Aaaand it's that time again, everyone. This is our most glorious patch yet, and thus, it’s only fitting to give it a name like Glorious Globe.
Not only are there a gazillion bug fixes and game stability improvements, we also completely reworked the planet Object Distribution System. Now planets will have more flora variation and the distribution of objects on the planet is more natural/organic-looking. This was a very challenging task for our team, and it took a lot of time and effort during its development over the past few months. We're ecstatic to finally let you enjoy it in all its glory. However, this is not the only highlight of this patch.
Farms have undergone a redesign as well. Farms look better than ever, they have new mechanics, and a whole slew of new crops has been added alongside detailed animations. Each crop can now also be affected by extreme temperature changes.For the stubborn gatherer, we also included some new fruit bushes that can be found across the planet. They, too, can be affected by extreme temperatures. The fruit on all bushes will grow back over time.
Lastly, we are also adding in the Cemetery building type this patch. Cemeteries are linked to a much larger system which you can read about here. Pesky Nugget corpses will no longer ruin the aesthetics of your pristine civilization. Hooray!
There are a number of features that are close to being ready, but they need a little more time in the oven before their release. For starters, the updated research screen is well underway, but we decided to hold it back for implementation in the next patch. This is mainly due to it needing some additional balance tweaking to ensure we don’t break the game too substantially :wink:.
Next on the list is the Nugget AI update. This system has been in production for quite some time now, and it promises to remove a lot of micromanagement from your busy schedule. It's shaping up well, but this is a very important feature and we’re taking our time to ensure its success.
BUG FIXES
Resolved mating issue where the population would not exceed 40+ Nuggets in a game
Corrected bug where a Nugget’s house placement occasionally overlapped other buildings
Fixed issue where lakes were not spread evenly across the planet
The huts will no longer float above the ground
Mountains can no longer be selected
Modified Nugget damage-taking to no longer be an instant kill. They will still *die*, but much slower.
The camera follows a Nugget if their thumbnail is clicked on the Nugget’s ID Card
Fixed a bug where Nuggets got stuck at Eateries
Fixed Nugget sorting issues in the Epicenter Nuggets List
God Intervention VFX: effect area plane no longer clips through the ground
Multiple decals under some buildings, fixed
Pump animations will now stop when there is no more water in the lake
Water Pumps will subtract the exact amount of Water Points as the
Epicenter needs. In the past, Water Pumps were depleting water in lakes at a rate of 5 even if Epicenter needed only 2.
Fixed issue where you would see the Critical Message “Water Pump output is lower than Epicenter Water Usage” even when there is water in the Water *Reservoirs.
Couriers will now serve Eateries and Farms, as well
Fixed the flickering terrain, snow on startup
Tree collision physics have been improved
Thrown rocks should no longer fall “into” the planet (clipping)
Fixed issue where hitting ESC while holding an object (via God Powers) would cause the object to float
NEW CONTENT
Complete Farm redesign: including new UI, 3D model, crops, and animations
Added new tutorials for: Nuggets overview, Nugget ID card, Farm, Cemetery, Constructors Hut, and 2 new screens for the UI overview
Added ‘skip current tutorial’ option, so you can skip only those parts you’ve already seen
Introducing new flora on the planet: Broadleaf, Broadleaf Dead, Birch Tree, Birch tree Dead, Maple Tree, Pine Tree
Introducing Fruit Bushes: Blueberry, Melon, Panda Eyes, Raspberry, Watermelon
New news message when there is no Water Pump and Nuggets are Thirsty and when there are no Wells or Eateries built
When assigning a Nugget to a Key Building, the Nugget list panel will automatically sort by unassigned Nuggets first. This allows the user to find available Nuggets to assign easier.
New building: Cemetery (phase 1). The departed will be buried with some humor here.
UI DESIGN
Seasons panel and planet name tooltips fixed
Game intro tutorial, added sounds to buttons, deleted useless tooltips
Food stash temperature readability fixed
News History Log panel upgraded. Text won’t be cut short. Changed anchoring of the panel. Replaced text with an icon for ‘all’ messages.
New Construction Site panel. Slightly redesigned, more compact.
Constructor’s Hut panel upgrade: Added visual feedback to empty worker slots. Added sounds to panels. Deleted unnecessary tooltips.
