Progress update 2019-10-22:
Smaller update than usual but includes some fixes I want to get out there. And it does include one new feature implemented that I'm very happy to be done with, due to it's hard-to-test random nature: Maintenance Failures! Now you can watch a ship deteriorate until it explodes if you so desire!
Fixed some reported bugs, thanks to those who reported them:
- scientists can have more labs than they're allowed assigned to them after the project is started
- empire wide commander accidents
- second system map not closable
- putting zero in for deployment time crashed the game
- negative deployments should be prevented
- renaming a class wasn't updating the class summary
- tooltip was showing for a couple hidden SM buttons on the research tab
And a quick clarification for @Breith in dc on what modders will have access to in AI. Modders will have access to the database which contains the entire game state. A modder puts their code in a .gd script which is loaded and executed by Quasar when it's time for the AI to take its turn. All an AI script needs to know is the Race ID and it can do anything that Quasar itself can do. When I say API I refer to optional functions such as pathfinding helpers. Modders can choose to use the functions I provide or roll their own.
I'm also thinking about, when the time comes, making a wiki page explaining all the fields and tables in the database, to save others the headache of learning the A4X/Q4X DB
Alright! That's all for now, I continue with more end-of-turn goodness tomorrow, starting with Damage Control mechanics!