Greetings, Creators!
Patch time! Weve spent the last month cleaning and optimizing our in-game simulation engine, Prometheus, to give you a far smoother experience, especially at later stages of the game. We have also started preparing the platform for modern age buildings that will start rolling out with the next major patch. Well discuss that closer to the time, so stay tuned!
Patch Highlights
NUGGOLA TESLA QUEST
This patch introduces a new mechanic to quests with the addition of the Nuggola Tesla Quest. Previously, quests did not feel rewarding enough. As a result, we added a little something extra to this one to provide a more enjoyable experience for everyone. Successfully completing the quest will reward you with an immediate unlock of the next electricity-related Research Perk. The quest also includes multiple objectives for the first time.
NEW HAPPINESS SYSTEM
We are slowly progressing away from micromanagement to allow for more macro-level interaction. Happiness is the very first step in this direction, as it was previously tied to individual Nuggets. If a Nugget was upset, they would refuse to perform important tasks, which became annoying with so many Nuggets running around.
The new system works on a more macro level, relying on different factors such as: available buildings, current events, and how you use your Creator Powers. You can view how much each building affects Happiness by checking the information in the buildings panel/construction menu. We hope this system leads to a far more enjoyable experience, as we believe it gives you more control over what used to be a slightly unwieldy system.
Happiness is divided into 5 states: Miserable, Unhappy, Indifferent, Happy, and Overjoyed. Each level has a particular status effect associated with it. For example, an overjoyed civilization will have a bonus to research speed, twin birth rates, and Creator Point generation.
SUBTITLES
We have added subtitles to ensure absolutely everyone can enjoy the little tidbits, comments, and advice that the Narrator has to offer. We have added more than 900 lines of subtitles in this patch. Happy reading!
MEDIEVAL WATCHTOWER
The Stone Age Defense Tower finally received a medieval upgrade! It was a little lonely. Watchers will feel a little safer behind the improved walls of the Medieval Watchtower..
MEDIEVAL FISHING HUT
Another upgrade! The Medieval Fishing Hut is here. Too long have Nuggets struggled to fill their tiny boats with fish to feed the hungry masses. Seafood will become more plentiful with the medieval upgrade.
MEDIEVAL SCAFFOLDS
We have added new visual elements to construction sites to improve their overall aesthetic in the Medieval Era. Previously, Nuggets relied solely on rocks and a few sticks when building, but multiple generations of injuries has led to the invention of medieval scaffolding.
SHIFTS
The Governance Perk has received its much-anticipated extension: Shifts. Where Nuggets were once incredibly disorganized, the government has stepped in to offer some order. Nuggets will now be assigned shifts and alternate working times with other Nuggets to improve efficiency. After their shifts, Nuggets will be able to perform all of their daily needs, like eating, recreation, and sleeping. Theres a day and night shift, so have fun deciding who gets which.
EXILE VILLAGE ADDITIONS
Exile Villages have received a bit of love as well. Two new events have been added:
EXILE PRIESTS
EXILE ORATORS
Exile Villages have learned that fighting isnt always the best solution to their problems, as that involves too much cleanup, so theyve devised a way to spread chaos within your civilization that does not involve a frontal assault. Once Priests infiltrate your city, they will begin converting your Believers into Non-Believers, which will lead to them leaving to join the Exiles. Keep a watchful eye for Nuggets sneaking into your civilization with robes and staffs.
Orators, on the other hand, are more of a pest than a direct threat. They like to make a lot of noise and rile up your citizens. It isnt too bad at first, but your civilizations Happiness will suffer if you dont get rid of them.
NEW FIRE SYSTEM
Meet Fire 2.0! Our previous system was too performance intensive and brought a whole mess of unforeseen problems. As a result, we completely reworked the fire system to fix these issues and smooth out the rough edges. That means you finally have your Fire Power back! However, its deadlier than ever, as it can spread wildly and cause Nuggets to flee in terror (they now react to it!). They will actively avoid fire, as any semi-functional being would, but they may not be able to outrun the hungry fire monster for long. Remember, fire is not a toy, no matter how much fun it is to play with. It can and will destroy your civilization. That probably wont stop you, though.
PERFORMANCE OPTIMIZATIONS
Smooth sailing! A lot of work has been done under-the-hood, which has increased and stabilized the overall frame rate. This will be most noticeable in the late-game, where the frames used to take a magnificent dive off a cliff on certain systems.
Decal system optimized to increase overall frame rate.
Nugget and Animal out-of-view culling improved to reduce CPU usage.
Low-frequency updates of Nuggets and Animals are now spread over multiple frames to smooth out the frame rate.
BUG FIXES
Fixed a bug that allowed players to skip Perks and eventually break the game.
Fixed an issue with tooltips not appearing on upgrade panels.
Fixed an issue where a fresh Exile spawn showed the became an adult message.
Fixed an issue with the faith system not ignoring newly exiled Nuggets.
Fixed an AI issue where Hunters would chase prey into water.
Fixed an NRE on load when a construction site was already destroyed but Nuggets still tried to access it for local pathing.
Fixed: Exile deaths showing up in news.
Fixed an NRE with regards to Nugget AI.
Fixed an NRE when Nuggets changing shifts would attempt to access an occupied jobslot (Stone Refinery, Wood Refinery, Hunting Hut).
Fixed an issue with Pre-Medieval Reservoir LOD groups cycling too fast.
Fixed a missing texture for the Mummy Nugget and fishing boat paddles.
