Full notes
Full Lilith Odyssey update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- Fixes
Most of the changes in this patch were directed at making the game more playable and friendly for new players. Our development testers got pretty good at the game (due to playing so frequently, haha) -- so, in this patch, we notched the difficulty back quite a bit. We may have taken it too far, but if so, we'll keep adjusting until we find a steady balance. Thanks for you patience and support :).
Thanks to @Saracen, @peasantsi (Twitch), @wandtpag, @syllospri, @Wolfram for identifying their issues & requests on launch day.
Balance
Fuel efficiency in space increased by a factor of 2.2.
Harvested Resources (such as dirt or logs) now breakdown down into 2x as many EFU resources (carbon, metal, nanite).
Potato Farms now generate 10 potatoes per florp canister (instead of 4).
Warp Root Farms now generate 6 warp roots per florp canister (instead of 3).
Nitrocorn Farms now generate 3 nitro-corn per florp canister (instead of 2).
Solar Beacons now generate 2 batteries per cycle (instead of 1).
Protium Fuel Wells now generate 10 protium cells per battery (instead of 4).
Deuterium Fuel Wells now generate 6 deuterium cells per battery (instead of 3).
Tritium Fuel Wells now generate 3 tritium cells per battery (instead of 2).
Bug Fixes
Fixed an an issue where survival gear (crates, farms, rigs) still existed if you beamed back onto a planet (2 copies would exist -- the ones in your inventory and the one on the planet). Our save-game code, and beam-up code (for saving a planet state) were using the same code. When saving games, we want to save rigs and such on planets, but not when beaming up! Thanks for finding this @syllospri.
Source
Changelog.gg summarizes and formats this update. How we read updates.
