Update log
Full Astromine update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hey everyone! Another demo update, version 0.43 with a large amount of changes, and a few things we've been working on.
Extracted changes
- Gameplay
- Workshop
- Balance
- Fixes
- UI and audio
We're going to be showing at Day of the Devs at GDC this year, so if your there come talk to us about voxels and survival games.
We made a video showing how the procedural generation system works to make unique enemy bases:
We also have been working on a Acid system (similar to the 'Fire' system, only it spreads only downwards, drips to floors below it, and burns everything rather than just flammable materials).
Updates in this new build:
A lot of changes to enemy bases (just Formic is found in demo). More parts, variations.
There are now 'Reclaim Object' and 'Reclaim Materials' build tools. So you can reclaim a object to rebuild it, rather than it's materials
- CosmeticAdded a 'Acid Bomb' to Weapons stationuses new voxel acid system that burns all metal + flesh (this is a bit experimental, but we're updating with it anyway). Fire extinguisher also stops acid damage
Added a 'Thermal Drill' to Advanced Tools. Can be turned on/off, and drills like the Thermal Processor (will be useful once we get more into automation/vehicles..)
Added new 'Cyborg' robot model parts
Added a 'Strafe Jump'. If you use 'Sprint' button in air, you'll now strafe in air (great for combat)
Power and Fuel now use the same code - 'fuel' and 'power' are now just 'resource types' (in terms of code). We might add more 'resources' later on - but this shouldn't change much from player perspective. One benefit is you can now see fuel use with the build tool's 'power' tool
Large changes to how we're meshing voxels for less graphic issues (like little light dots)
Ship thrusters can now go in reverse direction
Added a 'black hole grenade' to weapon station (unlocked with advanced weapons), makes a small temp black hole to suck enemies/stuff up
Networking optimizations, especially when other players is far offscreen
Third person camera now offset to right, to better see what your aiming at
Changed the 'Bore Laser' to be a small attachment to add to structures/vehicles, rather than a structure pointing downwards (so it'll be useful on space ships / vehicles)
We set a 'max stack' amount for a bunch of item types: Pickup items have a max stack of 24, Building materials (Wood/Iron) have a max stack of 50K, Regrowing items and Crystals have 10K max, Ores and their refined counterparts have a max stack of 20K. Part of this was our plan to get into automation - we need to have inventory limits (but we don't want a complex 'weight' system)
Small fixes:
Fixed issues with building on moving spaceships online causing the new parts to not be synced right
Fixed issue with moving rocks/objects between planets
Fixed UI issue where you could be soft locked with a window opening on editing something like a respawn pod while opening build settings
Fixed invisible power cell
Fixed power rely line not updating right
Let us know any feedback on the forums or Discord!
- Lee
Source
