NOTE: Due to the increased file size of version 0.8.1, the old launcher may give you an error saying "The files received from the server are corrupted."
I have updated the launcher with a fix for this, so if this happens, go to brasswatchgames.com/games/shipyard/ and download the launcher again.
- PA 0.8.1a Hotfix (23 April 2014)
- Fixed enemy ships being able to kill nonexistent crew, causing systems to contain negative crew and thus be damaged through "negative repairs."
- Changed the music from .WAV to .OGG file type. This reduces file size, improving download times and reducing server storage usage.
- Changed the sound system to use Paul Lamb's sound library for compatibility with .OGG-type sounds.
- PA 0.8.1 (22 November 2014)
- Ships on the sector map are now colored to match their icons on the navigation screen.
- Added a command input to the debug window (F12) and some basic commands. Use the command "help" to see all available commands; their names should be pretty self-explanatory.
- The navigation screen grid is now disabled by defualt but can be toggled with F2.
- Holding shift and right clicking will cause your ship to move automatically to the selected tile, taking as many turns as it needs to do so.
- Added some new items and changed or removed some old ones.
- Items are now functional, and the inventory window has been remodeled to work better with the new system.
- Implemented the scanner range stat. There is not yet a dedicated scanner system, so this stat is provided by the bridge. This also means there is now a reason to allocate crew and power to the bridge.
- Added an armor class system. Currently, ships count as "heavily armored" and shuttles as "lightly armored." The Twin Autocannon prefers lightly armored targets, while all other weapons prefer heavy armor. Weapons deal reduced damage when attacking their non-preferred armor type.
- Added a size limit for ships based on their class. Class 1 = 16x16, Class 2 = 32 x 32, Class 3 = 48x48. This is to prevent massive class 1 ships which rely on quantity over quality.
- Added background music, courtesy of my good friend Jesse McMilin.
- Added an options window, accessible from the main menu and the pause menu. Currently, it only has volume options.
- Added a credits screen now that more than one person has worked on the game.
- Added a character window available from the navigation screen, which allows you to view your character's appearance and skills.
- Added buttons to the ship overview window to quickly fill or zero the crew in the selected system.
- The main menu screen is now prettier.
- Did some behind-the-scenes stuff to make consumables and upgrades work. The only noticeable effect of this is that ships will have their crew refilled due to relocation of this value in save files. This will only happen the first time each world is loaded after the update.
- To keep it in-line with the new armor system, the Twin Autocannon has had its base damage doubled to 24.
- Fixed a bug where your starting ship would spawn with less than full HP.
- Fixed a bug in the navigation screen where, if multiple objects in the world occupied the same tile, the selection box would highlight a different object than what would come up when clicked.
- Fixed a bug where the "ships" folder would not be created by the game, preventing blueprints from being saved unless done manually.
- Fixed a bug that allowed you to purchase items you couldn't afford.
- Began transferring menu text to the language file. Eventually this will allow for full translations of the game.
- Changed the way worlds are loaded. Instead of loading the entire world at the beginning, only the current sector is loaded, and will be unloaded on changing sectors.
- Removed the option to quit without saving, as it is incompatible with the new world loading system.
- Rewrote the formula for crew damage to make it less overpowered.
- Made the navigation screen UI prettier by replacing the buttons with a hotbar and the structural integrity text to an HP gauge.
- Made enemy ship AI a bit smarter in the way it moves. Previously, it would try to approximate your direction in a way which caused it to waste move points turning back and forth unnecissarily. Now, it takes a more direct path which frees up more moves for, y'know, MOVING.
- Made all items much more expensive.
- Crew Quarters systems no longer require power.
- PA 0.8.0 (6 June 2014)
- Added ship combat. To attack an enemy ship, move to within one tile of it, click to bring up its context menu, and select "Attack." This will take you to the battle screen, where you can fire as many weapons at it as your Weapon Control stat will allow.
- Pirate ships will now attack you if they manage to get their ship within one tile of yours.
- Pirate ships will only follow you if you are within a 32-tile radius of them.
- If the total HP of all of a ship's systems drops below 40% of the maximum or all its crew are dead, the ship will be destroyed. If the player's ship is destroyed, they will be given the opportunity to respawn with the default ship at the nearest shipyard.
