Explanation: Currently, this game is relatively hardcore. If players have questions about how to get started, you can join our QQ group, add add our QQ, or send us an email. (Yes, this game is equipped with the most advanced manual tutorials ->us).
The game's wiki should also be able to answer a considerable number of doubts, and our promotional video also includes content on how to perform certain operations.
It's no longer a random terrain, but a terrain determined by the planet's seeds
At the beginning of the game, you can select a planet seed and view the current planet seed on the management page
When the reference altitude is 2000 and above, for every 100 meters increase, the temperature decreases by 0.6 degrees.
If the altitude is below 0, it must be the sea.
Lowered the probability of special terrain.
Support for automatic saving, default to saving once every 10 minutes. You can set the automatic save interval, with a value of 0 indicating not to save.
Added a quick save button
Added a one click start button, changing the original start to a carefully prepared start
Two icons have been added to display the message list and mini map when they are not displayed. Click on them to open the message list and mini map respectively
Added a logistics instruction classification and moved storage settings here
The species has increased the types of exempt traps.
An ordinary artificial trap is used to determine whether it is hostile to its owner and whether it has intellectual discernment to determine whether it is harmed.
Spider webs and acid pools do not depend on their ownership, and only those with corresponding exemptions will not be trapped by traps.
A secretion has been added to the daily cycle of mobile units. Secreted items are placed in backpacks, and buildings are placed directly under their feet.
When organisms are hungry, they tend to not train their skills and not to use skill actions.
For the convenience of hunting, items that fall when a creature dies in water will be suspended and not sink to the bottom.
Hungry animals will try to take a bite when picking up something, making it easier for them to quickly satisfy their hunger after hunting
Decoupled the logic of the uncontrolled objects chasing player units. Added automatic enemy seeking behavior. Uncontrolled objects default to have this behavior and will automatically pursue enemy units closest to them.(Unless you know what you are doing, it is not recommended for players to set this behavior for their own units. Setting up automatic support is sufficient.).
Added predator characteristics. When a creature sets predator characteristics and has meat in its diet, it will try to prey every half an hour when hungry, searching for the nearest weaker creature nearby. Hunters will attack creatures they encounter when they are hungry (if they have not yet started preparing to search for nearby prey).
Added three biological features: permanent hunger, 'able to transmit biomass', and 'able to receive biomass'.
Creatures with the characteristic of perpetual hunger are even more so than locusts. They are always in a state of hunger and can continue to eat no matter how much they eat, continuously accumulating biomass.
Those with 'able to transmit biomass' markers can transmit the portion of biomass that exceeds their standard body weight to their following one who has 'able to receive biomass' markers.
Added the tillering characteristics of organisms, which directly consume biomass equivalent to standard body weight to produce adult individuals of one or more organisms. The individual tillering automatically follows the source individual.
Added adult age and birth weight for organisms.
When creating organisms, their actual biomass is linearly processed between birth weight and standard weight based on their age. Afterwards, one only gained weight due to eating.
The amount of biological death drop is determined by its actual biomass.
Three new modes of movement have been added: drilling soil, drilling sand, and drilling mud, which can correspondingly "swim" within the corresponding solid blocks
Spiders can drill through sand, mice can drill through soil, and fish can drill through mud
The attack method has added a grab flag, which if attacked, will be pulled to the attacker's grid.
Added a field for knockback distance per damage, where an attack method with a non zero value will knock back the corresponding distance of the target's damage
Creatures with medical capabilities and automatic healing behavior will periodically check if the target they are following has insufficient health. If so, they will go for treatment. Convenient for medical uncontrolled bodies to automatically heal more non combat injuries in their nests.
Added an object symbol: Danger
A series of items and related species of uncontrolled objects will be listed as dangerous
Animals such as carnivorous fish and giant spiders that actively hunt for food are also listed as dangerous
Added a planet symbol: Peace. Planets with this symbol do not spontaneously generate objects with danger symbols
Adding a symbol of peace to the initial planet at the beginning of 'Time is quiet and good'
A predatory creature has been added: the carnivorous giant spider.
Carnivorous giant spiders secrete a spider web structure every 6 hours. Spider webs are web type traps that restrict movement.
Carnivorous giant spiders are exempt from traps of the web type.
Carnivorous giant spiders can move in sand and quicksand. The method of its spinning attack has a grabbing flag that can grab the target to its current position.
