


- Balance: Electric components and water extract now require oil. - Balance: In the claim territory-objective you now only need 80% of the tiles. (before 90%) - Balance: Made drones a bit slower. - Balance: You now need MinedCarbonate to build an oil pump (oil wells only exist on tier 4+). - Campaign: Added a bonus objective to mission 5 encouraging the player to automate charcoal production. - Campaign: Added additional objectives to mission 5 to lead you to the required materials for the ship construction. - Campaign: Rebalanced mission 6 and made the combat robot production optional (you can now also buy the enemy territory). - Campaign: The objective asking you to gather/produce food now only require one item each. - Combat: The healing robots heal a random friendly injured unit in range with a higher amount. (before it was an aura effect) - Combat: When sending your robots into enemy territory, they will now stop and fight when an enemy comes into range. Especially relevant for things like the catapult. Clicking on friendly/neutral ground will result in a regular move-command. - Content: Added a cute 2x2 depot. - Content: Added music for tier 4. - Content: Added/replaced a bunch of new descriptions. - Fixed/Campaign: Removed the malachite block objective from main mission 6. - Fixed: Bug when depot tries to clear a tile but depot is full. - Fixed: Centrifuge and ore crusher now use energy. - Fixed: Colonists ignoring tile limit when unloading after last patch. - Fixed: Double arrows from ship/cargo port to stockpiles etc. - Fixed: Error in missing ingredient warning. - Fixed: Game adding (invisible) extra foundations to zones after saving/loading. - Fixed: Height of buildings placed on foundations. - Fixed: Height of shipping port. - Fixed: Logistics & Power not enabled for gorillas. - Fixed: Made sure that you can find enough ancient building parts in mission 8. - Fixed: Made the game a bit more lenient with certain errors in mods. - Fixed: Mouse clicks in the lower part of the screen sometimes not registering. - Fixed: Possibly fixed a bug that could lock the game when you clone a building that is being destroyed. - Fixed: Problem where inserters would not serve an automatic workshop when some of the ingredients are already served. - Fixed: Reservation issue with unloading from boat in the last patch. - Fixed: Robots counting towards colonist limit. - Fixed: Selecting your boat no longer gives you a type filter panel. - Fixed: Settlement text in colonist screen is now in orange when there is a problem. - Fixed: Workshops no longer get a warning for being under construction. - Fixed: You can no longer build disabled buildings via the encyclopaedia. Also added a temporary dialogue to mission 7 to tell you what's going on. - Fixed: Zone colors partially resetting when loading. - Gameplay: At the beginning of a map, when assisted mode is enabled, colonists will automatically unload and equip tools from the ship. - Gameplay: Colonists can now bring fuel to power generators. To do so, link an input stockpile (as you would do with an automated workshop). Also added a warning when the generator is neither served by an inserter, nor a stockpile. - Gameplay: Colonists now avoid food/drinks that are linked to a workshop, e.g. milk used to make chocolate milk. They will still consume it when there is nothing else though. (This replaces the former 'forbid consumption' feature.) - Gameplay: Depot exit hoppers now accept all goods by default. - Gameplay: When an item on an exit hopper is no longer accepted by that hopper, it is now brought back into the depot. - Gameplay: You can now "centrifuge" rubble to get iron, copper or gold. - Gameplay: You can now build train tracks and conveyor belts using cargo from your ship. - Gameplay: You can now crush rocks into rubble. - Gameplay: You can now instabuild things like inserters using cargo from your ship. - Gameplay: You can now unload goods from your ship to the logistics system! - Misc: Automated workshops don't start a new production job when the priority is set to pause. - Misc: Changed the bug report button icon. - Misc: Made the loading process with mods a bit more forgiving when expected types are missing. - Misc: Rearranged the workshops so that every building fits on the same page. Automated workshops now all have a "(a)". - Misc: Removed some recommendations from campaign missions. - Misc: Removed the lightning effects when playing at fast game speed. - Misc: The quarry now gives you rocks and clay with equal probability. - Misc: Tier 2-Sprinklers are now upgraded from tier 1-sprinklers. - Misc: When a type is added in a depot, depot exits of that depot will now accept that type as well, unless they are already set to accept something. - Misc: Wild animals are now more likely to stay outside of your area. - Misc: You can now place a shipping port over minables (like the other buildings). - Misc: You can now zoom out the camera further. - Misc: Zooming the camera now feels less 'floaty'. - UI: Added a hint message when you've reached maximum zoom. - UI: Added a toggle button to the encyclopaedia that hides/shows things like wild animals, rocks etc. that are not usually what you are looking for. - UI: Added inserters to the hopper-building panel. - UI: Added item prices to encyclopaedia. - UI: Added output arrows to auto farms/groves. - UI: Redesigned the cargo port ui panel. - UI: Right-clicking on an item in a type filter now takes you to the corresponding encyclopaedia entry. - UI: Some layout improvements for the encyclopaedia. - UI: The attack-enemy-camp button is now highlighted when an attack is in progress. - UI: When alt-clicking a combat robot, the game now selects all bots of the same type. - Visual: Depots now lift items to the correct target height. - Visual: Depots should now rotate items correctly in many cases. - Visual: Fixed items floating slightly in stockpiles built on foundations. - Visual: Foundations are no longer built under shipping ports. - Visual: Horse carriages now idle by going to random other stations, not the nearest one.
[ 2021-08-06 18:18:15 CET ] [ Original post ]
- Kubifaktorium Linux [274.39 M]
What is Kubifaktorium?
Build, manage and grow a thriving colony, discover new lands, craft legendary weapons and defeat your enemies. Kubifaktorium will feature different biomes to explore, plenty of resources to exploit, complex machinery to build and interesting production chains to master.Colony Building and Management
The heart of your colony consists of loyal colonists who will mine resources, farm crops and craft tools and weapons. Each colonist has a different set of skills which will change based of the jobs he or she performs. Managing your colonists needs and abilities is vital to ensuring your colony's efficiency.Different Biomes
In the course of the campaign you will explore and colonize multiple islands and encounter different biomes. Each biome features new enemies and challenges but also new resources to discover and process.Automation
While your colonists are awesome, their work power is limited. Fortunately, your colonists know how to craft advanced machinery like automated farms and smelters, which you can use to automate more and more of your production.Logistics and Transportation
As your colony grows and your production hums along, transporting the resources you need becomes a bottleneck. Kubifaktorium features a number of transportation systems like trains, conveyor belts, zeppelins and more. Automated depots and inserters are there to help you store, sort and keep track of all your goods.Weapon Crafting, Enemies and Combat
The new lands are inhabited and guarded by mighty enemies and you will need mighty weaponry to defeat them. The game will feature multiple weapon types and multiple quality tiers of each weapon.Mod Support
The game is designed to be mod friendly and will allow players to create anything from new goods and industries to total conversions with new terrains and scenery. Created mods can be published and managed via the Steam Workshop.- OS: Tested on Ubuntu and Arch. should run on the most common distros.
- Processor: Intel Core i5-7600K. AMD Ryzen 5 1400 or higherMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GeForce GTX 580. Radeon HD 8970M or higher
- Storage: 300 MB available spaceAdditional Notes: Try the free demo to check how the game performs on your system.
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