
      •  the last casualties for rebels and soldiers are now stored into the event's data structure.
      • some adjustments into the resolution of the fights between the rebels and security forces.
  • Encyclopedia:
    • new entries:
      • csm: cohesion data.
      • faction: faction template.
      • faction: Magellan Unity.
      • time flow system: real time and turn-based time flow (main description).
  • Infrastructures:
    • addition of new status for in-game infrastructure: assembling/building halted. It can happen in the case of a colony loss people working in its construction workforce. For now, it isn't possible to resume such infrastructure. In the future, an action will be possible.
    • Construction Workforce Points(CWP):
      • the CWP data are moved into their respective sub-data structure, directly linked to the colony's one.
      • the details of colonists assignment associated with their respective CWP are now stored into an array. It is used to rollback the global CWP value to ancient values in the case of a colony which lose colonist due to external events and standard death. Any equipment is definitely lost. The ability to recover assigned colonists to the construction workforce of a colony wasn't possible before.
    • infrastructures owned by the player and AIs now keep the amount of staff they take up when enabled and operational.
  • Misc:
    • complete adjustement for all the randomely generated numbers through the whole code, due to a misinterpretation from my part.
  • Population Growth System:
    • the calculations of the mean age after a population transfer were been revised and updated.
  • Socio-Political Matrix:
    • the funky calculations of the SPM items modifiers is now fixed.
 I begin the iteration 03 right now after this post. As defined here this one will be about the addition of assets and is pretty free in the choice. So my main goals for it, are:
  • to update the interface for the CSM events.
  • to change the display of the population of a colony.
  • to overhaul the messaging system (including addition of new messages).
  • to update the main keyboard shortcuts.
  • to update the encyclopedia.
 The whole without taking another two months for some days of work in total...

 That's all, stay tuned.

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