![]() If you lose the wrong components, you could also be effectively dead in space, but not necessarily destroyed. If your hull is too badly damaged, your ship will be destroyed. When a ship takes a hit, assuming it gets past the shields (which now can allow some damage to “leak” through, but also can have some base resistance against small shots, similar to the reactive rating for armor) and the armor, it may hit the hull or it may hit a component. That additional space is divided into slots, which are organized by the broad component category they are intended to fit. For another, ships now have a hull, which has its own armor rating and ability to take damage, as well as additional space that can fit components. ![]() – A Mortalen Spaceport with component slot markers turned offįor one thing, they are now three dimensional models. In Distant Worlds 2, ships are a bit more interesting. Your size was also essentially your bag of hit points and any damage that wasn’t soaked up by your shields or your armor started destroying components. Each component that could fit in a ship had a size and while you needed some minimum components to get a ship to work, beyond that you could put in whatever you wanted, as long as you stayed within the maximum size. Size determined how much could fit in a ship. In Distant Worlds 1, ships were two dimensional units basically defined by their size. In this screenshot, you can see the ship design interface and a view of a Mortalen Spaceport. ![]() – A Mortalen Spaceport with component slot markers turned onįor this (next) peek, we’d like to speak briefly about Ship Design. In addition, it allows us to support a fully scalable interface. That is a pretty tall order given that by the time we got to the final Distant Worlds: Universe release, about nine years of development and design had gone into Distant Worlds 1.ĭistant Worlds 2 is based on an entirely new 64-bit, multi-core capable 3D engine which provides us better performance and the ability to create even larger galaxies with more to explore, more stories to tell and even larger battles. In general, our goal for Distant Worlds 2 was to make a better Distant Worlds 1, with a new and modern engine. There is much that is still subject to change between our current development build and the release. Please note that the screenshots included here are not from a final, polished release build so will in places include some unfinished areas and missing or placeholder art. There is much more we’ll be showing over the coming months, but we’ll give you a first look today. We’ve been working on Distant Worlds 2 for more than four years now and we thought it was time to start giving you a few peeks behind the curtain. Slitherine and Matrix Games have been doing a very lengthy Twitch stream, dubbed the “Jingle Bell Marathon”, and revealed a whole bunch of new stuff, foremost are screenshots from one of the most anticipated 4X games of all time, Distant Worlds 2.ĭirectly from Slitherine/Matrix Games are the following descriptions: – A Teekan Spaceport in orbit around a planet I expect the next 3 months to focus less on bugs, and more on AI, UI, balance, other QOL, and modding support.It’s a bit wild to finally be reporting on Distant Worlds 2 here at eXplorminate, but here we are! The last such post in March was a roughly 3 month roadmap of major priorities for patches, especially bugs and performance. I really enjoyed my first 60 hours or so with it, until little UI annoyances added up.įwiw, the devs plan to publish an updated “state of the game” once the current beta patch becomes a public release - so probably within a week or two. Once they improve that (sounds like it’s on the list) I’ll be back into this full time. My own reasons for not playing much (more) yet are that I find it frustrating that the retrofitting AI for military ships gets confused by multiple designs for a single hull. Since then I’ve mostly fired up a generated late stage game to see how performance has changed - it seems quite a bit for the better. My own performance was ok before and is very good now - although I do admit I haven’t played much since April. I think the critical bugs and performance issues are largely resolved. I thought feedback a few patches ago was that the private sector AI had improved - at least freighter, passenger ship and goods movement improvements were advertised in one patch that seemed well received.
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