Added a predatory creature in the water: giant carnivorous fish
Uncontrolled individuals secrete solid edible inert polysaccharides every 5 days. So they can also be raised to produce food.
Type A2 uncontrolled secretion of acid pool is also a trap. And a2 type uncontrolled objects are exempt from acid type traps.
The attack mode of Type A1 uncontrolled objects has the ability to repel, which will repel the target for a small distance.
Added L1 type monsters with permanent hunger and biomass transfer characteristics. It will nibble and collect biomass from various locations (including players' farmland!) like locusts, and then pass it on to production units.
Added C1 type monster with characteristics of perpetual hunger, tillering, and receiving biomass. It can tiller out L1 type, A1-4 type, and even many future species. The movement speed is only 0.1 and will not automatically seek enemies.
Two new monsters that can self explode have been added. D1 and D2, with D2 capable of flying. Considering the high risk of explosion, we restrict that it does not damage the grid and reduce the damage caused by their explosion.
Added E1 type monsters that can drill sand and grab targets.
Added E2 type monster with mud drilling movement mode, capable of grabbing targets.
Added G1 type monsters, which can swim and drill mud, and can survive in the water for a long time.
Adjusted the monster's damage value
Added random book pool
Blueprint item rule definition can now specify random books
Added an item that can be written: book apple.
Under certain specific conditions, certain types of uncontrolled objects may generate items with recorded knowledge, and their genes determine the expression of objects with corresponding shapes of these text and graphic symbols. These knowledge are known as the ancient fire collection, which includes various relatively basic knowledge. There are currently 24 volumes of the Ancient Flame Collection, and further knowledge updates will add more fragments.
Added a blueprint building: Knowledge Save Tower
There are approximately 4 levels, each with some monsters, and the highest level will have a book apple that records a random book from the Ancient Flame Collection.
There are about 5 Knowledge Save Towers in each large block, and ideally, searching 5 large blocks can gather the vast majority of basic knowledge (advanced knowledge requires more conditions).
Added a speaking box, which allows you to use the speaking button to display or hide this window when controlling a single person.
The currently available speeches are:
Ask for needs "(the action of loudly asking for needs has been removed, and the logic is included here)
Wait a moment. It will allow the friendly or friendly person to pause for 20 seconds and wait for their subsequent actions or speeches. (Actually, it's also possible to pause before speaking to avoid affecting their work)
Deterrence. Enable enemy units with lower combat power to escape on their own, reducing unnecessary combat. (However, the distance of these 5 squares is actually very short. If there are long-range weapons, they have already been knocked away by the time they are spoken.)
Hazard warning. It will allow player's units and friendly individuals (only friendly, doesn't take effect with relationship value 0) to quickly flee to a safe place. (For example, for the evacuation of personnel targeted by bombing)
Added simple automation
By changing the state or spontaneously generating a signal through rules, the signal is a numerical value.
Devices can have several rules.
The rules are currently divided into pulse type rules and trigger type rules
The pulse type rule is checked every few minutes and takes effect once the condition is met.
The trigger rule subscribes to a signal and operates once at each moment with that signal.
Each rule corresponds to at least one rule tag, and the corresponding tag can be added to the item in the configuration file, which determines which types of rules can be added to the corresponding device on the automation page in the game. The automation page for item details allows for adding and removing rules for device configuration parameters.
Supported pulse type rules:
[Generate signal {1} every {0} minutes]
[Every {0} minutes, produce {2} quantities using all materials in the grid where the equipment is located according to formula {1}]
[Every {0} minutes, move all movable objects in the grid where the device is located one grid in the {1} direction]
Supported trigger type rules:
[Generate signal {1} once upon receiving signal {0}]
[When receiving signal {0}, produce {2} quantity using all materials in the grid where the equipment is located according to formula {1}]
[When receiving signal {0}, move all movable objects in the grid where the device is located one grid in the {1} direction]
Construction only needs to be done in adjacent grids, there is no need to be in the same grid (swamp and quicksand terrain are more friendly)
If the construction fails and it is not impossible to build, the priority of the construction task will be lowered and then added back. (Lack of materials is not a non constructable situation)
The z-axis coordinates of the opening placement in the custom background are converted to relative coordinates, which are the height relative to the surface.
