In this update15
Full notes
Full Surviving the Abyss update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everyone! Update 0.3.0 is now live.
What changed
- Gameplay
- UI and audio
- Events
- Maps
- Fixes
- Balance
Surviving the Abyss changes
This update brings a wide variety of changes to cloning, genetics, crew, exploration, resources, the anomaly and more. Check out below for the full changelog!
Changelog:
Genomes, and creating the genetic sequence:
The next phase of our Cloning updates. We are significantly changing the creation of the genetic sequence to improve the feeling of splicing genomes together for new effects.
Genome collection is streamlined, you now only need access to a genome and can use it permanently (unless the habitat is destroyed or depleted) and do not need to stockpile genomes.
New effects for combinations of genomes are also included along with QoL changes to cloning.
The cloning interface has also undergone significant changes to support the new features.
Cloning lab now displays a predicted population when left running.
Added alert when cloning gets interrupted
Fixing possible null error in cloning lab ui
Clamping max cloning slots to 8
New type of Clones (Basic Clones):
Basic Clones are now the first type you will encounter, these clones are far more imperfect and can only undertake menial roles on the base. This update feeds into our updates to the game pacing and progression changes.
The Anomaly:
Signifigant changes to the Anomaly. includes changes to pacing of the game, the point at which the anomaly appears and how it interacts with the Player in the early and late game. We'll give a little more detail on this alongside the update releasing!
Threat Effects will get activated on load upto the correct tier.
Changes to music and audio effects related to the Anomaly
Game Pacing / Staging:
We're putting focus on the games pacing and the players journey through different biomes towards the late game. Biomes have been tweaked to push the player into more exploration and encourage exploring new biomes to access important resources.
New Buildings:
Automation Module: Can replace the labour or Basic Clones.
- Tidal GeneratorProvides signifigant power output with no fuel cost, but only available within the Kelp Forest Biome.
- Bio Generator (O2)Provides signifigant oxygen output with no fuel cost, but only available within the Coral Reefs Biome.
Save/Load:
Brig now has small delay before kicking out crew -> fix a load issue
Fix for fauna depleting while stabilized (and causing save/load problems)
Power:
Improvements for combining power grids with improved UX
Remove buildings from all power grids on destroy
Added error handling when loading power gens
Power Lens active when building a power line
Removed the limit on powerline placement
Temporary colour on effected buildings
Crew:
Fix to force crew leave a building when incapacitated ( e.g. sick crew )
Making clone lab pause when there are not enough slots to prevent issues with crew assignment potentially cancelling cloning
Fixed Issues with de-assigning crew mid transport ( when they are moving towards the building )
Fixed an issue with assigning to a powered down building
Fixed Bug where crew will walk to building if unassigned midway
Removed the crew limit on recreational buildings
Reduced recreational effect range 70 -> 40
UI:
Alloy furnace UI Improvements.
Rm unused status tags for improved perforamnce.
Resource tags switch between icons/dots depending on size
Increased the size of the power / o2 ui to allow multiple digits
Changed power/oxygen consumption text to red when required > current
New building images added
Techtree width updated
Adding status tags for Air Quality when building tunnels
Adding HUD item for air quality
Removed fauna counts from biome lens
Sub map doesnt reset zoom
Central hub power/destroy/repair buttons disabled
Updated Icon on OutpostPlacement
Updated Brig UI To Only show one open slot at a time
Set fuel resources to show depleting tooltip and fuel lens resource count when consumption > production
Set fuel resources to use a resource model to reduce multiple calls to update tooltip
Updated production/manufacturing buildings to show total daily usage(kept per unit countdown/progress)
Marine stabiliser now shows correct efficiency
Updating new resources icons to be more consistent.
Misc:
Fixed multiple small bugs with building attachments such as research lab modules.
Fixing a few objects still being visible in darkness
Make right click movement move at same speed as mouse world position
Emission will not display when outside the light radius
Stop resources & rocks from spawning too close to outpost spawn point
Increase tree count in coral reef
Automatic UV Mode
Make sure the uv mode has been unlocked before it is automatically turned on
Tutorial:
Added tutorial steps for Air Quality.
Removing stockpile coal tutorial event.
Updated population task to be dynamic
Events:
Malnourished crew event gives tasks
Multiple changes to the rewards / outcomes of POI events
Resources:
Resource Lens/Counts use all lit and scanned resources
Small scanned resources cannot get expedition
Fuel lens fix when filtering coal/oil
Removed coal/oil from resources lens
BIomes:
Coral reef/Kelp forest available at start
DarkGlows available after Coral
Basalt available after Kelp
Volcanic available after DarkGlows/Basalt
Exploration:
Change to allow any specialist type to be selected for expeditions
Fixed exploration sub status message en route to target
Brig / Aggession:
Specialists will show up in brig assigning
Crew show as imprisoned on crew management screen
Fixed bug where crew would auto assign over others in brig
Balancing:
Some tweeks to event rewards and science production
Fix for not producing enough food with 1 carb farm
Reworked destroyed lab objective
Beacons no longer discover biomes, building outpost/other lights can
Fixing rare instances of resources failing to spawn in starting zone
Adjusting some building costs to use Copper / Aluminium
Buffed generalist genomes slightly
Changing warnings for malnourished and air quality so they appear less severe
Crew with low health can now become sick
Only engineer / scientist and above require HQ food
Added extra starting crew
Added more basic clone slots
Adjusted crew requirements on various mid game buildings
Expedition subs can only be sent with full crew count
Anomaly Darkness Effect will destroy buildings instead of damage them
Anomaly Attack that turns off the light will leave a temporary icon on the building
Source
Changelog.gg summarizes and formats this update. How we read updates.
