In this update5
Full notes
Full Adaptory update
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What changed
- Gameplay
- Balance
- UI and audio
- Fixes
- Performance
- Server
Adaptory changes
This patch fixes a bunch of small issues and bugs over the last two weeks since Update 1. Thank you to everyone who's shared feedback, ideas, and bug reports with me. Please keep them coming!
I'm really glad that everyone has been having fun with Update 1 and all of the new gameplay options we introduced!!
Right now I'm also working on a separate branch for Update 2, focused on improving the element simulation – in particular, liquids and gases. I am looking for as many examples of the simulation behaving weirdly, so I would love to see your screenshots and save files of things not behaving as you'd expect. In my testing, I've already made the liquids and gases feel much less sticky.
Simulation
Explorers will now be a little more careful when completing errands
They will prefer not to stand on top of the tile they're digging out
They will prefer not to deconstruct an impassable or climbable tile they're standing on (tiles, grates, ladders, etc.)
They will prefer not to build an impassable building (tiles, grates) on top of themselves
This behavioural change is an experiment, and will probably have a lot of edge cases. Please let me know if this is better or not!
Balance
Blocked gas and liquid filters now consume 0% power (was 100% power) to match gas and liquid pumps
Increased maximum emission pressure of oxybell plants for different elements from 100g to 1kg
So oxybells can continue to generate oxygen in an environment with e.g. 500g of carbon dioxide
Increased the minimum distance from other buildings for a new spring to appear to 6 tiles (was 3)
On relaxed difficulty, an explorer with both 0% stamina and 0% oxygen will now sleep until they have at least 5% stamina before waking up to try and find oxygen
This fixes an issue (in relaxed difficulty only) where an explorer could get locked in an infinite sleeping/waking loop
Accessibility
Clicking on the "apply" button on the new team screen will no longer replace the explorers if the explorer seed is blank
Clicking the "randomise all" button will still replace the team with a new explorer seed
Internal
Pending build errands can now be replaced with different primary elements
Unlockable recipes in the research tree can now be clicked to jump to the building that uses them
The in-game database now lists all recipes that use an element (as an input or output) on its database page
Added a "safety" section to the explorers' in-game database page
Updated explorer seed algorithm to support two- and three-combination custom codes
Fixes
Fixed a save file getting stuck on "loading ..." if the save point was entirely in fog of war, or had no animated entities on the screen
Fixed a crash that could occur if the inline building dropdown for element selection was updated between the first render, and the actual click
Fixed a pending build errands' stored mass list being displayed in a different order to the building requirements when selected
Fixed springs appearing in space exposure tiles
Fixed an issue where solar flare/paused sound effects could stop triggering in a very long-running game
Fixed a crash that could occur if a coal generator switched between coralite and coal/bitumen, and exhaust gases had not already been emitted
Fixed tooltips in the circuit network overlay getting stuck on the screen and interfering with the mouse cursor if the camera moved while the overlay was open
Fixed a crash that could occur if CHARLI tried to highlight an on-screen user interface object before it had been rendered to the screen for the first time
Fixed a crash that could occur if trying to load an old save file that had an explorer with the early bird or night owl traits
Fixed a very rare crash that could occur if the game was resized between starting up and clicking the first button
Source
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