For the placement of several blueprints in the custom background, the person birth point of the player's blueprint will be taken as the starting character placement location.
Removed the logic of character falling
Empirical pathfinding increases the weight of the road.
Empirical pathfinding tends to avoid grids of sand and mud below.
Fixed a serious bug where unlocking an item failed to lock and prevented item retrieval
We are announcing increased rates for the successful improvement of weapons and armor!
For 24 hours, you will be accompanied by the good magic of the multiplier:
x1.5 UPGRADING
What does it mean? The chance of successfully improving equipment during this period becomes one and a half times higher. And that is not all! The bonus from the rate is multiplied with the bonus from the strengthening crystals, that is, using them, you can improve things with a chance 3 times higher than usual!
Fighter, from 08/26/2023 to 08/27/2023, from 14:00 to 14:00 Moscow time, increased rates x2 for the chance of enchantment will operate in Karos! Have time to sharpen +13 and become more powerful!
Don't forget to protect yourself so you don't lose your precious item!
After an extended open beta we're now ready to release the Combat Update onto the main branch of the game!
You can see the new update in action in the trailer above!
This update adds a whole new combat layer to the simulation which should change how the game plays in some interesting ways.
Previously the main strategy for success in a creature was speed, if it could swim fast, then it was likely to succeed and flourish in the ecosystem. But now all creatures will develop a range of combat statistics, and will need to adapt to survive attacks from predators and apex predators.
Some of these are under the hood stats, such as bite strength and poison resistance, but others are visual too such as a puffing up in a threatening behaviour, using electrical attacks to stun enemies, or growing poisonous spikes on their body.
Patch Notes: FEATURES
Combat Simulation: Combat is heavily physics-based and includes new traits (and new uses of existing ones) that can be factors in a species' evolutionary future.
Biting does piercing damage, based on bite force quotient, size, and total creature momentum.
Striking with limbs does slashing or blunt damage based on the momentum of the strike.
If an attack throws a target's joint out of position, this can cause the limb to become nonfunctional, dizzy the creature, impair its vision, cause bleeding, and several other types of statuses.
Creatures can also evolve different types of venoms, which impart different negative effects, as well as resistances to these effects.
Creatures can evolve thicker skin in places and thicker skulls, as well as spikes and carapaces, which defend against certain types of attacks.
All new combat stats are subject to mutation and mating, and can be changed in the editor.
Multiple creatures can all participate in the same fight, allowing for predators to engage in group tactics.
Combat can be induced between any two creatures in the game by selecting a creature, clicking the 'Force Combat' button in the Interaction menu, and then clicking a target.
Ahoy! Welcome to 1.01.00. The game has come a long way since launch, and the changes today are significant enough to mark this as the first major numbered updated. That's right, we're going up a decimal point!
Changes:
Added the Golden Goal system and associated quests.
This is a major addition to how you can approach the shop. Becoming available very early, Golden Goals offer rewards that can scale infinitely, though they will start small and have to be grown through use. When you complete a goal you will be offered a limited choice of rewards. Some give immediate benefits, such as gaining coin and XP. But others are permanent multipliers that make the other rewards greater. I'm sure you'll find interesting ways to put this system to use.
Added a townhouse interior in The Capital.
Replaced the sound the Fake Prince makes when entering the store (no more sad trumpet).
Changed the graphic for Wax and Fire in Minto's Hoard.
Added a new lategame customer, Patron.
When this customer enters the store a name is displayed above their head. The name changes to the next one in a list each time they enter. Supporters on Patreon can opt to have a name of their choice added to this list, the game will even recognise if it matches your Steam name. (This will not offer any gameplay benefits, it is simply a thank you from me to the supporters).
Commodities now initialise at 10 stock instead of 0.
Added a notification when you walk into the shop if you've found a new cosmetic while out and about.
Changed the colour of the numbers in the gold hud.
New graphics for product and passive effect hud.
The D.P.A. fine now increases by 500 every time it's payed.
Added VFX and SFX when Cora depowers.
Talking to food merchants while looking for Hot Chips now has unique dialogue.
Added a wait frame when MassDRANK! makes purchases to reduce lag.
Gold hud is now always visible (previously would fade during dialogue).
New graphics for menus and text windows.
Changed text when commodities restock from 'Commodities +1' to '(icons) +1 Restock'
Slightly moved the Enterpriston hud images across.
