I have redesigned how the game handles card data and how cards are managed overall. The result is a change in how cards are sorted in the deck.
Not only can you now see how many of each card you have available in different places, but you can also quickly search through them. Additionally, the top section displays a list of the most used cards by each player for quick selection.
I have added the ability to place several cards into a quick access bar at the bottom of the screen. This keeps the cards readily available. If a card is not in your hand, clicking its icon will draw it from the deck and play it simultaneously (the morale cost remains the same as before).
I have added the final major game mechanism that affects the flow of biomass and organic material in the game.
Until now, organic material types A, B, C, and biomass were considered waste that players would often overlook. As you might guess, there was always a reason why these things existed from the start.
Organic material is generated by killing Evil units. The larger the unit, the more material, and the harder it is to kill, the rarer the material that drops. Until now, it was possible to refine materials and extract resources from them. This hasn’t changed.
One of these resources was biomass, which until now had no use. That has changed.
Now, every colonist that is born needs a certain amount of biomass, which they recycle throughout their life. This generates material that ensures their intake of nutrients and fluids. If the colonist does not have this amount, they cannot be born. If biomass is missing from the station, birth rates stop.
Don’t panic!
Biomass can be replaced by a less efficient resource – specifically, human remains. This means that if biomass is missing from the station but there are human remains in the cargo hold, colonists will start using them. The advantage of remains is that they are generated when older colonists die, so the population is relatively self-sustaining even without your presence. Logically, it cannot expand until the material is replenished on the station.
The consequences of missing biomass are similar to the effects of a full housing capacity on the station.
Organic material is now becoming a precious resource, which will be appreciated especially by those who produce it as a byproduct of their activities – especially the Slayers of Evil, traders, or gatherers!
The translation of this website into English has been completed. It currently contains about 80 pages of written text and many tools and simulators of game mechanics.
Each zone now has visible statistics of its members.
Previously, statistics were only available from the zone headquarters bridge, meaning only the owner of the station could see them, which was inconvenient. Now, anyone can browse the statistics by simply finding a zone and its member. The statistics also show members who have left or changed the zone.
This makes it easy to get an idea of a player’s quality, which can be a good argument for accepting them into the zone or for showing respect for this member.
I discovered that the server was rounding small numbers to fewer decimals, so the number 0.00015 became 0.002.
Why is this important? This difference is multiplied by the amount, for example, when storing regolith, where the volume is per kg. So, for several tons, the difference in volume in the warehouse is significant.
As a result, items in the warehouse may occupy up to 1/5 of their original volume.
Production slots can now be expanded, showing the location where it occurs.
I have added the ability for NPC stations to grow based on how players use them.
Each time a fee is paid at the station, the station gains evolutionary points and gradually expands. Its storage capacity increases, it offers better astronauts and robots for sale, and much more. More details about station evolution can be found at Corporation-Operated Stations