Information :
Year: 2013
Genre: Strategy, Simulator
Developer: Double Fine Productions
Publisher: Double Fine Productions
Platform: PC
Language: ENG
Language: no
Publication Type: Alpha | Early Access v.6e
Tablet: Not required
Description:
Spacebase DF-9 offers you build a settlement in space, where one fatal mistake can lead to loss of the entire crew, because behind the open space. Start the game with the distribution of work, explore your options wards and assign them a job, look for their moral and physical condition, explore the ship, build new facilities and rooms.
The developers promise to make Dwarf Fortress in space. With such a deep social system, where the colonists can make enemies and friends, communicate with each other, quarrel, commit crimes, and the like. With subjects colonists will do as they please - trade, exchange or throw unnecessary. The developers say that the whole essence of things. In general, people with no items would not be human.
In addition to the sort of space The Sims, where it is impossible to control the heroes, there are random events that resemble Faster Than Light. Sometimes it can fly the ship raiders and ransacked at your base. And it happens that your station joined a friendly ship, the crew of which does not want evil.
And everything is slightly similar to Space Station 13, but only you as a creator of maps and captain. And, of course, sin will not remember Space Colony,
which is actually much closer to Spacebase, than all the rest of the game. Even the concept is about the same. That only the events unfold
directly in space and not on the planet.
A prototype of the game was created in two weeks for the contest Double Fine's Amnesia Fortnight 2012.
Changelog: Alpha 6e: • Gourmand citizens are angered less by eating replicator food. • Fixed: Various crashes. Alpha 6d: • Scientist job failure anger reduced drastically. • Room tool drag sizing guide now includes Reactor. • Fixed: Various crashes. • Fixed: Brig walls are purple on OSX. Alpha 6c: • Starting base colonists get along better now and enjoy Builder duty so they’re less likely to get angry or sad during the early base construction phase. • Fixed: A few crash fixes. • Fixed: Minor AI issues. • Fixed: Can’t unassign people from Brigs. • Fixed: Corpses don’t get cleaned up properly. • Fixed: Parasites can be assigned to Brigs. We’d like to resolve this in a cooler way in the future. • Fixed: UI bugs in Citizen Action Tab. Alpha 6b: • Brawl frequency has been further reduced based on feedback and obversation: positive citizen morale/affinity/temperament now directly works against negative factors, and final computed brawl chance has been halved on top of this. • Fixed: Various crashes. Alpha 6a: • Brawl frequency has been reduced. Only citizens who are some combination of angry, demoralized, bad-tempered, or dislike each other will brawl now. • Fixed: Numerous crashes. Alpha 6: Major Features / Enhancements • Power is now required for base equipment to function. The Base Seed serves as a basic starting power reactor, and additional Fusion and Dark Matter Reactors can be built (with enough Matter and Research) to satisfy each object's "power draw". Power flows across connected rooms rather than any kind of wiring system. • Citizens can become angry. Anger builds up over time with unsatisfactory events such as poor job performance, unpleasant social interactions, violence nearby, bad food, etc. Angry citizens who dislike each other may brawl, fighting until incapacitated. When a citizen's anger gets high enough they may have a violent or (depending on their personality) non-violent outburst, attacking people or sabotaging base equipment. • Citizens can be detained in Brig zones. Detained citizen anger dissipates over time, but at a cost of removing them from normal citizen life and the work force. Doors will not open for detained citizens. If doors lose power, detained citizens may escape. • Citizens now own and carry possessions. They become attached to their possessions, display them on available shelving, and trade for possessions they like more with other citizens. Citizen affinity for a given possession is based on its qualities such as color, material, shape, etc. • Citizens have affinities for different duties, shown as smiley faces in the Roster and Duty Tab. Citizens will perform any duty they're assigned, but may become unhappy over time if they're stuck with a duty they don't like. Likewise, citizens doing a duty they love is good for morale