Added new area to Tutetown.
The map in the Ever's Rest Inn now shows a low resolution map of part of the continent.
Added new apple treasure chest.
Owl regen text now says '+ bonus' instead of '+'
Added commas to Faeona's debt number.
Added an option to disable crit and token notifications.
Changed the star graphic used in the main and option menus to a Gem.
Fixed 'What? Seeds? Duncan!' achievement to trigger on any amount over 999 rather than just 999.
Added a minor reaction if trying to give Echidna a certain item when she asks for headwear.
Added new customers to epilogue.
Added a Talk option when interacting with Refrain, which will offer a hint for locations not yet found.
Added a new Relic Eye discoverable.
Added a small side quest in Enterpriston.
Changed the background on the title screen to be a large imposing Bureau HQ.
Updated several weather effects throughout the game.
Added subtle smog effect to Enterpriston.
Added sunshafts to many outdoor areas.
Bug Fixes:
Fixed a bug where Natures Beckon and Buyers Market could lock the game if used in the Lava Place.
Fixed bug causing Sense Royalty to trigger at odd times.
Fixed Petition Hall using the old VFX.
Fixed a bug causing token redemption for inspiration to not stop when it was supposed to.
Hotfix Roundup: (These were already live but not in the last patch notes)
Horse dimension visual toggle now disables mode 7.
Added hints for the people pix locations.
Workaround for rare taxman bug.
Added text to the wild growth spot in the labyrinth after learning the spell (to prompt the player to use it).
Upgrade swizzler will now drop into the tutetown store once to tell you that customer upgrades are a thing.
Added a switch in the demo that if detected in a full game save will warn the player that demo saves may cause issues.
Added a quest to tutetown where finnjamin disappears.
Added a plugin that reduces lag when opening/closing the menu.
Thanks for playing!
Please help spread the word about Final Profit by telling your friends about the game! And consider leaving a Steam Review.
Update Detail: 1. Fixed an issue in which extreme circumstances could cause storyline crossovers. 2. Resolved the problem where reloading furnace might disappear. 3. Fixed an occurrence where lots of continuous sleep could prevent the triggering of certain events 4. Addressed the problem of repetitive appearance of certain texts. 5. Optimized certain text prompts.
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Additional: (develop test branch)
To access the dev testing version: (dev branch features: separate save/exit buttons, full randomness, persistent acceleration, all automatic saves canceled) Right-click on "Diablo The Abyss" in your Steam library => open "Properties" => select the "Betas" tab => choose "develop" from the "Select the beta you would like to opt into" dropdown. No need to input any check code. The game will update upon closing. If you wish to switch the dev branch back to the normal branch, also select "None" in the "Select the beta you would like to opt into" and then close to update.
Regarding saved progress: The dev testing version and the stable version share the same save files.
For those who plan on streaming the game, we would appreciate it if you would only stream up to 2 endings so that those who haven't had a chance to play the game can avoid spoilers.
It's been a while but we're finally ready to announce our upcoming game - Planetiles. This time, we're teaming up with our wonderful publisher The Iterative Collective! 🥳
Planetiles is a serene city-builder based around creating natural settlements on remote planets in space. As humanity's last resort, you're on a mission to build, explore, evolve and face different kinds of cataclysms, stellar events and missions to complete. It's a game in which you go for points or can simply relax yourself in a sandbox and create the habitat of your liking. There is a number of events and disasters that can happen during your mission so prepare, think and make sure your planet is thriving!
🌳 Create your space haven 🌪️ Protect it from disasters 🏞️ Evolve your habitat 🚀 Complete challenging quests 🏝️ Unlock new tile types and bonuses 🏆 Break stellar records
Add Planetiles to your Steam wishlists and let's shoot for the stars!
Change List: 1. Runes can now be removed in the Forge; 2. Slightly decreased the HP of melee bosses, and nerfed Ward that's been used by the Light Boss; 3. Improved the experience of the Dismantle Button, now it won't stay on when you turn off the panel.
Fix List: 1. Fixed an issue where sometimes the game would freeze after the 1st battle; 2. Fixed an issue where your cards are pretty hard to select when there are a lot of cards. 3. Fixed an issue where the battle field would be shifted when you start a mission; 4. Fixed some text displaying issue; 5. The Repair Rune should be functioning properly now.