What changed
0 fixes1 addition5 changes0 removals
addedNew FeaturesNOTE: Many aspects of the game have changed. Not all of the new systems are present in the Tutorials. Read about the details below to familiarize yourself with the changes. NOTE: Saved game data file formats have changed from v0.5. Your previous save games are not guaranteed to work with v0.6. If you wish to remove or edit them, they are plaintext JSON files here: PC: Users\ \AppData\LocalLow\4gency\Habitat_EarlyAccess_\HabitatSaves MAC: <Your User Folder>/Library/Caches/unity.4gency.Habitat (Early Access)/HabitatSaves LINUX: Home/.config/unity3d/4gency/Habitat_EarlyAccess_/HabitatSaves Three Levels - Earth, The Moon, and Mars As a preview of the game’s multi-level campaign mode we’ve introduced three levels you can now jump among via Gateways. Each level has a different backdrop, size, hazards and specific space junk types. Each map also has a city that you can interact with. Earth - the starting level, small size in order for Commanders to get familiarized to the environment. Light on hazards, but the space junk types are, in general, whatever the Union of Orbital Constructors could send your way on short notice! The Moon - an industrial way station out of the local inner half of the system. Heavily populated with asteroids towed in for mining operations. Heavy scatterings of industrial equipment great for wreaking havoc. Mars - something has gone wrong here. Nanomachines from terraforming operations have been running amok, spawning copies of famous relics and destroying any ships that approach. *Enter zone with extreme caution.* As we go, we'll add more levels that you can jump between, and the final version of the game will feature each location prominently as part of a connected campaign. Get familiarized with each location early! Elemental Damage System - Fire, Ice, Electricity and EMP As part of branching out Habitat’s combat and crisis system, player and enemy habitats and their components can now take - and dish out - elemental damage of multiple kinds. Fire - nuclear heat from stars, burning hydrazine, local fusion cores gone runaway.
changedNew FeaturesDoes 10 damage per second to whatever it's on (more if it has a weakness to fire)
changedNew FeaturesHas 5% chance of spreading to another connected node every second
changedNew FeaturesChance of spreading to other nodes if colliding with them
changedNew FeaturesCauses physical damage to be 2x more deadly to a frozen node
changedNew FeaturesAny booster or weapon that does Fire status effect is inoperative (the fuel freezes)
Habitat changes
addedNOTE: Many aspects of the game have changed. Not all of the new systems are present in the Tutorials. Read about the details below to familiarize yourself with the changes. NOTE: Saved game data file formats have changed from v0.5. Your previous save games are not guaranteed to work with v0.6. If you wish to remove or edit them, they are plaintext JSON files here: PC: Users\ \AppData\LocalLow\4gency\Habitat_EarlyAccess_\HabitatSaves MAC: <Your User Folder>/Library/Caches/unity.4gency.Habitat (Early Access)/HabitatSaves LINUX: Home/.config/unity3d/4gency/Habitat_EarlyAccess_/HabitatSaves Three Levels - Earth, The Moon, and Mars As a preview of the game’s multi-level campaign mode we’ve introduced three levels you can now jump among via Gateways. Each level has a different backdrop, size, hazards and specific space junk types. Each map also has a city that you can interact with. Earth - the starting level, small size in order for Commanders to get familiarized to the environment. Light on hazards, but the space junk types are, in general, whatever the Union of Orbital Constructors could send your way on short notice! The Moon - an industrial way station out of the local inner half of the system. Heavily populated with asteroids towed in for mining operations. Heavy scatterings of industrial equipment great for wreaking havoc. Mars - something has gone wrong here. Nanomachines from terraforming operations have been running amok, spawning copies of famous relics and destroying any ships that approach. *Enter zone with extreme caution.* As we go, we'll add more levels that you can jump between, and the final version of the game will feature each location prominently as part of a connected campaign. Get familiarized with each location early! Elemental Damage System - Fire, Ice, Electricity and EMP As part of branching out Habitat’s combat and crisis system, player and enemy habitats and their components can now take - and dish out - elemental damage of multiple kinds. Fire - nuclear heat from stars, burning hydrazine, local fusion cores gone runaway.
changedDoes 10 damage per second to whatever it's on (more if it has a weakness to fire)
changedHas 5% chance of spreading to another connected node every second
changedChance of spreading to other nodes if colliding with them
changedCauses physical damage to be 2x more deadly to a frozen node
Commanders - presenting Habitat v0.6! We know it’s been a while coming - here's what's available in the latest version:
New Features
NOTE
Many aspects of the game have changed. Not all of the new systems are present in the Tutorials. Read about the details below to familiarize yourself with the changes.
NOTE
Saved game data file formats have changed from v0.5. Your previous save games are not guaranteed to work with v0.6. If you wish to remove or edit them, they are plaintext JSON files here: PC: Users\ \AppData\LocalLow\4gency\Habitat_EarlyAccess_\HabitatSaves MAC: /Library/Caches/unity.4gency.Habitat (Early Access)/HabitatSaves LINUX: Home/.config/unity3d/4gency/Habitat_EarlyAccess_/HabitatSaves Three Levels - Earth, The Moon, and Mars As a preview of the game’s multi-level campaign mode we’ve introduced three levels you can now jump among via Gateways. Each level has a different backdrop, size, hazards and specific space junk types. Each map also has a city that you can interact with. Earth - the starting level, small size in order for Commanders to get familiarized to the environment. Light on hazards, but the space junk types are, in general, whatever the Union of Orbital Constructors could send your way on short notice! The Moon - an industrial way station out of the local inner half of the system. Heavily populated with asteroids towed in for mining operations. Heavy scatterings of industrial equipment great for wreaking havoc. Mars - something has gone wrong here. Nanomachines from terraforming operations have been running amok, spawning copies of famous relics and destroying any ships that approach. *Enter zone with extreme caution.* As we go, we'll add more levels that you can jump between, and the final version of the game will feature each location prominently as part of a connected campaign. Get familiarized with each location early! Elemental Damage System - Fire, Ice, Electricity and EMP As part of branching out Habitat’s combat and crisis system, player and enemy habitats and their components can now take - and dish out - elemental damage of multiple kinds. Fire - nuclear heat from stars, burning hydrazine, local fusion cores gone runaway.
Does 10 damage per second to whatever it's on (more if it has a weakness to fire)
Has 5% chance of spreading to another connected node every second
Can be extinguished by freezing
Causes fuel consumers to consume fuel 2x faster if on fire
Can be extinguished by engineer repair
Burns out if not fully lit, but does not go away once lit - has to be put out by engineers or freezing
Chance of spreading to other nodes if colliding with them
Freezing - endothermic nanomachine reactions that draw away heat at a dangerous speed.
Causes physical damage to be 2x more deadly to a frozen node
Any booster or weapon that does Fire status effect is inoperative (the fuel freezes)
Fuel producers affected by freezing produce no fuel while frozen
Extinguishes fire
Can be extinguished by fire
Can be extinguished by engineer repair
Goes away on its own eventually
Electrical Overload - high-voltage bleed of current causes systems to go haywire.
Turns on activate-able nodes including turrets, booster rockets, and more
Rotates turrets around automatically
Electrocutes any engineer that tries to tether to the affected node (engineers won't auto-tether to these nodes, they know better)
Any electrical consumer consumes 2x if electrified
Can be extinguished by EMP
Extinguishes EMP
Goes away on its own eventually