In this update5
Full notes
Full Terraformental update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Balance
- Gameplay
- Fixes
- Events
- Performance
Terraformental changes
Assuming no new bugs arise from this patch, I'll be starting work on the v0.5.1 minor content update to round out Strabo. It'll aim to balance out Strabo a bit, add in minor content that's been suggested or didn't make it into the initial release, and clear up some of the worst UI irritations. But for now, patch notes!
Features
Options:
Show loop timer on main screen
Group by "Resources or Area"
Pause on item cooldown complete
Content
Alt Desc:
Exit Through Vehicle Airlock and Cycler Vehicle Airlock with rover in/outside
Get Back on Course after loop 1, before reaching Laurion
Park in Central before/after exploring
Force Admin Doors with/out power and hacking
Alt Logs:
Manually cancel charging portal artifact
Call tram after seeing it's blocked but not unblocking it in any loop
Inspect chamber in the hidden area after watching the logs
Open Portal 3-7 times
Take Mid Range Transceiver after exploring agriculture control room
Death Message: Head towards Astrape with/out any motor upgrades
Actions:
Move Generator Outside with/out power (so long as your rover is outside)
Unload Mining Motors anywhere you can exit the rover
[Combined] Gather Supplies at Talos
Split Build Solar Mount to Connect Solar Mount
Clarified names of Bypass Derelict Rover actions
Clarified log to search logs for new facility
Sending tram to Astrape without you has a warning message
Log for Inspect Mining Motors is now constructed
Rewrote endgame logs to account for no power coupler
Balance
The tram being destroyed removes power drain from Astrape
A facility starts with 50% damage
Reduced damage per event from 10% -> 5%
Events continue after taking the artifact, but at lower rate (1-2m -> 5-8m delay)
Familiarity grouped Head for Derelict Rover with Depart for Talos (from derelict)
Actions to install mobile equipment reset when the equipment moves
Actions to unload mobile equipment reset when the vehicle they're in moves
Agriculture control is disabled when you take the mid range transceiver
UI
Added copy text button to PDA note entries
Added support for non-Qwerty keyboards
Bugfixes
Prevented loading saves from future versions
Corrected Conditions:
Several alt logs for waking up with the endgame item
Strabo Death Messages appearing late/multiple times
Several Note Entries
Call tram after unblocking in a prev loop (not this loop)
Rover low on power when you have/not installed the generator in prev loop
Water Bottle log segments regarding Strabo
Combined actions (especially nested ones) are better at resetting
Combined actions give a nicer message if you partially complete them, then hover when they're locked
Corrected logs for checking weather from the rover
Prevent modifying generator for charging block when it's in a vehicle
Tram can be sent to Astrape when any item is loaded on it
Log for seeing that something doesn't move won't show the same loop you find it
Grants Item tooltips on combined actions count duplicates
Crop events visible when loading in certain states
Inventory sorts consistently
Reduced volume of Astrape music
Item stats are saved even if you don't have any
Endgame item doesn't give couplers when charged
Actions to Install Solar Panels are hidden if you can't install them
Actions related to the endgame item have a unique icon
Clarified wording of note in Facilities > Strabo
Stopping and restarting Astrape's reactor respects the power artifact being there
Generator can't be installed in Astrape's vehicle airlock
Events with a x0 speed multiplier don't show 0.0s
Memory leak when loading
Can't force consume when dead
Fixed Modified Time display with partial progress
Typos
Source
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