Whew! Hello Creators!
Yet another crazy month has flown by, which means you can expect a generous helping of features that are sure to make your experience even more stable and exciting. We made a promise in the last update that we were going to concentrate more on the overall stability and hold our horses a bit on the new content. Well, we failed! Alongside a slew of bug fixes and optimizations, new content is making an appearance.
A few new systems are sneaking in with this update, which we’ll be tweaking as time goes on. Firstly, the Happiness system will be used in a whole manner of Nugget subsystems. It will add even more personality to your beloved Nuggs.
Also, you now have the option to send Nuggets scurrying to a Bunker during times of trouble. Of course, if you prefer, you can alternatively leave them out in the storm to test the effects of tornadoes on squishy mortals. We’re not going to tell you how to do your job, but knowing the facts will certainly help you make more informed decisions. For instance, it’s important to keep in mind that sending Nuggets to the bunker during earthquakes will simply result in a new mass grave for future archeologists to uncover. Well, if your civilization still has a future.
We hope you all enjoy the update! Check out the detailed patch breakdown below for all of the changes, including improvements to the save/load and research systems:
NEW CONTENT
Happiness System
"Life is like a box of Bloody Diarrhea Fruits."
Nuggets are now susceptible to depression. Players will suffer a penalty for being cruel to the universe’s cutest creatures! Player actions and a Nugget’s surroundings can either make them happy or sad. If their surroundings are too depressing, the only way to bring their Happiness up from a depressed state is to give them some form of entertainment. Players can now build “Local Business” structures, which Nuggets can enter to be entertained.
- Nuggets will have 3 levels of happiness:
- Normal (happy) 100% - 51% Nuggets will look for entertainment when they reach 50%
- Depressed 50% - 26% Stop and weep for 10 seconds when 50% is reached.
- Critically depressed 25% - 1% Stamina drain 30% faster. Every minute, they drop what they are doing and weep for 10 seconds.
- Suicidal (happiness == 0) 0% No longer perform labor/occupations (they no longer weep every minute at this point)
Four New Local Business buildings Nuggets restore their happiness by visiting these buildings.
- Lizard Candy
- Cowsmetics
- Massage
- Hair Salon
This is the initial Happiness roll out. We will tweak this system over time. We will have more negative effects from buildings such as the Cemetery, Pyre, Factories, and so on. Nuggets won’t be happy to live or even stroll nearby to these. Additionally (soon to be implemented), Nugget Happiness can drop significantly if you pick Nuggets up and send them hurtling into space or a distant mountain. The family of that Nugget will be confused and deeply saddened for a while. Each dead body will need a proper burial ceremony if their family is to get over it. You can’t just throw their dead bodies around like garbage. There will be consequences! In the future, there will also be larger Entertainment areas, such as Roller Coasters, Movie Theaters, Malls, and so on. The Pyre can now be upgraded to the Pre-Medieval Age. This is unlocked with the “Oven...ing” perk.
Bunker. You can now build a Bunker structure for Nuggets to hide in during disasters. With a Forecast Tower, the player can activate the town alarm and alert Nuggets to seek shelter. The Bunker is unlocked with the “Dew Forecasting” perk. New Evolution Perks
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Slow Burn
- Nuggets have evolved the ability to eat less food! Efficient Pipelines
- Water pumps produce significantly more water. Divine Stamina
- God-given stamina bonus makes Nuggets able to work longer without resting. Fishing Lures
- Nuggets catch fish much faster. Round Cogs
- Water pumps produce slightly more water. Power Naps
- When Nuggets rest to regain stamina, it takes less time. Dam It
- Water pumps produce slightly more water. Tactical Evisceration
- Fish gutting takes less time. Heauge Mahscles
- Increase Nugget might. Recreation
- Unlocks the entertainment buildings for Nugget happiness.
Nuggets now walk around construction areas during construction. Tree stumps have been implemented, they appear after tree was chopped.
Tree and stones visual interaction while mining, chopping, harvesting. Chopped trees now fall with Real Time Physics. New fishing pier design has been implemented.
New Evolution Tower Mechanics Improvements
- Evolution and Traveling Perks will be researched on independent queues.
- Research Panel: Double clicking on a perk will start Research automatically.
- Research Panel: Canceling perk research will now throw a confirmation box.
- Now you can save multiple times during the game.
