Posted August 05, 2022 by Commodore Shawn
Got over COVID, it sucks.
It's a been a busy week. Following the initial release of the module based sub refactor on Monday basically every day has had a pattern of playtesting at night, and then fixing bugs and making tweaks the next day. I think this has resulted in Xenosea being in a really solid spot right now.
This is the big one, in the works for nearly a month. Submarine performance is now largely dependent on customizable internal modules. The turret and submarine vendors have been replaced with a new vendor that handles everything. You can now swap out everything from your submarine's armor, engine, turrets, torpedo launchers, even diving chambers. The same interface is used to customize a new submarine when buying it.
The set of module types in-game now is very much bare bones, with lots of room for expansion in the future. Of the existing modules, not all are available in all locations as well, so it pays to shop around.
You can get some interesting results playing with the modules, like this little speed demon. Interestingly, despite its speed (faster than any torpedo in the game) its far from invincible.
I've had the concept for this one bouncing around in my head for awhile now. The Forthright is basically an upgraded Stalwart (the starting submarine). It lengthens the hull slightly to add a second pair of gun turrets and a minisub hangar. It features excellent turret coverage, with two turrets being able to fire in every direction. It makes a natural next step for captains seeking to move on from the Stalwart, and is also used by pirates and rebels as a "poor man's" battlesub.
If you need help finding some of these weapons and submarines you can now consult the new Xenosea Wiki. This wiki contains a mix of background and setting information as well as game mechanic information. So if you've ever been curious why the Protector and Seeker look similar, or where you can buy the Forthright, this is the place for you.
Like Xenosea itself the wiki is very much a work in progress.
My immediate next step is to look into some of the AI behaviors. AI subs should be docking at stations, but for some reason they aren't. Additionally the Cartel doesn't appear to be trying any smuggling runs, which is kind of their specialty.
Past that I want to take a pass at stations, fix some issues with alignment to terrain and maybe flesh them out with some detail.
What I could really use, though, is some outside opinions. So far Xenosea's development has largely been driven by what I see as deficiencies, or what features I'd like to see added. This viewpoint is limited however, so I'd love to hear from some of you.