In this update15
Full notes
Full Destination Ares update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- Balance
- Gameplay
- UI and audio
- Events
- Fixes
Destination Ares changes
It's time. Destination Ares is re-releasing imminently and will be available for purchase soon.
The game is also being permanently reduced in price! $19.99 / £19.99 / €19.99 -> $9.99 / £7.99 / €8.99 I will also be doing fewer sales these days, so I hope the reduced price makes up for that. Note that it might take a bit of time for the reduced price to propagate, but it should be there soon!
If you already own the game, you can get access to v1.1.0 now.
The New Destination Ares
This update, v1.1.0, is significant in some fundamental parts of the code. It will break any in-progress runs.
Difficulty Options, for the less masochistic
(Note: you still qualify for achievements while using these)
Resource Drain
High (default), Low
Crew Skill
Untrained (default), Skilled, Expert
Luck
Even (default), Improved
Minigame Toggle
(hotly demanded!)
System Construction & Salvage
Build makeshift systems in-flight
when everything goes wrong! (Uses Science skill)
Break down old systems
for a few materials and parts! (Uses Mechanical skill)
New Events - what could go wrong?
Free a crewmember
from the jaws of the toilet's suction piece
Flood the atmos with vaporized fuel
when the air pressure is low
Turn an old corpse
into something useful
Use solar arrays
as a shield from micrometeoroids
Push a faulty fabricator to consume everything onboard
or die trying
Receive a definitely innocent memo from GuideBot
Fixes, Improvements, and Wildly Incoherent Changes
Started up minigame tutorial sooner
Sped up minigame tutorial
Made GuideBot harass you more often with snarky tips
"Broken" tooltip text now red
Overhauled event data structure internally
Updated dev tools
Unlocked all crew personalities from the beginning of the game; I apologize in advance if you roll a Chatty crewmember
Fixed - Crew sometimes abandoned ship secretly when they were supposed to die, were listed as "Survived"
"Pause" now slows the game to 1/500 speed, rather than perfect 0
Added a second way to enter the path to the secret ending
Some hard to press buttons are now, you know, easier to press
Your hidden AI core more consistently consumes energy (every 10 seconds)
Command skill is now more effective at preventing that passive energy drain, with the same diminishing returns
Base crew resilience to stress is lowered, but more consistent
Command skill increases stress resilience for all crew - so long as the crewmember(s) with the skill are capable of doing work
(No changes to bonus minigame time from Command skill)
Crew need to eat slightly more food and sleep slightly longer
Special crew with increased resilience to needs (i.e., the "skilled engineer" and "famous scientist") eat a little less and sleep faster, in addition to less often
The "wealthy doctor" gets a bonus point in Command
Choosing "high quality system retrofits" does more, including handing out keywords
Achievements should no longer unlock early
Known Bug
Rarely dead crew continue moving for awhile, drifting about the ship and/or swinging arms (definitely won't fix)
Let me know if you run into any new bugs, I might fix them again in another 4 or 5 years.
Source
Changelog.gg summarizes and formats this update. How we read updates.
