Space Haven Updated from
0.14.2 to
0.15.0 for Window and Mac (Linux presumably to follow shortly)
Changelog from Steam, though probably worth looking it up there for the screenshots - part 1 of 2:
Space Haven receives a massive Update in celebration of the second Anniversary in Early Access! We've worked hard on this update and it has to be the biggest and most feature rich yet. Read on to see all the new goodies implemented in the game. =)
Alpha 15 will make crew members feel less robotic and more human. At the same time, the elements affecting the mood of the crew members will guide the player to build their ships in certain ways and allow for small goals to strive for.
The joy of building a great and comfortable ship to live on will be amplified by seeing crew members enjoying their life on the ship. We have also worked on adding new crew combat content, various decoratives, new ways to modify your ship and beverage to the game, what would space be without a good space beer!
Crew Combat Content
New Inventory
The inventory is getting a new look, with different sections to allow for showing the inventory, the loadout and the augmentations of crew members.
The loadout allows you to specify what types of equipment you wish the crew member to have, and they will fetch and replenish them automatically. Augmentations have also been added, and it is now possible to enhance your crew members surgically. More on that in another section below.
The Loadout
The loadout section of the crew member inventory allows you to easily manage the gear that the crew member should have. It allows for choosing the primary and secondary weapons from lists, as well as other gear like armor.
The crew member will fetch the items themselves, making it easier to equip and potentially have crew members refill items. The old manual "pick-up" system is still in place, so both ways can now be used to equip crew members.
New Weapons
We're adding some new weapons for crew members to use, laser and plasma weapons. Laser weapons are high-tech weapons emitting a concentrated beam of coherent light, with enough wattage to do serious damage. Plasma weapons are high tech weapons firing superheated bolts of plasma.
Armor
We've added a couple of crew armor items to the game, the bulletproof vest and the armored vest. These work on a simple chance to block mechanism, each having a percentage chance to block a projectile.
A Remote Control, Sentry Guns and Oxygen Tanks
We have also added a sentry gun to the game, which can be carried and deployed by a crew member. A sentry gun needs to be operated via a remote control by a crew member. Additionally, it is now possible to bring with you deployable Oxygen Tanks to make exploring derelict ships a bit easier.
Augmentations
We've implemented the possibility to augment your crew members with technology, enhancing their physical or mental capabilities.
Augmentations are implanted using a Surgical Enhancement Facility. The Surgical Enhancement Facility is a sophisticated medical suite capable of the delicate and invasive process of installing cybernetic augmentations for crew members. It requires a skilled medic to operate, and the patient will need to recover afterwards.
Deep Characterization
Overall, we've worked to make crew members react more visibly to their surroundings. Things like sleep, leisure time and work conditions will be very important to be on a good enough level for crew members to operate and ultimately stay sane.
Unique Characteristics and Likes
Traits and backstories now have an effect on the likes and dislikes of a crew member. These are things like the want/need to talk, play games, listen to music, go on the toilet, eat nice food and so on.
Streamlined Character Status
While our original idea was to have many subcategories, each with their own information on the character well-being, we noticed it makes it harder to glance through a main list and see what can be improved.
We've decided to streamline it all, removing a few subcategories (The effects are still there) and list as much as possible in the main overall mood category. This will allow the player to simply look at this list and immediately see how the well-being of the character can be improved.
Base Mood Linked to Difficulty Level
The base mood of a crew member is linked to the difficulty level. Easier difficulty levels will mean crew members can tolerate more before risking a mental break. The base mood of a crew member can be customized with the game customization tool (Same menu where difficulty is chosen). The scale is in the format of easy-normal-hard.
Sleep Environment
The sleep comfort of the area where the bed is will determine how comfortable it is to sleep in that space. It will either give a negative or positive mood effect depending on the comfort levels.
Privacy also plays a part, and will now give a reason to make own rooms for crew members. While it is not strictly needed, it will give more peaceful uninterrupted sleep for the crew member.
Leisure Time Comfort
If the best leisure space is a bad one the crew members will become negatively impacted, while a great leisure time space will have many benefits.
Leisure time is important also in terms of the general comfort level of the ship, we've multiplied the effect on leisure time since there's usually only a few hours of leisure time during a cycle. This means a good leisure time space will have a big impact on overall mood.
Food
Food is an important part of keeping crew members happy. In addition to the previous nutrition deficiencies we have added a positive mood bonus for providing crew members with great food.
A great meal is a meal from the Kitchen with at least three ingredients of the following: fruits, root vegetables, artificial meat, nuts and seeds.
Overall Ship Comfort
The comfort status bar has been modified and it now tracks the long-term overall comfort levels of the crew member, covering all areas and schedules. This is different from before, which tracked the short-term effects. The change will allow you to know if the balance between negative comfort areas and positive comfort areas is on a good enough level.
This comfort status bar will indicate if the ship is generally comfortable enough to not have negative impacts on the crew. The way to secure this is to have a good enough sleep and leisure time environment, which will balance off the work environment.
Mental Breaks
Mental breaks have previously been mostly in a placeholder state, we have worked more on this feature. Many small things can accumulate and affect the overall mood of the crew member. Once the mood is low enough for a long enough period, the risk for a mental break will rise.
The first most likely mental break will be a minor one, giving the player a chance to realize something is very wrong and giving a chance to react and fix the conditions.
There are three different categories of mental breaks:
* Minor mental break: Things like refusing to work or getting into a fight with someone. Also drinking and gaming binges.
* Major mental break: Things like destroying stuff, setting facilities on fire on outright mental shutdown and becoming unconscious.
* Extreme mental break: The most severe group, things like wanting to take down the whole ship with them or attempting to take their own life.
Happiness
Keeping crew members comfortable and happy will give bonuses to their effectivity, they will work a little bit faster and be a bit less likely to surrender.
Discussions
Crew members will now often talk about something bothering them, or something they are happy about, when engaged in discussions with other crew members. If something is bothering them the other party in the discussion can offer comfort, giving temporary mood buffs.
Following the emojis when crew members discuss will give hints to the player about things they dislike or like at the moment, all of which can be seen more in detail in the status tab.