I just uploaded version 1.05, and activated the auto-patching. This fixed a ton of things. The big stuff is code to prevent most of the hardcore ‘stacking’ on the deployment screen, by means of a snap-to-grid system for deploying ships (this has it’s quirks, but will be polished more later). That means fleets look more like this:
There is also a groovy new right click option for designs (mass deploy) which means you can add new ships with a single click. I also fixed about a dozen minor interface niggles and made two big gameplay changes:
Repair modules now have limited resources, and when they run out, they stop working. This means they are no longer a long term equivalent to the infinitely recharging shields. In short, you can’t build indestructible ships just by stacking repair modules and armor
Escort orders now have variable range, meaning you can have closely knit groups of defending fighters, or squads that roam into enemy space only so far, which should mean a lot more tactical flexibility.
I’m well aware that I need to give the existing AI enemy fleets access to these new capabilities and improve their deployments as a result. However, that’s come secondary to making the game better balanced for challenges and for playability. I’ll be improving the general balancing, and all sorts of other stuff over the next few days. I might get around to a much needed beefing up on the online options too. It sucks that you can’t browse on-line high scores or stats, or easily track the progress of challenges you issued, or rate challenges for their difficulty. I have long term plans to get a lot of stuff like that in, plus all sorts of other goodies.
Here is some interesting coverage of the game over at good-old RPS
http://www.rockpapershotgun.com/2009/09/08/gratuitous-space-prattles/