Click here for help on accessing the Unstable branch!
The upgradable Combobulators and Doggo Houses have arrived, along with a ton of hard-to-pin-down fixes and improvements under the hood that have now been resolved as well as some nice AI tweaks. :)
Check out the change log for all the juicy details.
You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)
InDev 28 Unstable 2 Change Log
Golem Combobulators
- All Golem Combobulators have been completely redrawn, and rebalanced. They all can now be upgraded 3 times, with the final stage allowing you to pick a magic element to apply to the golems.
- Crystal Golem Combobulator has been added, this comboboulator's golem stats are similar to the stone golems, but do magic damage.
Miscellaneous Changes
- Corrected Cullis Gate construction outline graphics.
- Adjusted the pool color in Essence Collectors.
- New Building: "The Doggo House", a very small, cheap house that houses Doggos.
- Villagers will only try to claim a home if the homes total available slots, less the villagers already en route, is higher than 1. This prevents large groups of villagers trying to claim a home with only a few slots left in it.
Optimizing and Big Fixes
- Fixed abandoned recombobulator image in map editor GUI.
- Fixed a few minor problem panel issues.
- Fixed a very rare crash bug that was corrupting profiles. (Note: This was implemented into InDev 27e as well)
- Doggo Ghosts can now be properly resurrected.
- Fire elementals no longer die walking on frozen tiles.
- Fixed 4k texture loading problem for some older GPUs.
- Fixed the map editor GUI while in debug mode.
InDev 28 Unstable 1 Change Log
Doggos
- A new, and the first animal mob has been added. The doggo! Wild doggos will very rarely spawn on the map and occasionally make their way into your village
- The chance of a wild doggo on the map visiting the village will increase during the daytime, when they are hungry or thirsty and when it is raining or snowing.
- When a wild doggo visits a village, they may interact with villagers and become domesticated, take an owner and take a name, becoming part of your village.
- Domesticated doggos will follow their owner around, and occasionally help with minor work tasks, like harvesting wild food or taking resources on the ground back to storage buildings.
- Doggos, like villagers, also need to eat, drink and have a home.
- Doggos are stronger than their same level villager counterparts, but are also a lot more brave. Keep an eye on them so they don't get themselves killed in a fight.
Optimizing and Big Fixes
- The map tile loader has been completely rewritten from scratch.
- Tons of code cleanup in the spells, mobs and object modules, streamlining the coding process to add new.
Interface Changes
- Spawner buildings are now purple on the minimap.
- Reorganized the defense tab into 3 sub categories.
- Readded Ancient Radiance Pools and Cullis Gates to the map editor.
- Main menu's drifting can now be disabled manually in settings.properties.
- You can now hide the place camp panel in sandbox mode without placing the camp.
- Resources are now white on the minimap.
Miscellaneous Changes
- Mobs can now drink from the lake and ocean when desperate, but will catch dysentery.
- Added a very rare random chance of an eclipse, causing nighttime behavior during midday.
- Added a purple crystal tileset to be used in future biomes.
- New resource artwork for Crylithium added.
- Improved the construction phase artwork for all walls.
- Lowered volume of the villager birth/nomad joined and village death melodies.
- Spells no longer cost influence to cast if they fail to cast.
- Varied the random standing coordinates when harvesting a bit.
Known Issues that will be resolved before the stable build
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