- Attacking a system may kill some of the crew inside depending on the base damage and type of the weapon, as well as the remaining HP of the system. The formula to calculate crew damage is a little complicated, but the basics are: higher weapon damage, more crew in system = more crew damage; more system HP = less crew damage.
- When destroyed, ships are converted to scrap which can be used to repair systems regardless of crew. At 1 HP per scrap, it is far less efficient than using the shipyard. However, the ability to use it in the heat of battle should make it invaulable when more powerful enemies are added.
- Scrap can also be bought at the shipyard for 10 credits and sold for 8 credits per unit of scrap.
- Your current credits and scrap are now displayed at the top left of the navigation screen.
- Systems will be automatically repaired for 5 times the number of crew in the system per turn.
- Systems may now have more crew than they need to operate. This will not affect the system's stats, but will allow it to be repaired faster.
- You can now repair your ship at shipyards by paying in credits. The cost is equal to the fraction of its HP repaired times the price of the system.
- Building a ship now costs credits equal to the total price of all your ship's systems.
- The Academy now allows you to fill your crew to its maximum capacity. This costs nothing in the current version, but that will be changed in the future.
- Reduced base damage of Small Plasma Cannon to 30 (from 40).
- Increased base damage of Small Gauss Cannon to 30 (from 20).
- Increased base damage of Torpedo Launcher to 50 (from 20) and increased complexity to 4 (from 2).
- Increased HP of Small Reactor to 200 (from 100) and increased crew to 2 (from 1).
- Increased HP of Medium Reactor to 400 (from 200) and increased crew to 5 (from 2).
- Increased HP of Small Weapon Controls to 200 (from 100).
- Increased HP of Medium Weapon Controls to 400 (from 200).
- Crew and power in a system may now be changed by clicking on it in the ship overview tab of the management window.
- The crew and power tab is now obsolete and thus has been removed.
- Crew and power changes take effect at the start of the following turn.
- The interior view of the shipyard screen now displays systems' maximum HP in their tooltips.
- Added a framerate counter below the version number.
- Ships now have tooltips in the navigation screen containing the name of the design, the owner's name (either your character's name for your ship or "Pirates" for the enemies), the class of the vessel, and its total remaining HP for all systems.
- System tooltips in the ship management window are now more detailed.
- Pressing escape in the shipyard screen now exits to the navigation screen.
- Removed the "Debug Remove" option from enemy ships' context menus.
- Split up game rendering and timed updating (ticking). This should make the game run more smoothly, as it is no longer locked to approximately 60FPS.
- Redid the icon for the Crawler Transport item.
- Reduced the player's starting credits to 10,000.
- Changed pirate spawning mechanics. No longer will one spawn immediately upon entering a sector. Instead, every turn, there is a small chance of one spawning. There is still a limit of 3 per sector.
- Pirates will no longer spawn with the Gazelle I ship. Instead, they now have a smaller "Scout" ship and a medium-sized "Corsair."
- Added the Shuttle Shop. It doesn't do anything yet, but it will eventually be the place where you buy shuttles.
- Fixed a bug where warp games would sometimes generate partially outside sector borders. As this is a change to world generation, it will only affect new worlds.
- Pre-Alpha 0.7.4 (21 February 2014)
- Added AI pirate ships to the world. All they do currently is follow your ship around blindly, but pretty soon they'll figure out how to use their guns.
- Added the Railgun: a high-damage, high-complexity fixed ballistic weapon.
- Added the Academy. Currently non-functional, this station will eventually allow you to hire crew and officers. They are generated at the start of a world, so they will not appear in old saves (even in unexplored sectors).
- The Weapons view of the shipyard screen now shows the dimensions of the selected weapon to make placement clearer.
- Adjusted the appearance of the ingame cursor.
- Adjusted the behavior of horizontal sliders (like the ones used in the ship management window) to be more user-friendly.
- Replaced the default Java taskbar icon with a Shipyard-themed one.
- Fixed the Build Ship button not appearing in the shipyard screen's Exterior or Weapons views. Also generally cleaned up the code for the shipyard screen, though it will probably not be noticeable to the user.
