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Hey folks, we have a brand new update for ya. We're not quite done with the next chunk of story content, but we decided we should go ahead and release the non-story stuff we've been working on. The main goal with this update is to fill in some of the gameplay gaps and improve various quality of life aspects.
One change we made is that we've pretty significantly improved the way gun accuracy works. Previously any given gun just had a set accuracy for every shot, but now the accuracy is dependent on what you're doing as well as the statistics of the gun. If you're standing still and fire a single round from an SMG then the shot will be pretty accurate, but if you're running while spraying bullets then your accuracy will be very low. When aiming a gun, your crosshairs are now dynamic and reflect how accurate your gun will be when fired.
We also added a whole bunch of new guns.
In addition, we've taken a new approach to handling the recipes for various guns. The recipes for guns all now include some type of "gun part", and many guns only require that part. The main goal here is to make unlocking the recipes more straightforward, while avoiding overwhelming folks with new recipes all at once. We now have crude, steel and advanced gun parts for the various weapon types. Hopefully this makes the gun crafting progression feel a little more like a tech tree.
Another change in this update is that we added some hostile bots and spawners to the Pioneer Station. The intention is for the bots to discourage folks from just moving into the Pioneer Station as a home, and when they are killed they drop various useful components. There is no way to disable the spawners for the bots right now, but the next update will add a way to disable them.
We also added ladders! We've needed a new way of doing vertical movement for awhile. These are still a bit of a work in progress, but they seem to mostly work. Definitely let us know if/when you run into bugs with them.
The base inventory now has two additional compartments, a section for crafting materials and one for blocks. Any items picked up with the grab laser will be auto-sorted into those containers. We also significantly improved the size of the gridless inventory option.
Another late addition to this update was a couple of new settings related to picking up items. We've noticed that it was pretty easy to accidentally pick up items during combat, so we added an option that makes it so you can't pick up items while a weapon is equipped (this one is on by default for now), and another option that only lets you pick up items when your inventory is open. This only applies to items that you pick up by clicking and dragging, so the grab laser is unaffected. Try these out and tell us what you think. We may end up changing the default behavior based on player feedback.
Oh yeah, and [spoiler]Happy Halloween![/spoiler]
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