- You need to assign Nugget (Archiver) to the Archive building to have an autosave feature enabled. Your game progress can be saved every 15, 30, 60 or custom minutes automatically when building is functioning properly.
- Save file selection from the main menu. Now you can see dates, time and basic civilization information.
- You can delete and rename Save Files.
- The camera position is now saved.
- Nugget accessories are now saved properly.
- Active Wind Storms will now be saved as well.
- Mayday: Fixed some bugs when a tornado destroys the Forecast Tower.
- Forgetful: Fixed confused/frozen Gravedigger.
- Misinformed: Fixed the incorrect values displaying in the Seasons panel.
- Winter is staying: Fixed an issue where Winters were abnormally long.
- Gruesome: Fixed an issue where ground blood textures appeared over Nuggets.
- Look the other way: Fixed an issue with Nuggets facing the wrong direction while harvesting resources for construction.
- This isn’t Moria: Fixed a bug where buildings could be set to be built inside mountains.
- Stagefright: Fixed a bug where Nuggets got stuck when trying to retrieve resources.
- Fetch the ladder: Fixed resource piles appearing in water or inside buildings in unreachable places.
- Posthumous infliction: Fixed a creepy bug where dead Nuggets could get infected by another dead Nugget.
- Loud noises: Fixed an issue where Nuggets freeze when the alarm is triggered.
- Slow dresser: Fixed Nuggets sometimes freezing in a loop in front of a building while switching clothes.
- Communication error: Fixed Gravedigger status messages.
- Did you hear? Fixed news message spam for tornado and windstorm events.
- Twitchy typist: Fixed the camera movement issue where movement occurred using WASD while typing into the input fields.
- Walk 500 miles: Fixed an issue with Nuggets too far away from construction sites and resources.
- Behind closed doors: Fixed a few issues that could occur while the game is loading.
- Leftovers: Fixed floating props when a Well is demolished.
- Diglett: Fixed a bug where the Gravedigger was not using the Pyre.
- Waterwraith: Fixed the Pre-Medieval Pump ghosting.
- Headcount: Fixed an issue with the correct children count value not displaying.
- Pretending to work: Fixed Nuggets working in an empty place after the construction process is aborted.
- Fishing accident: Fixed an issue with loading a saved game when the Fisherman Hut is built.
- Sniper: Fixed and improved the Nugget selector.
- Declassified: Fixed tutorials with the first Water Pump. If I recall correctly: Research will now reflect properly on the main HUD after Save & Load.
- Shhh, it’s a library: Fixed a Creator power issue where powers didn’t work as intended on the Archive building.
- Man fur: Fix for Nugget beards not updating in adulthood.
- Hold up: Fixed the Construction and Creator power panels issue when used while the game was paused.
- I wasn’t finished: Fix for issue when closing the Research panel before Perk animation ends.
- 3D glasses: Fix for live portrait render texture to avoid accessory clipping.
- Upside down: Fix for flipped settings buttons.
- Darkness: Fix for black screen issue on Linux systems.
- Double up: Fix for the glitch where loading music will start twice.
- Controlled demolition: Fixed some issues with the following buildings models during the demolition process: Farm (Pre-Medieval), Pump (Pre-Medieval),
- Water Reservoir (Pre-Medieval), Water Well (Pre-Medieval), Archive (Stone Age)
- Cinema’s closed: Linux builds will not use background videos anymore, to prevent rendering issues.
- One and done: Fixed an issue that was preventing players from submitting more than one bug during a game session.
- Work strike: Fixed an issue where Nuggets were no longer assigned to Key Buildings after loading a save.
- Premature disclosure: Fixed an issue where news messages were spamming behind the loading screen when the game was loaded from a save file.
- I heard you the first time: Fixed the notification sound repeating during the loading screen when the game was loaded from a save file.
- Not where I left it: Fix for when dead Nugget positions were not properly saved on the planet.
- Simply beneath me: Fixed a situation where Nuggets were getting stuck trying to pick up resources that were partially beneath a construction zone.
- Perk timers have been increased significantly to improve the game’s experience.
- Perk Resource Costs
- Perks no longer cost resources.
- Nugget Reproduction Time
- The rate at which Nuggets mate has been tweaked slightly.
- Nuggets can refill thirst in hospital, huts, bunker and local business.
- Separated Injury from health level
- Removed negative effects from Clothing & Primitive Tools perks.