- Fixed a bug where saving the game, reloading, and warping to a new sector would create a "ghost" version of your ship in the new sector at the same coordinates where you saved the game.
- Removed the game logo from the shipyard screen. It's no longer necessary now that the game has a title screen.
- Pre-Alpha 0.7.3 (6 February 2014)
- Added crew and power management to the View Ship window.
- Ships no longer need power for all of their systems, however underpowered systems will receive a penalty similar to being undercrewed.
- Changed some behind-the-scenes stuff with ship systems to allow more versatility in the future. Old ships are still compatible.
- Fixed a bug where blueprints could only be loaded in the "Interior" view of the Shipyard screen.
- The shipyard screen now checks for insufficient cargo space only when leaving the shipyard. This fixes a few minor bugs.
- In place of the green highlight showing moves remaining in the current turn (which is incompatible with the new direction system), the navigation screen now shows this quantity at the bottom of the screen.
- Fixed a slight visual error in one of the exterior tile sheets.
- Leaving the shipyard screen no longer automatically builds your ship. Instead, there is a separate button to build the ship. The "Leave Shipyard" button simply sends you back to the navigation screen.
- Added Brass Watch Games logo to main menu and edited copyright notice.
- The cursor now matches the aesthetic of the game.
- Pre-Alpha 0.7.2 (19 January 2014)
- Changes in this update are in preparation for the addition of combat, coming in version 8.0.
- Overhauled the way ship movement works. Your ship now has a direction, and can only move in that direction. Changing direction counts toward your movement per turn (defined by your thrust to mass ratio). Each 1/8 rotation, or 45 degrees, takes one movement point. This also means that your ship can travel along the diagonal.
- Clicking the mouse when it is in front of the ship will cause it to move one tile in that direction. Clicking anywhere else will cause the ship to turn one unit in the direction of the mouse.
- The up arrow key causes your ship to move in its current direction while the left and right arrows rotate the ship. The down arrow no longer has a function.
- Added the "Ship" window to the navigation screen. This shows the status of your ship and allows you to manage your crew.
- Added a new weapon, the Torpedo Launcher. It is both the first explosive weapon in the game and the first non-turret weapon.
- Weapons no longer have a cooldown stat.
- The Weapons view in the shipyard screen now shows weapons' "Complexity" ratings, or the number of weapon control points needed to fire, in their tooltips.
- Names of systems and weapons are now stored in a language file. This won't have an effect in the current version, but should make life easier if/when I decide to add support for languages besides English.
- Buttons in the navigation screen now have hotkeys (V to view ship, M for sector map, C for cargo hold, Esc to open pause menu), and pressing escape with any window open will close it.
- Added a primitive implementation of a crash screen.
- Pre-Alpha 0.7.1 (11 January 2014)
- Added character creation. At the moment, it is purely aesthetic, but eventually you will be able to affect your starting stats.
- You will be prompted to design your character after creating the world but before switching to the navigation view.
- After character creation, you spawn into the world with a default ship. You can still edit your ship by flying to a shipyard.
- Worlds can now be deleted through the load menu.
- Screenshots can now be taken by pressing F1.
- You can now move in the navigation screen using WASD or the arrow keys in addition to right-clicking.
- Items are now organized into three types: Resource, Consumable, and Upgrade. No functionality has been implemented yet, but this is a step toward that.
- Game data will now be saved in the C:\username\AppData\Roaming\.shipyard on Windows. Functionality on Mac OSX and Linux remains unchanged.
- Tooltips will now adjust their position on the screen to avoid cutting off some of the text.
- Replaced the old Windows file choosers in the shipyard screen with ingame windows.
- The save window allows you to choose a name for the blueprint which is different from that of the individual vessel.
- Ships will be saved in and loaded from game data folder/ships/. Old ship files are still compatible; just move them into the folder.
- The load ship window lists the available blueprints and also allows you to delete them (which the old file chooser did not).
- Medium Engines are now 3 tiles wide to make them more useable with other class 2 parts. The old 4x5-tile version will likely become the Large Engine when class 3 parts are added.
