In this update3
Full notes
Full Starmancer update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Fixes
Starmancer changes
0.2.13 - The Starship Update
Return of the ship The ship, missions, and the starmap have returned. We've made the ship a lot smaller, to fit the new base sizes and missions have been re-balanced a bit to fit the new gameplay introduced in The Wilderness.
Upgrade modules Upgrade modules have also returned. You can earn them from contracts and use them to upgrade the ship as well as machines and crafting stations.
New Grill We added a grill, for cooking food early-game. There are a recipes for making grilled biomass, slinker bacon as well as something called 'regular' beef steak..
New Supply station We also added a Supply Station, for early-game crafting, along with a new recipe for a small medkit.
Scavenge Mechanic Loot containers in derelict stations can now be marked for scavenge, using the mining/harvest tool. Colonist will automatically pick up any loot that's been marked, and bring it back to the station.
Organ Healing We added an Organ Healing Serum. Use to it instantly heal an organ to 100%.
Full patch notes below
Changes
Added back the ship, missions, and the starmap.
Increased duration of missions and the required skill level to perform them.
Ship now only offloads up to 4 crates
Colonists now have a chance to get infected when performing missions.
Added back upgrade modules.
Added many new generated "mini-dungeons" around the player's base. Including caves, a zen station, medical outposts, and more.
Player's base is now expanded only when warping, and boundary floors are no longer automatically extended.
Containers found in the wilderness can now be marked for "scavenge", and your colonists will automatically "dump" their contents. This is similar behavior to marking mining nodes for harvest.
Added Organ Healing Serum. Fully heals a random, damaged organ. You start with 5 of these. More can be crafted at the Medical Desk and also found in the Medilab. Tastes terrible. Colonists use this automatically.
Toilet is now a -1 memory when used as a bed, because colonists shouldn't enjoy sleeping in a toilet (disgusting colonists will continue to receive a +2 memory for sleeping toilets).
Doors now have their own "wreck" model when they're destroyed
Decreased cost to warp to Asteroid Ridge and The Atlantic Sector (we'll be removing the warp cost soon)
Increased starting player base by 4 and decreased starting floor size by 2. There is now a 6 floor gap between your starting boundary floor and your starting build limit. Also increased max base size from 36 to 38
Reduced sell price of tier 2 and above crafted items, so that it's more difficult to become god emperor of finance
Increased goo dropped from slimes from 1 to 4-7
Increased many crafting durations and reduced exp earned
Added a context option, "inspect biowaste". Awards 200 doctor exp. Only usable when under level 5 (use this to unlock head harvesting early-game)
Crafters will now offload their own crafting stations if there's nothing left to craft (farmers will offload crops now too).
Added a starting grill, for cooking Slinker Meat, Grilled Biomass, and Regular Beef Steak. The grill does not require power or fuel
Biomass is no longer automatically edible. It also deals 1 damage, so it's a good poison source early-game.
Colonists are now "stinky" if they hold biowaste for more than 60 seconds. This makes everyone else dislike them. Lasts for 2 days
Added a Makeshift Toilet. It generates germs when it has Biowaste inside. +1 memory. Standard Toilet is now a +2 memory. Makeshift toilet starts unlocked and Standard Toilet is now found in dungeons.
Added "Supply Station". It starts unlocked and has recipes for: Moonshine, Small Medkit, Purified Water, and Fuel.
Added a few messages to the "hud", such as "Colonist started fighting"
The "colonist started fighting message" now displays the target as well. "Dimple started fighting Space Zombie"
Slimes and worms now have a 10% chance to start with a disease.
Loved and hated jobs can now have their priority changed.
Trade pod now automatically accepts piped liquid items (biomass, fuel, clean water).
Increased starting colonist cap from 3 to 4.
Fixes
Rules of Engagement (roe) changes are now remembered and apply to future enemy spawns. (if you mark a slime as "execute" then all slimes will forever be marked as "execute")
Boundary walls (that mark the player's base bounds) are now positioned correctly
Fixed one cause of colonists walking out to space after warping (this was a band-aid fix)
A temperature icon is now displayed if colonists are wearing helmets due to low temperature.
Contracts are now more likely to spawn at asteroids and stations
Improved how storage zones combine their allowed items when merging
Added notification when base is on lockdown
Dead bodies are now placed at the same location as the dead colonist. (previously they were being placed at 0,0,0). This was a huge waste of food
Drafted colonists will now always display "drafted" as their status
You can no longer paint "dungeon" walls.
Viruses now have a minimum transmission of 1.0
Many external objects are now lit by the time-of-day lighting
What's Next
Autocrafting (conditional crafting)
Jetpacks for colonists (and enemies)
Control of starting conditions (supplies, stations, crew archetype)
Tyler and Victor
Source
Changelog.gg summarizes and formats this update. How we read updates.