- Tweaked Refinery resource processing times, should be faster now.
- Tweaked Nuggets priorities. Nugget should reuse resources that are already laying around instead of gathering New ones.
- Nuggets will try to gather food from bushes with more priority.
- Refactored Nuggets hunger, thirst, stamina, depression priorities (Nuggs should be smarter now)
- Refactored how priorities for wood and stone calculated, not it takes resources from construction areas in consideration.
- Increased Nuggets age slightly. In the future life span in a stone age will be shorter (waiting for additional content)
- New building in pre-medieval era: Bunker.
- New building in pre-medieval era: Funeral Pyre.
- 4 new stone age entertainment buildings: Massage Palace, Cowsmetics, Hair Saloon and Lizard Candy.
- Tree stumps stay in the ground after trees are cut.
- Added 36 different village props that will be spawned around Nugget huts.
- New stone age Fishing Pier model.
- All building foliage optimized (culling added, it will not use system resources when zoomed out).
- Trees have new Collider shape (before sometimes they didn’t fall when cut).
- New crying animation for Nuggets.
- New Nugget animation for Archive worker.
- Added positive and negative affect in worker ID card to each stat.
- Water well panel has now bigger capacity.
- Added Alert to bug report window if you are not playing the latest version of the game.
- Visual update construction menu.
- Main Menu save and load option implemented.
- New panel for Archive building.
- Brand new panels for Happiness buildings.
- Evolution tower UI upgrade to hold two different perks research.
- MainUI evolution corner upgrade.
- Visual update god powers menu.
- Updated status icons. Added icon for Nugget going to archive and Nugget depressed.
- Added alert button to Seasons panel to warn nuggets about disaster coming.
- New panel for Bunker building.
- Minor fixes for god powers menu and construction menu visuals.
- New thoughts pools for Dead Nugget, Disaster Alert, Fisherman Idle, Engineer Idle, Engineer Reappearing huts, Nugget drinking, Nugget depressed, Nugget suicidal, Cook idle, Farmer idle, Forecaster idle, Gravedigger idle, Nugget injured, Witchdoctor preparing meds.
- Added descriptions for bunker and pre-medieval Funeral pyre.
- New UI panel for entertainment buildings.
- New icons in construction menu.
- New icons for statuses: depressed, critically depressed and suicidal.
- All buildings descriptions are updated.
- Icons for 10 new research perks.
- New icons in construction menu for bunker and small entertainment buildings (local businesses).
- Improvements onUI, removed some unnecessary per-frame calls.
- Improvements on building stats queries, caching ticked references calls.
- Nugget Improvements: Added distance based animation culling (nuggets will not animate beyond a specified camera distance).
- Nugget Improvements: Nugget batch size lowered to 10 (from 20). This will improve rendering performance sooner, providing some relief every 10 nuggets, which will also reflect on a lighter batching process avoiding hiccups.
- Improved performance when nuggets placing huts
- Settings: V-sync is on by default now.
- Settings: Removed some legacy settings options.
- Settings: Overriding default settings for ATI cards, will have Shader Quality on LOW to avoid know graphics glitch.
- News Messages will be wider now, slightly less than half screen.
- Unlinked universe rotation from year duration, this affects day/night cycles. Now nights will not always match winter.
- Improved Nugget Ai during disaster Alert Trigger., they should move to cover faster now.
- Birds textures decreased from 2Kpix to 256pix what the actual heck artists?!
- Tooltips updates in Nuggets ID Card.
- Day and night cycle is a bit faster now
- Bug report window now only working on latest versions of the game.
- Research Perks are now centered in the Evolution Tower Panel
- Sometimes Nuggets fly above the ground - mystery for us too.
- Snow Cover deserts. We temporarily disabled Temperature Maps on the planet, refactoring entire system.