and causes their skills to improve faster. • Objects and Rooms now have a Command Tab, which can be used to issue commands relating to what's selected. Objects can be torn down or reclaimed for research, power-consuming objects can be deactivated. • Citizens can now be assigned to beds in Residence zones. Citizens will always prefer to use an assigned bed, and are happier for doing so. Citizens will use shelving to display their possessions. Minor Improvements / Bug Fixes • Changes in individual citizen needs and morale are now tracked via graphs in the Psych Profile Tab. • Objects now have an About Tab that contains miscellaneous non-essential information about the object's use, history, or context in the Spacebase universe. • Placing a zone-specific object such as an Oxygen Recycler in an unzoned room will now "auto-zone" that room to its intended function. Tooltip conveys that this will result on click. • The Beacon menu can now set the desired level of Security response for Beacons and other combat situations: on Non-Lethal, security will always attempt to subdue targets using Stun weapons; on Necessary Force security will meet deadly force with deadly force; on Lethal security will always use deadly force in any situation. • Tooltips on Beacons show the current response level and target. • Turrets still default to only target hostiles but can be set to target all characters in their Command Tab. • Selecting an unassigned citizen opens the Duty Tab by default. • Security forces waiting for backup at a Beacon set to >1 will display "Waiting for Backup" as their current task. • Citizen Spaceface logs now comment on people they know and interesting objects in their surroundings. • Plants don't grow in rooms with no light. • Sparks appear briefly when a Technician fails at a maintenance task. • Move Door to "All Zones" section of Construct menu, Airlock Door to "Airlock" section. • Citizens now sometimes play a "startle" animation when a dangerous situation breaks out. • Sabotaged turrets fire at everyone. • Shift-[ and shift-] cycle selection through objects in a room. • Initial 3 settlers from Base Seed start with higher morale and energy, and lower hunger. • Raiders wreck breakable objects if there are no citizens around to attack. • Citizens double over wheezing if they have a bad illness. • Object tooltips now show owner where applicable. Room tooltips now show bed capacity where applicable. • A basic "quick start" mode has been added which allows you to start with a small pre-built base. Access it by selecting the bottom right corner of the galaxy map on the New Base screen. • Fixed: Morale shouldn't change while asleep. • Fixed: Various overflow issues on UI text. • Fixed: Citizen names appear on cooked meals. Alpha 5e: • Better "flee from oxygen-starved room" behavior. • Fixed: Turrets shoot through floors. • Fixed: Research assignment crash on reduction in number of research zones. • Fixed: Invalid linecodes in event alerts. • Fixed: Incapacitated characters in airlocks don't always get healed. • Fixed: Characters that get sucked into space spawn corpses. Alpha 5d: • Fixed: Occasional performance hitches relating to turrets. Alpha 5c: • Derelicts now “float away” if they remain undiscovered/dimmed for too long. • Characters have affinities for rooms, and use them to make decisions. • Tweaked wording of “no valid airlock” hint to specify an airlock must be space-facing. • Re-added “you can force open an airlock” hint that was accidentally removed. • Citizens will treat airlocks with incapacitated citizens as non-functional until a Doctor can heal them. • Citizens whose sleep is interrupted still get partial benefit from the amount of time they slept. • Starvation happens at lower hunger level (-90). • Added some Famous Citizen names to credits and citizen list. • Population cap is now stored in the config file. Modify at your own risk! • Fixed: Projectiles don’t sort well with their surroundings. • Fixed: Issues relating to derelict spawning. • Fixed: Unresearched diseases almost never occur. • Fixed: All module spawns get identical types & diseases. • Fixed: Crash relating to space corpses. • Fixed: Wall-mounted props attached to destroyed walls don’t properly construct on load. • Fixed: Many pathfinding issues. • Fixed: Builder gets stuck trying to build. • Fixed: Players receive more matter when they vaporize objects than it costs to build. • Fixed: Hang when picking a random conversation topic. • Fixed: Citizen inventory isn’t