Fixed the clear infection quest.
Fixed duplicate Nugget thoughts cluttering panels.
Fixed an issue that prevented players from dropping resources on certain construction sites.
Fixed Nugget list gender icons disappearing when hovering over the row.
Fixed a crash that occurred when loading a game where a Fishing Hut had no water.
Fixed the Nemesis quest.
Fixed resource requirements not matching on the construction popup window.
Fixed an issue where clicking a disaster button would close all panels and open the Forecast panel.
Fixed an issue where the Research window would close when pressing the Construction or Creator Power menu.
Fixed an issue with the Reservoir tip not triggering.
Fixed an issue with the Little Baby Nugget narration playing when a child is spawned for the Find My Lost Nugget quest.
Fixed invisible infection zones.
Fixed an issue where Nuggets were getting stuck inside Fishing Huts.
Fixed quests spamming multiple warnings when loading objectives.
Fixed an issue where stamina effects were stacking.
Fixed an NRE with regards to reserved building spots.
Fixed an issue where the Unhappy Icon was displayed above Exile Nuggets heads.
Fixed an issue where the second Fisher Nugget was not accounted for in the Fishing Hut.
Fixed an NRE that was caused by tornadoes.
Fixed missing translation for the believer icon.
Fixed NRE with regards to the ghost outline of buildings. Placing a building on uneven surfaces would sometimes cause an NRE.
Fixed an issue where the Eatery would not reduce the number of raw food units while preparing a meal.
Fixed an NRE caused by construction sites.
Fixed multiple missing translations for Exile Villages.
Fixed an issue where Nuggets would fall through mountains.
Fixed an issue where the Kickstarter Creator Power was not adding a boost to Nuggets.
Fixed an issue where some loose resources on the ground were causing an NRE during Save / Load.
Fixed an exception which was caused by multiple stacked stats of different categories.
Fixed an issue where picking up a Nugget being attacked by a wolf would cause a crash.
Fixed an issue where the lightning strike projector was appearing underground.
Fixed an issue with the cloud projector being too high above the ground.
Fixed an issue where some quest messages were not disappearing.
Fixed an issue where the Press F to fly message was appearing randomly.
Fixed an issue where construction sites would show a different amount of required resources than the pop-up panel.
Fixed an issue where Nugget fertility timers were not reset after mating (edge case).
GENERAL DESIGN / BALANCE CHANGES
Clicking on the attack message will bring you to the location of the event.
News messages added for newly-established Exile Villages. Clicking on the message will take you to the village.
The Trickle Effect Creator Power now refills oceans & Reservoirs. Changed from 1000 -> 5000.
Reworked Jolt of Joy Creator Power in order to accommodate Happiness changes.
ART
Medieval Fishing Pier building added.
Nugget inventor - Nuggola Tesla added as part of the quest.
Tesla quest items added .
Defense Tower Medieval upgrade added.
Scaffolding upgraded to Medieval Era.
Burned tree models improved.
Halloween decorations added to Epicenter.
Nugget- Orator character with accessories added.
Nugget- Orator unique animations added.
Nugget- Priest with accessories+animations added.
Pumpkins added for the Halloween mood :) .
UI DESIGN:
MainUI: added Happiness indicator alongside the Happiness tooltip.
Added Happiness info to the construction menu construction cloud.
Couriers Hut bug fixed where you couldnt change the buildings name.
Quest window visual updates. Added support for multiple pages.
God light moved to seasons panel.
Nugget ID card update. Removed Happiness slider since it is now a global value. Added Believer status.
Nugget ID card renaming visuals updated.
Almost all building panels have new renaming visuals.
Archive panel - fixed bug where text would leak out of frame.
Arrest this Nugget button added to Nugget ID panel - disabled for this patch.
Removed Mute Narrator button from main UI
Gas Mine shifts added.
Fishing Pier: fixed shifts container - Nugget slots were outside the panel.
Multiple objective support added to quest windows.
8 research Perks have new icons.
Bug report window added to Esc menu.
Construction menu building cloud happiness icon and value added.
Buildings list panel received an additional upgrade column.
Extended Wiki screen title text.
New Believer Icon.
New Research Icons.
Construction menu update. Added cloud renders for defense tower lvl 2 and Fishing pier lvl 3
MISCELLANEOUS
Dead Nuggets now despawned after some time.
Batteries now retain electricity even without water, but they drain faster in this state.
Added multiple new sounds for buildings and Creator Powers (Gas Plant ambience, Metal Mine ambience, Pump ambience, Wind Turbine ambience, Wind Turbine ambience, Rejuvenate Creator Power sound effect).
Updated Music Controller for better performance.
Refactored Quest triggering system.
KNOWN ISSUES
We will continue to monitor and investigate any Save & Load issues that may occur. The save system is enormously complicated, largely due to it needing to save tens of thousands of procedural objects and simulations. Please note that older save games will not work in the latest version of the game. Were sorry for the inconvenience, but the addition of new features and optimizations will require you to start a new game.
Potential issues with Exile Villages. This is a massive new system that will require further testing and development. Please report any bugs you discover on our forums.
Subtitles may require some adjustment in certain conditions.
As always, thanks for being absolutely amazing! If you havent yet, be sure to sign up for updates and special offers (we never spam). Please leave us your thoughts and comments down below. We hope you love the patch!
All the best,
The Crytivo Crew
[ 2018-11-02 19:03:28 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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