If you haven’t heard already, we would love for you to join us at our booth at Gamescom 2017 in Cologne Germany! All the Crytivo Superstars are going to be at the booth to personally shake your hand. Expect hugs for cheezy photos. You can find us at Hall 10.1, Aisle C Booth 071 Don’t forget to bring a small bag for free goodies, like t-shirts, posters, and more! Almost the entire team is going to be at Gamescom this month, and as such, our next update is probably going to be a little smaller. We can assure you, though, that we’re going to be doing a lot of brainstorming while sipping glorious German beers. That’s all for this update, folks. Be sure to follow us on Twitter for live photo updates from our booth! With Love, Crytivo Crew
[ 2017-08-01 19:37:45 CET ] [ Original post ]
🕹️ Partial Controller Support
- The Universim Linux [1.35 G]
- The Universim Collector's Pack Vol 1
Meet the Universim
The Universim aims to revive the glory days of the god-game genre, and bring it into the new generation with fresh ideas and ambitious gameplay. With the powers of a god, you are unleashed upon the universe to begin forging your galactic empire in the stars. From dust to the cosmos beyond, your civilization will rise through the ages under your guidance. Yet, this is not the same static world you may be accustomed to, this is a dynamic, living world that is just as unpredictable as it is beautiful. Everything in The Universim revolves around dynamic gameplay. No two planets will ever be the same, natural disasters and other events can be triggered at any time, and the AI will react to the world in an organic and believable way. Although, it wouldn’t be any fun if things don’t get a little silly every now and then.
Your citizens (Nuggets) will make their own decisions and always seek to better the civilization in some way, but, at times, things may not always go to plan. Fortunately, you are there to keep them on the straight and narrow. Or, rather, to keep them from getting themselves killed, at least. One such situation that may arise from bad decision-making is that two or more AI cities declare war on one another. You then have an important choice to make: intervene and attempt to bring an end to the chaos, or simply watch as they destroy one another. Some people just want to watch the world burn, and we’re okay with that.
Research plays a pivotal role in The Universim, and is therefore an area that will require your utmost attention. Without certain discoveries or technology, your civilization may not even be able to progress beyond the Stone Age. For instance, fire is a crucial invention to ensure the warmth and safety of your early civilization, amongst other useful applications. New research options become available as your civilization progresses through the ages.
Learn More About Nuggets
Due to the dynamism of the game, natural disasters, alien visitors, disease, war, famine, riots, and so much more can be thrown at your civilization at any time. All of these factors will leave their mark on the civilization, but can be dealt with in numerous ways. When something like the plague strikes, it is up to you to quickly strategize on how you will help your civilization overcome this disaster. The way in which you fight certain disasters varies from era to era, depending on the current research level and available technology.
When it comes to disasters, the world itself is not the only bringer of doom. You, too, can trigger disasters if you are displeased with your civilization’s decisions. Your influence over the world is dependent on two basic elements, Power and Wrath. Power comes from having a loyal civilization under your control. Successful completion of tasks and other activities will generate the Power you need to alter the very world itself, such as changing the weather or triggering events. It can also be used to initiate a major civilization action. Conversely, if your civilization begins to lose loyalty due to failed events, every action they perform that displeases you will generate Wrath. This, in turn, allows you to unleash destruction upon them at any time.
The more loyal a civilization is, the better they will follow your orders. Sometimes, you just need to remind them who is boss. What better way to do that than to send a meteor down with a friendly note strapped to the side? There are also less destructive ways of maintaining loyalty, though. You kind of need a civilization to exist in the first place if you plan to rule over one. Although, it’s sometimes just fun to blow things up, isn’t it? You monster.
Disasters will also have many simulated secondary effects. Something like a meteor crashing into the planet will not only leave a sizeable crater, but it could also set trees and buildings on fire. Fires spread dynamically, making it rather dangerous for any structures or citizens within range. However, YOU can prevent forest fires! By wielding your Creator Abilities, you can drag a storm cloud over the impact zone and cool the situation down before things get out of hand. Creator abilities are your way of interacting directly with the world and assisting with various issues that may arise. These kinds of abilities drain Power, though, so use them wisely!
Buildings and society will evolve as you progress from era to era. Every era will bring with it entirely new types of buildings that will impact your civilization in some way. All buildings will be constructed around what we call The Epicenter, the central heart of every city in the game. You can place an Epicenter in any feasible region on the planet that supports cities, and buildings will begin developing around it as your population grows. Normal housing structures can be built automatically, but you will need to explicitly choose where special buildings go up. Special buildings include things like farms and nuclear power plants. Civilization development and expansion is based on the conditions around your Epicenters. In certain environments, your population and buildings will grow faster. However, in cold environments, deserts, and other rather inhospitable areas, resources like food may be scarce and will thus hinder development.
In a vibrant, living world driven by dynamic events, realistic natural processes, and ever-changing environments, you need an in-game simulation engine that is capable of going above and beyond expectations. This is what the Prometheus In-Game Engine™ aims to be. Developed from the ground up in Unity3D, it will form the foundation upon which every element in the game is built.
