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This update adds a feature that I'm calling "colonist commentary" to the game. The idea is that instead of a tutorial, your first colonist will explain what needs to be done. Then your colonists will continue to guide you through the game by making suggestions, telling you what they're thinking or feeling, or just making random comments which may or may not be relevant. Full changelog as follows: New Features - New UI Feature: Colonist commentary bar and comment archive dialog. About 250 comments added so far. - One new music track: "Xeno Tranquility" by Dominik Scholz. Thanks to the composer for this! Updates - Redesigned the toolbar at the bottom of the screen - New button to open the mothership dialog, with a progress bar and current status - The hints panel has been removed, the commentary replaces this - The various event popups at the bottom of the screen have also been removed - The construct button and the resource processor button are highlighted at the start of the game, then the deconstruct button - Biomass power plant can now be used to burn excess mush - Roofs no-longer cost any stone to build - Reduced energy cost of environment control to 8kWh - New names for all plants and animals. May be subject to change - still not sure if I like them! - Added descriptions to the UI for all plants. - Reduced mothership "recharge" time by 20% - Colonist won't go for a walk in hour one (annoying when they wander off at right the start!) - Tables are now treated as circular (corner-cutting allowed) rather than square for pathfinding - Walls and doors can now be constructed from six adjacent tiles instead of just two - Modified the logic behind "can't find water", "can't find food", and "idle" warnings, to reduce false hits - Opening any dialog will now cause all side panels to close (just looks better this way with the transparent UI) - Added some text on inventory item tooltips, want to make it clearer that you can put stuff on the ground - Updated the soil synthesiser description - Scrollbar up/down buttons are now visibly enabled/disabled as appropriate, also shaded the slider to make it a little more visible - No special artwork for this version so reverted to the v0.1 menu screen background with the lander for now Fixes - Fixed problem that stopped some types of plant - most notably bluefruit - from growing correctly - Fixed flickering shadows (actually rewrote a lot of the shadow renderer code, should now be a bit more efficient too) - Fixed (mostly) a pathfinding issue that could cause a colonist to stop and backtrack when cutting corners - Fixed a situation that could cause a colonist to get stuck - Fixed an error that could occasionally get logged by the colonist pathfinding code - Fixed a glitch on the plant and rock panel - Fixed construction hint incorrectly saying that a wall would block access in a certain situation - Fixed bug that an area would remain lit after deconstructing a lamp - Colonist status effects now always hidden when colonist dies - Sound and music players should now stop if errors are detected, rather than crashing the whole game Existing saved games should continue to work after this update.
[ 2020-05-14 17:46:47 CET ] [ Original post ]
- Sigma Draconis Linux Depot [96.26 M]
Sigma Draconis is a colony building game which focuses on building and resource management. It is designed to be quite challenging but also fun and relaxing to play.
World
The game features procedurally generated maps with vegetation that grows and spreads over time, free roaming wildlife, and resources for your geologists to reveal.Resources
Primary resources in the game include organics, ore, stone, and coal. Vegetation and exposed rocks can provide what you need to begin with, but later your geologists will need to find buried resources that you can mine.Food
Nutrient mush can be easily manufactured but is detrimental to your colonists' happiness. Some native plants have edible fruit which can be harvested by a botanist, but for a sustainable food supply you will need to grow your own crops. There are currently five varieties to choose from.Power
There are various ways to generate electricity in the game, and successful power management is vital. The nights are long and very cold on this tidally locked world, and your colonists may die if fuel reserves are inadequate.Colonists
Each colonist has one of three skills, all of which will be essential to the success of your colony. Colonists also have individual perks which can effect them in different ways. Various factors such as workload and diet can affect the happiness and productivity of your colonists, so these must be carefully managed.Objective
In the current version of the game, the final objective is to build and launch a rocket.- OS: Any x64 version of Ubuntu
- Processor: 2GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 256 mb video memory. OpenGL 3
- Storage: 120 MB available space
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