Hi everyone,
Hope you're all doing well. This dev diary is a bit more "technical" since it goes into a lot of new chemistry-related stuff getting added in 0.10.
A new rock formation of limestone can now be found on the map. It will drop limestone stones which can be burnt in the new lime kiln to get quicklime (a volume). You can then mix the quicklime with water to get slaked lime.
In this update lime still has very limited use but in the future it's planned to become the key ingredient for a number of products.
Burning wood with enough oxygen will now also leave ash as a byproduct. Slaked lime can be mixed with ash to make caustic potash. Mixing animal fats with caustic potash will yield glycerol, a precursor for nitroglycerin (a precursor to dynamite).
As mentioned in post Dev Diary #2 one of the stones of evaporites is potassium niter which can be crushed to get potassium nitrate (a volume). An alternative method to produce it is by mixing caustic potash with nitric acid. Nitric acid is a new acid which can be obtained by mixing sulfuric acid with potassium nitrate. It is another precursor to nitroglycerin.
To make nitroglycerin you need to mix glycerol, nitric acid and sulfuric acid. However, doing because doing this reaction generates a lot of heat it will eventually detonate the nitroglycerin in a regular container. Respectively, a new structure you can build is the nitration reactor. It will keep the reactants below a player-specified temperature.
You can then mix nitroglycerin and clay to make dynamite (volume). This volume is the ingredient for crafting dynamite sticks. They can be lit and thrown at enemies or at objects such as buildings or rock boulders to destroy them.
Another explosive you can manufacture is RDX. You just need to add nitric acid, hexamine (can currently only be purchased in shop) and acetic anhydride together in a nitration reactor. RDX can then be used to craft frag grenades and landmines.
For frag grenades you will also need metal pellets which can be crafted in the new metalworking table.
Each soil tile now has three soil values: Phosphorus, Nitrogen and Potassium. Each plant has a different optimal fertility requirement as well as a tolerated range of fertility values, affecting the growth speed of it.
In order to increase the fertility of a soil tile you can pour a fertilizer such as potassium nitrate (high potassium and a bit of nitrogen) or bone meal (phosphorus and a bit of nitrogen). Cutting down trees. digging up shrubs and decayed organic items can also increase fertility of the surrounding soil.
Some soils have more nutrient retention than others, making fertilizers more efficient.
That's it for the 0.10 update though! Next week's post will already be about the first 0.11 mechanics: New territorial control system and other criminal factions.
MI Finalizing FGR1 event launch;
NEW Foundry Gauntlet Rev1 access in game;
UX Validation steps was showing an arrow after an input's value was changed;
UX keeps the ticks step count in manual step mode;
TLS \\n in labels;
TLS wrong label for FreeCam;
FIX typo;
SRV Deploy worldscore to a bigger machine;
SRV-EXP Endpoints for CSE boiler plating;
FIX-EXP settings in double in the CSE;
FIX-EXP CSE not disposing old truthtables;
INF-EXP Script for CSEAPI
INF-EXP Api router;
Labels: NEW new element/feature, FIX bug/error fix, UX User eXperience, TLS localization, MI Miscellaneous, SRV server side code, INF infrastructure, -EXP experimental build
New devlog, new chibis!
All pirates this time ^^
And on top of that, the new Optimization update is out now AND a Linux version is available as well, finally! ^^
It's a huge step forward, so glad it's finally out
It will be publicly released on December 1st!
More to see on Bluesky/Twitter!
https://bsky.app/profile/nosebecc.bsky.social

Hello everyone!
This update includes the following:
1. Added a new escape method: When there's only one player on the map, this new escape method will be activated. Simply find the location and press E to escape.
2. New map and character selection scenarios.
3. Reduced the ranged attack range of the Zombie Dragon.
4. Added an experimental item box.
5. Some bug fixes and game optimizations.
Fixes Included:
✅ Settings Menu - You can now press ESC anytime to open it, even in-game! No more Alt + F4 to quit.
✅ Main Menu - Fixed an issue where the main menu would sometimes appear blank and force a restart.
✅ Voice Chat - Should now function correctly across all lobbies. (Please report if you still have issues.)
✅ 5-Player Lobbies - Now fully supported!
These were urgent fixes that needed to be done right away.
More bug fixes and improvements are coming soon - just wanted to get the important ones out quickly for everyone.
Options menu and quit button is now accessible on the title screen.
Video options are in the works for changing to and from full screen as well as setting resolutions.
Requires Server/Client Updates
This patch adds the new Aftershock Skin to the Blitz Striker DLC. If you already own the DLC, you get the skin free. If you do not own the DLC, you will need to buy the Blitz Striker DLC or obtain the skin through nesting.