Thanks to Prometheus, every planet you encounter in the game will be as unique and vibrant as the last. Doesn’t random generation rock? You will come across planets with varying temperatures and environmental conditions, as well as a wide range of characteristics that make them special. Planets will also undergo the changing of seasons, which affects the many environmental biomes on the planet. It has the potential to cause rapid changes in temperature and conditions, leading to a significant change in the rate of resource gathering and civilization development.
Seasons will change according to the in-game timeline. Summer offers the best food yield and growth period due to its favourable weather, while winter can have a negative impact on the wellbeing of your civilization. Some winters may go by quickly, while others will drag on. There is even a chance for the most brutal winter of all to ravage your civilization for months on Mother Planet. Fortunately, our in-game News System will inform you about upcoming winters, giving you enough time to react and begin preparing for the long winter months ahead by storing food and researching the appropriate technologies. Fire, clothing, storage of food, and building shelters are all excellent examples of proper preparation.
The space era will be the culmination of all your hard work. All of the decisions you have made thus far will truly begin to bear fruit or reveal their consequences, if any exist. This is when you will begin to discover all of the beauty and mercilessness of alien planets.
Colonization plays a huge role in the Space Era, as it allows you to spread your civilization across the stars. New research opportunities, technologies, resources, and more can be discovered by exploring and colonizing planets! However, colonizing a planet requires a little preparation beforehand. Simply hitting the GO button when initiating a mission will likely result in unhappy endings. If adequate research about the planet is not done, it may lead to the untimely demise of your colonization team. After all, it can be rather difficult to traverse molten lava while fending off giant space mosquitoes with nothing but a tube of sunblock! Even more so, if they happen to be wearing the previous mission's sub-zero equipment.
Every planet in the game can be colonized. They may just require a dash of scientific magic to make them habitable. Certain planets could even possess extremely valuable resources, but there is always a catch. Such planets may also have a ticking timer attached to them, indicating that the planet is going to explode or the sun is minutes away from going supernova. Are you brave enough to risk it all and attempt to harvest those resources before time runs out? There is always the option to leave the planet to die in peace, of course. You may already have a cargo hold full of valuable resources and new discoveries. It would be a shame to see all of that go to waste! Oh, and your poor colonization team, too. Imagine all the paperwork…
Naturally, the hardships may not always end at having to harvest all of the resources before the timer hits zero. The planet could still have unsuitable conditions for your team to get the job done. You will most likely need to place atmosphere generators to generate air and thermal regulators to keep the temperatures on the planet at suitable levels. It’s not going to be an easy process, but the rewards may just be worth it.
Most alien planets will also likely have a few strange creatures roaming around. Some may be friendly, and could even become good friends with your crewmembers. Others have sharp teeth and a general dislike for everything that moves. Better pack a few weapons as a precaution! You will encounter many unique and interesting creatures, vegetation, and environments in your travels. Be sure to send any interesting combinations you find to us! Prometheus might get a little ‘creative’ sometimes.
A lot of extra detail is planned to go into numerous planets in The Universim. You can expect to find many easter-eggs and secrets scattered across the universe. There are even plans to possibly include mod support somewhere down the line. After all, no modern game would be complete without inappropriately-shaped rocket ships!
By utilizing an intuitive GUI, you can keep track of the various planets in the universe and manage your intergalactic endeavours with ease. Every star in the sky is actually a different planet that you can discover and explore. This is another area where research and technology can make or break your experience. One such technology is the Discovery Rover. This vehicle can be sent to distant planets to acquire information about the conditions, colonization requirements, hidden dangers, and available resources. However, as with everything else, you will need to prepare your Rover adequately for the mission. Additional technologies like Environmental Armour, Thermal Shielding, weaponry, resource probes, and more will need to be acquired in order to get the most out of your rover and protect it from the dangers of alien planets. There is even the ability to add an all-purpose camera to it, which allows you to take direct control and drive it on alien planets! Did someone say VR? We might have. Maybe.
What will you do with the power to control the universe? With the fate of galaxies resting in your hands, and the fragile lives of so many under your influence, there is no telling what you may accomplish. Through your every decision, you are writing the history of a species. This is your story now, so make it one to remember.
- OS: TBA
- OS: TBA
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