Interplanetary change log v.0.0.3658 - 18.3.2014 Mechanics: - Turn based building mechanics enabled - Ruins enabled - Intel systems added - Tech tree enabled - Network actually working Balance: - The amount of cities increased to five. - Defense costs lowered. - City power slots increased. - City Material production increased. - City Energy production decreased. - Base Energy production added. - Gravity adjusted. - Planetary system sizes and distances adjusted. - Weapon damage increased. - Weapon costs decreased. - Railgun split increased to six pieces, area of effect lowered. - Missile lock-on distance reduced. - Mine Material production lowered. - Power Plant Energy production increased. - Planet Material consumption increased. - Shield Defense radius increased. UI: - Techtree interface was added - Button for clearing all events - Floating building names have been added - Intelligence interface has been added - Player names can be seen above planets when hovering mouse over orbits - Players own name label color now correspons the planets orbit color - Material and energy productions can now be seen by hovering mouse over production per turn values - Online lobby now shows the amount of other players currently in the main lobby - Building interface now has possibility to clear and reconnect power grid connections - Lots of small fixes in usability all around - Fixed floating powergrids. - When targeting missile and laser, you can see previously targeted weapons. - Event log useability improved - Camera adjustments. - Tutorials updated for the new features and details. Graphics: - Higher resolution versions of 2 player planets and all-new normal maps. - Snowy placeholder texture variant for the player planets. - New background and new non-player-planet textures. - Tweaked explosions, but they're still not final. - Added a placeholder glow effect to show hits on planet surface. - Sun lens flare Sound: - New sound effects have been added to the game Network: - Lots of overall improvements in stability in network and server side - Network data sending and receiving is buffered -> less prone to buffer errors - Network data is now splitted to smaller pieces to prevent buffer errors - Host migration when the host loses connection or loses the game (in 2+ player games) - There are still know issues when trying to play the game online using mobile networks Misc: - Huge amount of bug fixes