NOTE: This update is not compatible with saves from earlier game versions.
- Pre-Alpha 0.7.0 (20 November 2013)
- Warp gates now function, and can take you to other sectors.
- New sectors are randomly generated with different NPC stations and other objects.
- Added planets to the game world. They're purely decorational at this point, but will gain functionality in future updates.
- Added a sector map screen, which shows the location of all objects including ships, item crates, stations, and planets.
- Sectors are now 128 by 128 tiles as opposed to the old 64 by 64.
- Sectors have differently-colored background images.
- Starting a new game now takes you to a world options screen, where you can set the world generator seed and preview the layout of the galaxy it creates.
- Changed the green higlight/outline on the navigation screen from a circle to a rectangle, to be more indicative of the selected object's shape.
- You can now save your game and load it later.
- Pre-Alpha 0.6.1 (11 November 2013)
- Recoded the preloading system. The effects will be negligible at this stage, but down the road it will save a lot of time.
- Completely redesigned the way ships are saved and loaded. Sorry, this means old ship designs are broken.
- Images are now stored externally to shipyard.jar. This was required for the new preloading system, but will also, in the future,
allow modders to preload their content by simply adding it to the img folder.
- Added a main menu screen and a pause menu.
- Added a debug screen, accessible by pressing F12.
- Instead of changing screens entirely, the cargo hold, shop, and item crate views now display as small windows in front of the navigation view.
- Pre-Alpha 0.6.0 (10 October 2013)
- Added cargo hold functionality. The player's ship can now carry as many items as their ship has cargo hold systems.
- Added a working shop system to the previously non-functional trading post stations.
- Added item crates, a way for items to be dropped into the world. An item crate can be found to the right of the warp gate in the current game world.
- Changed the font for smaller text to make it more legible.
- Deleting a cargo bay in the shipyard (or in future versions, destroying it in combat) when there are no free cargo bays will cause excess items to be dropped.
- Objects in the world now show context menus when clicked, rather than immediately performing their action.
- Moved the "Exit Game" button from the shipyard screen to the navigation screen, making it more readily available. This is a temporary solution until proper main and pause menus are added.
- Buffed both engine types. The Small Engine now gives 20 thrust (from 16) and the Medium gives 40 (from 32).
- Pre-Alpha 0.5.0 (29 September 2013)
- Added a new system: the Shuttle Bay. When shuttles are added, this system will be used to store them.
- Weapons "Small Gauss Cannon" and "Small Plasma Cannon" are now 2x2 tiles in size. The updated version uses the same weapon ID, so old ship files are still compatible.
- Added the Medium Gauss Cannon and Medium Plasma Cannon. These are 3x3 and are more powerful but require more weapon control than their smaller counterparts.
- Added an early version of the game world. At the moment, generation is hard-coded and there is only one sector, however procedural generation will be implemented soon. The world contains three stations: the Shipyard, which allows you to edit your ship, and the Warp Gate and Trading Post which do nothing at the moment.
- Various minor bugfixes.
- Pre-Alpha 0.4.1 (2 September 2013)
- Fixed the game window not displaying in the proper size.
- Pre-Alpha 0.4.0 (2 September 2013)
- Ported the game from a Java Applet to a standalone Java Application.
- Added a new weapon: the Small Plasma Cannon.
- Added an "Exit Game" button.
- Pre-Alpha 0.3.1 (1 September 2013)
- Fixed a few bugs with saving and loading ships.
- Changed the format of saved ship files to be less buggy.
- Added a "New Ship" button.
- Pre-Alpha 0.3.0 (1 September 2013)
- You can now save and load ships.
- Fixed a bug where you wouldn't be able to type in the "Ship Name" field at the bottom of the screen.
- Pre-Alpha 0.2.0 (31 August 2013)
- The game now preloads images at the start. This should relieve some of the lag that happens when changing screens and selecting parts.
- Pre-Alpha 0.1.0 (31 August 2013)
- Players can now add weapons to their ships. There are currently two available: the Small Gauss Cannon and the Dual Autocannon. They have no actual function yet.
- Scroll position will now be saved when scitching screens.
- Initial Release (26 August 2013)