Added the new Aftershock Skin as a free update to the Blitz Striker DLC. Players who own the DLC will receive the skin free. Other players will need to be nested in or purchase the Blitz Striker DLC to obtain the skin.,
Added temperature mechanic to the game. Temperature changes based on seasons, time of day, weather, being indoors such as in caves, and status effects such as burning and freezing.,
Environment panel UI now correctly shows local environment temperature and creature temperature. The environment can be hot, but a Fire species would be comfortable.,
Different dragons have different cold and hot weather tolerances.,
Creature Comfort levels now directly impact stamina when not comfortable, stamina drains faster when hot, and regens slower when cold, and is normal when comfortable.,
Inferno ability provides ideal comfort for Inferno Ravagers even in the cold.,
Added regional weather system. Forgotten Forest mountain peaks should be in perpetual winter now, always cold with a chance of snow.,
Added Pupil Dilation for dragons. Pupils should now dilate depending on ambient light.
Updated various Regurgitation SFX
Shimmer Slider now saves on respawn and relog between sessions.,
Increased the Max Crop Weight of Brood Watchers, making them the goto for pearl transport for a future update.
Pearls now remember if they were equipped between respawns
Fixed a bug where bound skin pearls were lost on respawn
Howdy Everyone. (I'm in Texas now y'all). It's been awhile! About time I post an update.
Textures are black when starting or loading a map
What happened: shaders are not compiling for AMD hardware.
Solution: The next build will fix this issue
The game wont stop zooming in
What happened: I forgot to comment out controller/joystick code (for media creation)
Solution: Unplug all joysticks/controllers. I'll comment out the code in the next build
I've reached the point in development where I'm adding simulation gameplay
These features are strongly interconnected
Thus: Pushing out an update is not feasible until all the parts are working together
This might be the final push to alphaːsteamhappyː
\[Only major features are listed] -- Gifs are below!
Terrain height, generation, and manipulation. Note: Roads and buildings cannot be placed on elevated terrain, this is coming after launch. Most other objects can be placed though.
Tutorial for the mayor house
Lots of new assets/objects
Custom roofs
New buildings (Bakery, Dentist, Optometrist, Arcade, Utility Buildings)
Utilities: Electricity, telecoms, cable, water, and sewage
Overlays, view modes, and warning icons
Inability to place businesses unless there's enough demand
High density residential auto zones (aka classic zone->growth placement)
A lot more included blueprints
Municipal service simulation (police, fire, hospital)
While working on the terrain, I burnt out and stopped working on the game in August and September. I decided to move out of Vermont cause there's no game development industry up here, and the isolation sucked. So in September, I traveled around the US, was (pleasantly) reminded how friggen big and diverse this country is, and ended up choosing Austin, TX as my new home (the industry is pretty big down here).
I'm now feeling much better and productive, and I'm excited that I'm entering the development phase of "putting it all together".
Fun: Simulating, Pathing, and Rendering 100,000 units at 30 FPS.

Terrain generation

Terrain Manipulation

Mayor Building Tutorial. Will be polished later :)

Custom Roofs
Utilities

Substation (WIP/Art is temporary).
PWR -> No Power
NO SUB -> No Substation / not enough substations
NO CON -> Substation/utility building not connected to grid
NO TELE -> No telecom / not enough telecom stations

(work in progress)

High Rise Buildings and Construction

Starting to work on police simulation (very early look)

Breeze Experiments

Overlays (WIP shown previously)
1.) Demand
2.) Road condition and traffic
3.) Current unit schedule



Thanks
\[fin]