preserved across save/load. • Fixed: Builders have trouble vaporizing tiles inside unclaimed rooms. • Fixed: Event controller triggers stale events, causing many “ship passed without stopping” messages. Spacebase Alpha 5b released: Overhauled how needs affect morale. Depression spirals should be less common now. Benefits of citizen environment satisfaction to morale now taper off after a point. A citizen will only become ecstatic if everything is going really really great for them. Fusion Reactors have been re-enabled in the Construct menu, in anticipation of Alpha 6 which will finally add the Power system. They won’t do anything until then, but this will let you build and plan bases accordingly. Doors have moved into the “All Zones” section of the Object menu to make room for the above change. Doctors now prioritize corpse cleanup higher than routine check-ups. Fixed: Various crashes. Fixed: Doctors don’t store citizen health when they treat a broken leg. Fixed: Door placement issues. Fixed: Various airlock-related issues. Fixed: Dead bodies globally affect citizen environment satisfaction, instead of just people in the same room. Fixed: Some derelict and hostile immigration events fail silently. Fixed: Citizens stop posting Spaceface updates after reaching 100 posts. Fixed: First immigration event occurs too soon. Fixed: Erroneous “Hostiles have entered your base” alert when a hostile is under your base. Fixed: Bad alpha on Spaceface icon. Fixed: Citizens spam Spaceface with logs about being on fire and being injured. WE GET IT DUDE IT HURTS. Alpha 5: Major Features / Enhancements: • Turrets can now be constructed on both the interior and exterior of your base. Turrets fire on any hostiles the way a citizen assigned to Security duty would. Turrets have a limited field of fire, so place them carefully. • Raiders can now enter your base via Breach Ships, which attach and drill through floors. If you can damage a Breach Ship before its crew reaches your base, you’ll face weaker resistance. • A new Malady system allows citizens to be injured and affected by illness. Illnesses can spread from person to person through direct contact or shared contact with world objects such as food replicators. Illnesses can affect different attributes, such as a citizen’s energy levels and sociability. Some illnesses require research in a Research Lab before a cure can be administered. Illnesses have randomly generated names such as Centauri Bat Mumps, Green Cough, and Neo-Australian Scaly Pox. • Citizens can now be assigned to Doctor duty. Doctors treat field injuries, scan your citizens for illnesses and treat them if a cure is known. • You can now designate rooms as Infirmary zones, where Revivabeds can be built. Doctors use these to treat advanced illnesses and remove parasite infestations. • A new Research screen allows you to track global research progress and assign different projects to specific Labs. • Citizens can be incapacitated, which prevents them from moving until a Doctor can treat their wounds. • Doctors will dispose of dead bodies by recycling them in Matter Refineries. • Antiviral Air Scrubbers can now be built in Life Support Zones. These devices reduce the chances of disease transmission in the surrounding area. Multiple devices bring this chance down further, to a non-zero minimum. • Characters can now be tagged with Beacons. Security personnel will keep watch over this person if they’re a citizen, or target them for attack if they’re hostile. • Characters can now fight in space, firing weapons and performing melee attacks. • The game’s event controller system has been overhauled, which orchestrates the timing of events such as invasions, meteor strikes, new citizens immigrating, etc. Game pacing should be improved, and difficulty should ramp over time: more dangerous events, such as large numbers of enemies with tougher weapons, will only happen later in a base’s lifetime. • When a new ship hails your base, a window no longer pops up to force a response. Instead, you receive an alert and can choose whether to respond to it or not. Likewise, the camera does not force-move to any new ships that appear. • The Windows version of Spacebase now uses the SDL2 video/audio/input library used by Broken Age, which fixes a variety of hardware compatibility issues. All versions use SDL2 for input handling now, removing dependency on the older FreeGLUT library. • The game now launches into a new pause screen, welcoming the player with a Message of the Day.