- Audio: Certain sounds like when placing a building are always played now regardless of how many other sounds are there in the background. - Audio: Changed the mixing behavior a bit so that the difference in levels from zoomed out vs. zoomed in is not as big. - Audio: Increased the number of sounds that can play at the same time. - Audio: Replaced the message sound because it can trigger Outlook PTSD in some unfortunate folks. - Balance: Chocolate milk has been moved to tier 2. Tea can now only be made from harvested tea leaves and has been moved to tier 3. You can also no longer grow flowers. - Balance: In later campaign missions, your colonists' needs now advance faster (since you already have more materials). - Balance: Increased the export price for rose gold ingots to 100. - Balance: Reduced the energy gained from treadmills by 1/3. - Balance: There is now a limit to how many zeppelin/drone factories, carriage stations and horse barns you can have. - Balance: You can now upgrade a zeppelin factory to a drone factory. - Balance: You now get 2 MargheritaPizzas and 2 Croissants. - Campaign: Added dialogue and scenery for mission 4. - Campaign: Added mockup objectives for mission 99 (epilogue). - Campaign: Fixed objective for bonus mission 3. - Campaign: Fixed objectives for bonus mission 2. - Fixed: A number of miscellaneous bug fixes. - Fixed: Conveyor belts backing up a bit too much after last patch. - Fixed: Double "built from"-section in encyclopaedia. - Fixed: Error when supplying the temples in the last mission manually. - Fixed: Glitch in house UI when hovering over unavailable spaces. - Fixed: Inserters that are disabled still blocking conveyor belts. - Fixed: Invisible recipes showing up in encyclopeadia. - Fixed: Items getting reserved when brought to a place where an automated workshop blueprint is. - Fixed: Items getting stuck on belts if they are placed in the exact frame the game is saved. - Fixed: Items imported from the cargo port are now reserved until the are imported. This prevents other colonists from stealing them, which could cause tiles that longer import or store items. - Fixed: Items in transit from logistics jobs are no longer cleared from stockpiles and depots. - Fixed: Items will no longer be displaced onto water, - Fixed: No more warning flags in dioramas. - Fixed: Possible issue where items get "split" on conveyor distributors. - Fixed: Possibly fixed buildings not getting constructed in some cases. - Fixed: Power pole position in greenhouses. - Fixed: Removed the small area between an icon and a label, e.g. in the production selection, that was not clickable. - Fixed: Shuffling the demands from enemy camps getting progressively slower each time you do it until the game freezes completely. - Fixed: Some production recipes appearing multiple times in encyclopaedia. - Gameplay: Clearing invalid items from stockpiles/depots now has the highest logistics priority. - Gameplay: Colonists will now clear items that do not match the type filter from depots and stations. Before that was only done with stockpile zones. - Gameplay: Forbid usage & stockpile usage as well as logistics targets are now also cloned via shift left/right-click. - Gameplay: When mining something with multiple content types, like a geode, the mining order is now random. - Misc: Added a custom map modifier that disables the fog of war. (And removed this from the plane-with-mountains-modifier). - Misc: Added a few new dioramas and removed some old ones. - Misc: Pyramid ruins in desert biome can now be mined. - Misc: Removed the "Randomize"-option from the custom map screen. Many combinations it came up with did not really make sense. - Misc: When hoppers are automatically placed, items on the exit hopper tile are now displaced. - Misc: You can now add custom background images for dialogs, e.g. to give an "evil" character a more scary atmosphere. - Performance: Some general performance improvements. - UI: "Toggle overflow" is now highlighted when you select an overflow hopper. - UI: Changed the "Victory!" text for optional missions. - UI: Instead of a "base level", the tooltip for a tool now gives you a few examples of the things you can mine or build using the given tool. - UI: When holding shift/control or alt while right-clicking on a message, all messages are now closed. - UI: When you alt-remove-click a single zone tile now, the whole zone will be removed. Debug-remove is now control-alt-remove-click. - Visual: Made the sunlight period a bit longer.
[ 2021-10-06 04:59:20 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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