Full notes
Full Lilith Odyssey update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Fixes
- Balance
Lilith Odyssey changes
With our first major update since our initial Early Access release, we hope to provide casual gamers with a more suitable and low-key a game mode: Sandbox Mode. In Survival Mode, players are asked to keep oxygen meters, power meters, and other survival threats at bay. In Sandbox Mode, a number of these hardline mechanics have been removed or dampened (see below for details about what Sandbox Mode actually is).
Additionally, we laid the foundation for several of our upcoming road map items (road map attached below). Our next update will likely be the addition of an IGG Marketplace (primarily a UI feature) where any resource item \ harvested item can be sold at market prices. This IGG market is critical to our plans for the Fishing Update (selling fish at market price) and our Farming Overhaul (selling crops at market price, among other things).
Roadmap
In this release, a few items in the community backlog were also fixed (see below). We are still attempting to refine & polish the game as much as possible -- but of course, we are not a giant game studio, and Lilith will always have its quirks -- to quote one of my favorite game developers, Jonathan Blow, "things that are personal have flaws".
Community Shout-outs: @jogBrogzin, @sirenderboy, @deexEngima!
Sandbox Mode
On the character select screen, players can select "Survival Mode" or "Sandbox Mode".
The power meter is no longer displayed or relevant when in Sandbox Mode.
The oxygen meter is no longer displayed or relevant when in Sandbox Mode.
The space-madness meter is no longer displayed or relevant when in Sandbox Mode.
The Hunger & Starvation conditions do less damage in Sandbox Mode.
The Methane Poisoning condition does less damage in Sandbox Mode.
The Freezing & Overheated conditions will not trigger in Sandbox Mode.
The Asphyxia condition will not trigger in Sandbox Mode.
Bleeding Out, Organ Damage, Bacterial Infections do less damage to the player in Sandbox Mode.
Creatures, Enemies, Combat do less damage to the player in Sandbox Mode.
Thermal Regulation does not apply & will not occur in Sandbox mode.
All actions that typically require power, no longer require power in Sandbox Mode (save game, beam out, turning on planet lamps).
Storms damage the ship less in Sandbox mode.
Ship Raids are slightly less dangerous in Sandbox mode.
The minimum sailing speed (in the case of no fuel) is greatly increased in Sandbox mode -- thus preventing the player from getting overly stranded.
Note: If you are a Sandbox player, and have game-balance ideas, let us know in the discord! We expect it will take some time to get the game mode right.
New Visual Changes
The appearance of deep space is now much more colorful & vibrant (it is filled with gaseous entities).
Solar objects look less dark from a distance.
A camera effect will make (not wearing your suit) light-headed related dizzy-ness uncomfortable.
The Interaction Window (Stores, Haggling, Medical Attention, etc.) has been re-organized and visually improved for aesthetic and ease-of-use purposes.
Changed appearance of the condition-healing panel (appears when you click a condition to heal it using EFU resources).
Fuel & Ration status bars in the upper right corner (Resources Panel) have been aesthetically improved.
The O2, Rations, Fuel, and Power Meters will no longer blink excessively when in Survival Mode, they will blink three times and then hold a steady illuminated state.
Balance
The minimum sailing speed (in the case of no fuel) was slightly increased in Survival mode as well.
Bug Fixes
Character heights, when in metric mode, were being displayed as thousands of centimeters instead of ordinary sizes. This should be resolved now.
Source
Changelog.gg summarizes and formats this update. How we read updates.
