Patch 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.
- 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.
- 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!)
- 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 ]
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.
Starmancer
Ominux Games
Chucklefish
2021-08-05
Strategy Simulation Singleplayer
Game News Posts 53
🎹🖱️Keyboard + Mouse
Mixed
(817 reviews)
https://www.playstarmancer.com/
https://store.steampowered.com/app/1062000 
Starmancer Linux [367.05 M]
After a catastrophe on Earth, humanity launches the Starmancer Initiative in a desperate attempt to seek refuge among the stars. Millions of refugees uploaded their consciousness into your memory banks--entrusting their minds and the future of the human race to an Artificial Intelligence, a Starmancer. To you.
Your task as a Starmancer is to construct and manage a space station capable of sustaining human life, regrow bodies for the thousands of minds trapped in your memory banks, and to defend your station at any cost. Let's just hope your governing protocols weren't damaged during the flight.
Starmancer offers gameplay with consequences, a living sandbox environment, crafting, and managing the daily lives of colonists.
Create a utopian society where everyone is well fed, happy, and safe. Or go rogue and figure out how many times a colonist can eat wheat before they go crazy. Play however you want.
- Sustain Life - Colonists have needs, like hunger and thirst. Build farms and grow crops for food. Place heaters to prevent hypothermia. Construct med bays and assign doctors to treat wounds, cure diseases, and replace limbs.
- Express Yourself - Customize your station with 18 unique wall types, 12 different floors, and over 50 distinct objects. Paint objects with 8 different color choices. Place cheerful paintings to remind the colonists how friendly and relatable you are, and motivational posters to let them know how much you value their productivity. Design fancy kitchens, luxurious bedrooms, and industrial docking bays.
- Power, Water, and Atmosphere - Provide power by connecting machines with wires. Prepare against blackouts by creating separate or redundant grids for your vital machines. Use pipes and water recyclers to convert dirty farm water into clean, drinkable water. Establish separate atmospheres with the help of vents and air ducts.
- Grow Humans - Colonists are grown in bio-tanks and assigned a consciousness from Earth. Create stations full of clones. Regrow your favorite colonists. Upload a mind into the wrong body, and observe the effects of sleeve sickness--for science.
- Jobs - Assign roles like farmer, doctor, miner, and security guard. Watch as your rookie chef acquires experience and becomes a seasoned pro, unlocking tastier and more exotic recipes.
- Unique Colonists - With randomized hair color and style, eye color, and skin color, there are over 8000 visual variations of colonist. These variations go beyond aesthetics, too. Some colonists prefer studying in their room, while others like to drink and socialize in the bar. Every game is different--your station and colonists will be unique to you.
- Memories and Rumors - Colonists remember the good (and bad) things that happen to them. These memories are shared, during conversation, and spread throughout the station like wildfire. Leave no witnesses.
- Personal Relationships - Colonists get extra sad when something bad happens to a friend, but they love to watch an enemy suffer. If you jettison a popular colonist you might have a mutiny on your hands.
- Procedural World - The solar system is dynamically generated each playthrough with planets, moons, asteroids, stations, and other factions. Want a challenging game? Place your station near a lawless, pirate region. Or take it easy by placing your station near a friendly faction. Play your way.
- Diplomacy - Interact with your neighbors, forming stable alliances or vengeful enemies.
- Explore - Earn respect and unlock new technologies by performing missions for other factions, responding to distress calls, trading, exploring and raiding.
Be ready to face the consequences, should you fail in your duties as a Starmancer.
- Invasion - Your colony can be invaded by pirates and enemy factions. Build traps, train soldiers, and form alliances. Keep your station secure.
- Insanity - A colonist can only witness so many friends being sucked out of air locks before they snap. No one knows what motivates a crazy colonist; they're simultaneously responsible for the greatest technological innovations and messiest homicidal rampages. This is why doors have locks. It's also why you can depressurize a single room--a great way to enforce bed time.
- Mutiny - Unhappy colonists will stop working. You can cheer them up with motivational posters, tasty treats, and nicer rooms. Be careful, though, when morale gets too low, colonists will actively rebel and attempt to destroy your core. Make an example out of rebels and stamp out any hint of resistance.
Key Features
- Build a space station, with tons of customization.
- Manage the lives of colonists aboard your station.
- Interact with a dynamically generated solar system and its inhabitants.
- Take on missions and be rewarded with loot.
- Face the consequences of your actions.
- Modding support.
Add Starmancer to your wishlist and you'll be notified when it launches.
- Build a space station, with tons of customization.
MINIMAL SETUP
- OS: Ubuntu 16.04 LTS. 64-bit
- Processor: 2.0 ghz DualCore CPUMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.3 compatible GPU
- Storage: 500 MB available space
- OS: Ubuntu 16.04 LTS. 64-bit
- Processor: 2.0+ ghz QuadCore CPUMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: OpenGL 3.3 compatible GPU
- Storage: 1 GB available space
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