Features and Bugfixes
Today we are happy to announce the release of our next update "v0.5.13", which adds the new Recipe Modification System, Playerfeedback, some rebalancing and bugfixes.
Again we want to thank everyone who reached out to us with their feedback so far!
We are constantly monitoring what our community would like to see in Project Astra Dominium and try our best to make your wishes come true!
Some requests got already implemented in this Update, some have to wait a bit longer and others may not work for our vision of the game. Regardless, we'd like you to keep all the suggestions and feedback coming!
The update is released together with this news. If you don't see it yet, you may need to restart Steam!
Now without further ado, let's jump into what's new:
New Features:
- Recipe Modifications (see below for more details)

- Added camera sensitivity to the Settings menu

- Hovering with the mouse over an Item on a Belt will now show a small Tooltip of the item name

- Added an Autosave every 5 Minutes while in Base Building mode
- Added Tutorial Arrows that guide the Player through EIRO Protocols, to improve the onboarding of new players.

- Added/Rewrote Advisor Screens to better guide new players.
We may add more Wiki Entries/EIRO Protocols soon and still strive to continue to help players in better understanding certain aspects of the game.
- Added some details to Advisor screens
- Added more Quests
- Updated Unity to the latest none Beta Version, this should improve performance and fix some bugs
- The Monster Loot window can now be hidden
- Monster loot collapsible status, Hide/Show Healthbars, Damage and Exp states are now preserved between Tower Defense Levels
- The "Start Wave" Button is now on top of the screen and slightly smaller so it does not take up screenspace or is being clicked accidentally when an Advisor Screen is open.
- The "Endless mode" Advisor Screen should now only be shown once. If you want to read it again you can do so in the ingame wiki by pressing the "?" Button on the top left of the screen.
Balancing:
- Slightly increased difficulty ramp up in endless mode
- Nerfed Boss in Level 3 a bit
- Achievement: "Finish all Quests" changed to "Finish 10 Quests"
- All Towers: Made all Towers rotate faster and rebalanced some damage and range stats.
- Gun Tower: Nerfed the flat heat damage bonus from skills, as it was to strong. HeatDamage itself should now be added from equipment, if the player decides to add it via the new Recipe system.
- Railgun Tower: Increased overall Damage, aswell as Damage of both DoT Skills.
- Laser Tower: Increased resistance reduction from the "Melting Ray" Skill.
- Tesla Tower: Increased Damage
- Level 3: Added an additional Tower Slot near the start
Fixed Bugs:
- Shadows fixed for all Towers, some shadows were not visible
- Pressing Escape in the settings menu on the Save Game select Screen closed the Game instead of the menu
- Level 3 bridges were sometimes too bright
- Volume of sending resources to earth was too loud
- Player.log (file we need for proper bugreporting) cleanup
- Fixed some typos
Now onto the big new feature:
Recipe Modification
Recipe Modifications allow you to create and improve
Recipes.
We've also made a video that explains the new feature and shows you how to use it in automation:
[previewyoutube=oBviH9putZc;full][/previewyoutube]
This feature might seem overwhelming for some at first, but once you've got the idea of it, it's an awesome and easy way for you to create and customize recipes to your liking.
Would you like to have a Vulcan Cannon that adds immense ammounts of fire damage?
Just modify copper ingots with + fire damage, put them into your Vulcan Cannon recipe and there you go!
As this needs a lot of testing and rebalancing and because we want to hear your opinion on this feature before further extending it, we've only added some moddable recipes for now. These are:
Copper, Iron and Aluminium Ingots aswell as the Vulcan Cannon Tier 1 and the Railgun Tier 1.
Note: All your existing recipes should be compatible and not be altered by this.
So your existing production lines should continue to function!
Now for a deeper dive into the System:
You configure
Modification Slots with
Items that are needed for your new
Recipe.
Quantity
The
Quantity tells you how many
Items you can add to the
Recipe.
Level System
Adding
Items to the
Recipe increases the
Recipe's Level
The
Level can't exceed the
Recipes Max Level.
More advanced
Items increase the
Level more.
Modification Slot Bonuses
Modification Slots can have
Bonuses, which will add to the
Recipe Bonuses.
The
Bonuses only apply if you have the
minimum amount of Items added to the
Modification Slot.
Recipe Modification Inception
The
Recipe will inherit
Bonuses from
Items.
Example:
You can modify the
Copper Ingot Recipe and create a
Copper Ingot with the bonus
Physical Damage +1.
You can then modify the
Copper Ingot Recipe again and melt 3
Copper Ingot Physical Damage +1 into a
Copper Ingot Physical Damage +3.
After that it makes sense to modify a
Equipment Recipe and leverage the
Copper Ingot Physical Damage +3.
Keep in mind that
stronger Items add
more Levels to the
Recipe Level, which can't exceed the
Recipe Maximum Level.
Optional Slots and Effect X
You don't need to add any
Items to optional
Slots.
Multiple Slots with an
Effect X Bonus are mutually exclusive.
It only makes sense to add
Items to one
Slot per
Effect X.
Let us know your feedback, ideas, suggestions and whatever you like to tell us on our
Discord or in the Steam discussions!
[ 2023-04-06 18:38:01 CET ] [ Original post ]