What changed
2 fixes2 additions0 changes0 removals
fixedContinuing with last update's momentum, this update brings with it another wave of content around the world. It focuses mostly on adding in some common structures that add more reason to explore around. I also fixed a bunch of bugs related to some of the more recent changes. Finally I through in the first-pass of a new feature. It's still a bit janky, so it's somewhat hidden, but if you want to try it out early, try walking up to an ally and pressing 'V'!
addedMajor Features: - Map Updates: I've added some repeated structures throughout the world that should be recognizable from a distance. They're just little things to draw your eye and reward you for exploring. More will come! (It just takes forever to manually place stuff, then populate the chests...) - First Pass of Direct Control: This has been requested multiple times and I've finally locked down how I want it to feel. Basically, you transfer your control over to an allies body, and you can control any ally, which acts as a protective shell for the player. You still are effected by Integrity, but the ally absorbs the damage that comes in. This feature still isn't final (mostly because you can't control allies while inside of one, due to some technical limitations that I have to work around).
addedMinor Features: - Started work on the next biome, the Meadows. You can already see some of the main features, but the region still lacks the basic resources at the moment. This will likely be tackled in the next patch, or the one after. - Added a new item, the Beetle Helm. It's just like a normal helmet, but better! - Occasionally, when prying open an area, some enemies may spawn. Good luck with that.
fixedBug Fixes: - Fixed some bugs related to the Turret AI. They should now switch targets more reliably. - Fixed some issues causing gaining credits to not show up in some cases. - Deleted some old lingering code that was unused. Lots and lots of clean up. - Minor text changes because I'm bad at spelling.
Expansion Core changes
fixedContinuing with last update's momentum, this update brings with it another wave of content around the world. It focuses mostly on adding in some common structures that add more reason to explore around. I also fixed a bunch of bugs related to some of the more recent changes. Finally I through in the first-pass of a new feature. It's still a bit janky, so it's somewhat hidden, but if you want to try it out early, try walking up to an ally and pressing 'V'!
addedMajor Features: - Map Updates: I've added some repeated structures throughout the world that should be recognizable from a distance. They're just little things to draw your eye and reward you for exploring. More will come! (It just takes forever to manually place stuff, then populate the chests...) - First Pass of Direct Control: This has been requested multiple times and I've finally locked down how I want it to feel. Basically, you transfer your control over to an allies body, and you can control any ally, which acts as a protective shell for the player. You still are effected by Integrity, but the ally absorbs the damage that comes in. This feature still isn't final (mostly because you can't control allies while inside of one, due to some technical limitations that I have to work around).
addedMinor Features: - Started work on the next biome, the Meadows. You can already see some of the main features, but the region still lacks the basic resources at the moment. This will likely be tackled in the next patch, or the one after. - Added a new item, the Beetle Helm. It's just like a normal helmet, but better! - Occasionally, when prying open an area, some enemies may spawn. Good luck with that.
fixedBug Fixes: - Fixed some bugs related to the Turret AI. They should now switch targets more reliably. - Fixed some issues causing gaining credits to not show up in some cases. - Deleted some old lingering code that was unused. Lots and lots of clean up. - Minor text changes because I'm bad at spelling.
Continuing with last update's momentum, this update brings with it another wave of content around the world. It focuses mostly on adding in some common structures that add more reason to explore around. I also fixed a bunch of bugs related to some of the more recent changes. Finally I through in the first-pass of a new feature. It's still a bit janky, so it's somewhat hidden, but if you want to try it out early, try walking up to an ally and pressing 'V'!
Major Features: - Map Updates: I've added some repeated structures throughout the world that should be recognizable from a distance. They're just little things to draw your eye and reward you for exploring. More will come! (It just takes forever to manually place stuff, then populate the chests...) - First Pass of Direct Control: This has been requested multiple times and I've finally locked down how I want it to feel. Basically, you transfer your control over to an allies body, and you can control any ally, which acts as a protective shell for the player. You still are effected by Integrity, but the ally absorbs the damage that comes in. This feature still isn't final (mostly because you can't control allies while inside of one, due to some technical limitations that I have to work around).
Minor Features: - Started work on the next biome, the Meadows. You can already see some of the main features, but the region still lacks the basic resources at the moment. This will likely be tackled in the next patch, or the one after. - Added a new item, the Beetle Helm. It's just like a normal helmet, but better! - Occasionally, when prying open an area, some enemies may spawn. Good luck with that.
Bug Fixes: - Fixed some bugs related to the Turret AI. They should now switch targets more reliably. - Fixed some issues causing gaining credits to not show up in some cases. - Deleted some old lingering code that was unused. Lots and lots of clean up. - Minor text changes because I'm bad at spelling.