What changed
0 fixes3 additions1 change0 removals
addedThe core of this update is a research system. Research points are gained by various means, including Deep Scanning items (old saved games should retroactively grant you the points for items you have already Deep Scanned), turning in some items at the new Autolab building, and finding special research-related items in the world. There is a new research screen showing the start of the research/tech tree, which will include more research topics as development continues.
changedOne of the main fields of research relates to a major overhaul of how power works in the game. Previously there was a sort-of-placeholder system, which this system replaces. You can now build solar panels, wind turbines and batteries to form power networks for your Outpost. Any saved games with Solar Arrays already existing will have plenty of power, as the Solar Arrays are fairly advanced power generators.
addedCooking and creating drinks/preserves are now research topics, but if you already have devices placed from earlier saved games, they should still function even if you don't research their related topics. Other existing minor features will probably require research to unlock once the next update or two is released, to add more progression to the game.
addedThe next update or two will probably build upon this update with more research topics, more items that use power to operate, and more items that grant research points when processed at the Autolab. You can get by without making power generators and storage currently, but after a few more powered devices are added to the game, you will probably want to supplement the humble amount of power the Observation Tower generates with additional power generation and storage.
Outpost On Syrinx changes
addedThe core of this update is a research system. Research points are gained by various means, including Deep Scanning items (old saved games should retroactively grant you the points for items you have already Deep Scanned), turning in some items at the new Autolab building, and finding special research-related items in the world. There is a new research screen showing the start of the research/tech tree, which will include more research topics as development continues.
changedOne of the main fields of research relates to a major overhaul of how power works in the game. Previously there was a sort-of-placeholder system, which this system replaces. You can now build solar panels, wind turbines and batteries to form power networks for your Outpost. Any saved games with Solar Arrays already existing will have plenty of power, as the Solar Arrays are fairly advanced power generators.
addedCooking and creating drinks/preserves are now research topics, but if you already have devices placed from earlier saved games, they should still function even if you don't research their related topics. Other existing minor features will probably require research to unlock once the next update or two is released, to add more progression to the game.
addedThe next update or two will probably build upon this update with more research topics, more items that use power to operate, and more items that grant research points when processed at the Autolab. You can get by without making power generators and storage currently, but after a few more powered devices are added to the game, you will probably want to supplement the humble amount of power the Observation Tower generates with additional power generation and storage.
The core of this update is a research system. Research points are gained by various means, including Deep Scanning items (old saved games should retroactively grant you the points for items you have already Deep Scanned), turning in some items at the new Autolab building, and finding special research-related items in the world. There is a new research screen showing the start of the research/tech tree, which will include more research topics as development continues.
One of the main fields of research relates to a major overhaul of how power works in the game. Previously there was a sort-of-placeholder system, which this system replaces. You can now build solar panels, wind turbines and batteries to form power networks for your Outpost. Any saved games with Solar Arrays already existing will have plenty of power, as the Solar Arrays are fairly advanced power generators.
Cooking and creating drinks/preserves are now research topics, but if you already have devices placed from earlier saved games, they should still function even if you don't research their related topics. Other existing minor features will probably require research to unlock once the next update or two is released, to add more progression to the game.
The next update or two will probably build upon this update with more research topics, more items that use power to operate, and more items that grant research points when processed at the Autolab. You can get by without making power generators and storage currently, but after a few more powered devices are added to the game, you will probably want to supplement the humble amount of power the Observation Tower generates with additional power generation and storage.