


- Balance: Expanded/rebalanced the goods that can be requested by enemy camps. - Balance: Fruit trees now give way more fruit and less wood. - Balance: Goods requested by enemy camps are now always one tier below the terrain tier. (or 1) Also reduced the requested amount by 50%. Removed tools from the things that can be requested but added a few others. - Balance: Increased cargo ship speed. - Balance: Iron, copper and gold now also spawn in ice mountains. - Balance: Made trains about 50% faster and increased their acceleration. - Balance: Reduced the frequency of enemy camps. - Balance: The construction of most buildings now requires the tools corresponding to that tier (stone2, copper3, steel4) - Balance: Three plums from plum trees. Plum trees give three plums. "Three plum"-plum trees. - Balance: You can now import goods produced in the previous tier (-1). (before: tier -2) - Campaign: Added an objective to make steel tools to mission 6. - Campaign: The campaign now focuses on the peaceful play-style. Enemy camps appear later on, but you "defeat" them by buying them out. I'll elaborate a bit on the motivation of this change in the next progress report. - Campaign: The map seeds for the campaign are now hand-picked to ensure a smooth experience (vs e.g. starting next to a huge mountain). - Fixed: Accidentally selecting an island on the world map when closing the loading screen. - Fixed: Arrows on manual workshop after last patch. - Fixed: Buggy mission objectives in bonus missions 2+3. - Fixed: Camera not NE-aligned on start. - Fixed: Camera not moving / zooming while game is paused. - Fixed: Conveyor belt connectors (visual) disappearing when other connectors are created. - Fixed: Deprecated tools showing up in tooltip. - Fixed: Empty enemy camps staying on the map in peaceful mode. - Fixed: Environment particle colors on multi-biome maps. - Fixed: Glitchy zoomed out camera on some maps after last patch. - Fixed: Grassland foundations too high. - Fixed: Incorrect counting of substitute buildings, e.g. counting tier 1 houses for tier 2 house objective.c - Fixed: Island shape on world map not matching the actual island. - Fixed: Layout on world map exit confirmation dialog. - Fixed: Objectives not shown as optional when no intro text was provided. - Fixed: On the world map tooltips should no longer show while the loading screen is visible. - Fixed: Right clicking on type opening ency but immediately closing it. - Fixed: Some minor bug fixes. - Fixed: The auto-assign feature now assigns logistics and power to everyone. - Fixed: The game running too fast at framerates above 60. - Fixed: Track/Conveyor preview not visible when - Fixed: Trains set to stop now actually do so. - Fixed: Weird visual glitches when in map zoom mode. - Fixed: You can no longer assign train stations under construction to a train's schedule. - Gameplay/Modding: You can customize the amount of goods loaded in a train wagon and their position. So you can easily make super high capacity train wagons. - Gameplay: Colonists now avoid food/drinks that are linked to the logistics system. - Gameplay: Groves and farms are now treated with the same priority. I.e., a high priority grove will now get tended to before a low priority farm. - Gameplay: If a depot has a type set to accepted, added exits now take on that type as default. - Gameplay: Increased the road, track and conveyor layer ranges by a lot. - Gameplay: Items will no longer get automatically added to an exit's filter if the depot is receiving from the logistics network. - Gameplay: Train wagons now hold two items each! So a normal train now carries 8 items, making it essential for transporting large amounts of goods. - Gameplay: When you buy out an enemy camp the enemies now get on little rafts and drift away into the sunset. :) - Misc: Added an option to show & set production limits for all goods (and not just robot workshops). - Misc: General code cleanup. - Misc: You can now alt-click a track to start laying tracks. - Performance: Fixed lag when marking a big area to be mined. - Performance: Made several late game performance improvements. - Performance: Made the road, track and conveyor layers much faster. - Performance: Removed a number of expensive sorting operations. - Performance: Voxel models uvs are now buffered on load, not on first use during play time. - Streamdeck: I updated the StreamDeck support to work with the new icons. Have a look at - UI: Cleaned up the train UI. Also, clicking on a wagon should now show the train UI. - UI: Made the colonist management screen much prettier. There are now guiding lines and the explanation text is moved to the tooltips. The assist buttons have been moved to the top right. - UI: Many more tooltips from the info panel now appear at a fixed position. - UI: The enemy buy land UI now highlights the resources that are missing. Also, the buy-button is greyed out when you are missing something. - UI: The fighter-button in the top is now hidden on maps where combat is disabled (e.g. in the campaign).
[ 2021-08-18 07:02:39 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.
[ 5973 ]
[ 1644 ]
[ 1805 ]