0.3.1 - The Sounds of the Void
Added so many sounds. Warping is now performed in real-time in the void. Greatly improved the Job Matrix, use it for all your job needs. Increased starting colonist cap to 7. Added a free-time need, and many free-time objects.
Changes
- Warp travel time is no longer instant. Instead, you enter a warp field where your crew can enjoy some much needed down-time.
- Warpdrive must now be charged before you can travel.
- Solar Panels and Radar Dishes do not work in the void
- Nomads (pirates, space whales) now have a chance to spawn when you travel to a system.
- Added many many many sounds.
- Added free-time need. Colonists have a unique free-time preference and must perform an activity of their favorite type:
- Athletic: Uses Target Dummy and Treadmill
- Spiritual: Uses your core, Dragon Tree, and Shrines
- Entertainment: Uses TV, Jukebox, Arcade Machine, etc
- Creative: Uses Holocanvas Has a chance to generate Pigments.
- Intellectual: Uses Research Station. Has a chance to generate Upgrade Modules
- Added social need. Colonists restore their social need when seeing or talking to other colonists.
- Added loner perk. Colonists with this perk require much less socialization (but still some).
- Colonists can now deposit/withdraw items directly into/from liquid tanks, with no sink required.
- Increased cuddler speed from 1.0 to 1.5
- Objects no longer default to crafting infinite items, and instead default to maintaining a reasonable amount.
- Increased mini-dungeon spawn chance
- Doors in the Asteroid Mine are no longer locked. So that you can raid it for sulfur to make C4 and skip the Bypass Module (explosions > hacking)
- Colonists no longer puke while performing an action. Instead, they politely wait for their current state to finish, so that even more work can be done.
- Increased starting colonist cap to 7, because it was taking too long to reach Programming Terminal tier (which leads to bypass modules, and the ability to breach dungeons). Pirates now attack if you have 8 or more colonist slots
- Decreased chance for internal dungeon doors to be locked from 50% to 25%.
- Colonists now have a consistent snap and extreme snap effect ("break"). This is viewable when buying/growing, and as a generic attribute in the colonist's object window.
- Added Holocanvas. Creative colonists use this to paint.
- Added Kat Shrine. Spiritual colonists worship here.
- Increased default priority of "Transport Items" job, so that colonists move items around more quickly.
- Increased default priority of "Building" job, so that it's above "Transport Items".
- Reduced frequency of puking.
- Reduced amount of larva husks generated from cuddler infection.
- Grilled biomass and nutrition brick now add brick belly.
- Removed dangerous enemies from mini-dungeons (the type of enemies that kill everything early-game).
- Improved the Job Matrix window. You can now: assign/unassign all, set job as exclusive (no one except the exclusive colonist will perform this job), set multiple colonists as the "exclusive" performer (maybe you want 3 miners), view/change job priority, view hated/loved jobs, tooltips now display that colonist's job skill level, and good colonist choices are shaded in green
- Re-enabled slimes spawning 1 goo per day, because I missed farming them.
- Purple Slimes ("Big Toxic Slimes") now spawn 3 goo per day.
- Mang0 and Bouncer Bot now generate 1 silicon per day.
- Decreased build cost of Television, Jukebox, Casino Table, and Arcade Machine so that they cost around 15 metal and 1-3 electronics.
- Lifepod colonists now have a very high chance to have a bad perk, such as Maniac, Cannibal, and Arsonist.
- Colonists now take increasing damage when starving. Good luck outhealing it.
- You now start with 4 electronics, so that you can afford starting entertainment objects.
- Nerfed Murder Bots slightly, so that they don't insta-murder everything.
Fixes
- Increased cooldown between object inspection from 1 day to 7 days. My engineer was needed elsewhere.
- Doors now have an inspection duration of 30 seconds (was 2 hours)
- Fixed a bug where doors were killing performance, due to searching for a bypass module.
- Fixed a bug where entities trapped in a room would try to use every object in the map, even though they couldn't pathfind to any of them.
- Significantly improved performance when retrieving an agent's position (this improves performance everywhere)
- Colonist attribute entries (when buying and growing colonist) now display tooltips when moused over.
- Multiple colonists will no longer use the same object at the same time (unless it's supposed to have multiple claimers, such as the Casino Table)
- Possibly fixed a bug where the UI wouldn't refresh. (I've been unable to reproduce. Let us know if you still encounter it!)
What's Next
- I'm thinking colonist NPC's that spawn in dungeons. Return their head to your core to keep them forever.
[ 2024-06-28 22:20:41 CET ] [ Original post ]