As much entertainment as SM1 is, the degradation/leak was significant if you interacted with slaves too often. Which is a shame.Code-wise, SM2 has very little in common with SM1 (I'm pretty much re-writing it from scratch). I suspect there will be lots of new bugs, but not many old ones.
I also more than expect bugs in the beginning. Nothing tests your code like other people's hands.Code-wise, SM2 has very little in common with SM1 (I'm pretty much re-writing it from scratch). I suspect there will be lots of new bugs, but not many old ones.
I figured it out thanks. Is there any other things I need to do to unlock hidden things?You need the desk in the Suite.
Character library was licensed? Interesting. Blackboxes can be problematic.I don't think I'm going to release any playable version of SM2 before 0.1. Getting that stable is hard enough without having to do the regression testing again after a tech demo.
I'm pretty sure the big leak in SM1 was the character engine, which I couldn't edit because it was a compiled library I licensed. That's totally gone now in favor of a custom solution, so it should be considerably improved.
There is stuff in SM1 that's unlocked by research. I think that's under the station management screen.
In the future, the Picard look is popular.hello, is it normal that all citizens are bald?
Might be worth understanding, performance isn't much of an issue if there is no game yet. Let's wait until 0.1.This probably has more to do with the bad optimization in SM1, but I don't think SM2 will require anywhere near as much power. I don't have a good way of testing that though. All I can say for sure is that it runs better on my machine (I can run the game alongside a bitcoin miner at a reasonable framerate on an RTX 2080, for whatever that's worth).
If I had to guess, I would say that any reasonable CPU with at least a GTX 1050 (or similar) should be enough (especially if you build your station up instead of out). I can't commit to anything just yet though.