Nuggets list panel: hover visual feedback added. Also assigned sounds
Nuggets list panel: added info about Thirst
Stash Panel and Water Reservoir temperature visuals upgraded
Worker ID card upgrade: changed font, assigned proper sound clips, removed unnecessary tooltips, reintroduced the follow upon clicking on the
Nugget portrait
New Farm panel implementation
Loading screen upgrades - changed the logo
New construction menu panel implementation
Well, Pump, and Reservoir panels have button sounds now. Deleted unnecessary tooltips.
Distribution center panel update: Added worker slots visual feedback, changed font, assigned new sound script, and added proper sound clips to buttons Eatery panel update: Also added the new sound script and assigned proper sound clips to buttons. Updated worker slots visual feedback on hover. Added more options to the Audio Settings menu, like the Nugget volume and message tone selection for both the regular and critical news messages
BALANCE CHANGES
Food separated from trees. Now all food/fruit will grow on the Fruit Bushes.
Camera speed Increased when holding shift button
The game now starts in Spring, rather than Summer
Fruit on bushes will die if the temperature goes below -5c/ 23f, or above 50c/122f
Fruit on bushes will regrow 10 minutes after dying or being collected
Pump Output Power increased from 5 to 10
Each Fruit Bush holds 15 Food points
Trees now hold 5 Wood points
Tree Health now 20 HP
Increased Water Reservoir Max Water Level to 1500
Decreased Hunger and Thirst Damage per second from 1 to 0.5
Lowered Resources at the beginning of the game to Food: 30, Wood: 30, Stone: 30
Increased amount of water each Lake can hold from 100,000 to 500,000
Decreased food needed for 1 dish in Eatery to 5 points of food
Decreased cooking time at Eatery from 25 to 15 seconds.
Day / Night Cycle is a little longer now.
Increased time speedup from 2x to 4x (can be triggered by the Numpad’s + button on a keyboard)
Any building can be built by a Laborer Nugget now. Before, we had some buildings that required Constructors/Engineers only to be constructed.
Nuggets Hunger depletion changed from 0.001 to 0.0015 per second
Nuggets Thirst depletion changed from 0.0015 to 0.002 per second
Each Farm plot needs 5 wood and 5 stone to be built
The crop is withering time 80 Seconds (This is the time when Crop needs to be harvested, otherwise it will start to wither)
The crop is withering strength 0.25 point loss of food per second
Nugget aging speed increased from 2 minutes to 1 minute (Nuggets will live a little shorter now). Use Cemeteries to account for this.
Crop Food Yield loss per each degree out of the crop’s optimal temperature range is 0.25 from food yield per second
Updated Farm Crops
Panda Brain Plum (Food Yield: 40. Growing Time: 6 Minutes) Min Temp: -20c/-4f Max Temp: 60c/140f The most resilient crop of them all. These plums can handle extreme temperatures on either end of the thermometer, but their food yield is very low considering how long they take to grow. Eating Panda Brains is certainly an absolute last resort.
Manbro Fruit (Yield: 50. Time: 3 Minutes) Min Temp: 5c/41f Max Temp: 45c/113f Listen here, bros and broettes. This fruit is perfectly comfortable in its masculinity, but that won’t stop it from flexing at every passerby. It’s pretty fast, and so’s its growth rate! It doesn’t yield much, but at least it seems to handle temperature changes reasonably well.
Juicy Acorn (Yield: 100. Time: 4 Minutes) Min Temp: 0c/32f Max Temp: 50c/122f Juicy Acorns are excellent all-rounders. They are able to grow quickly and optimally in a large temperature range, while also outputting a reasonable amount of food.
Dragon Egg Fruit (Yield: 100. Time: 4 Minutes) Min Temp: -15c/5f Max Temp: 5c/41f A juicy centre with a slightly crunchy outer shell. The Dragon Egg Fruit maintains its warmth internally, making it perfect for cold conditions. However, we don’t want to risk seeing what happens when the temperature rises too high. Someone call Emilia Clarke stat!
Crystalline Crabapple (Yield: 400. Time: 12 Minutes) Min Temp: 0c/32f Max Temp: 50c/122f A fruit that shatters like a fragile gem in the mouth, melting into a delicious and nutritious liquid. Someone must have decided that a shiny rock looked good enough to eat. They were right. This fruit yields the highest food output, but also takes the longest to grow.
Bloodydiarrhea Berries(Yield: 40. Time: 4 Minutes) Min Temp: -10c/14f Max Temp: 50c/122f A name that only an unfortunate Nugget could conceive. Fortunately, its toxins can be neutralized through a relatively simple process, but the name remains to honor its founder. It outputs very little food, but it’s such a pest that it grows in almost any climate at an alarming rate.
PERFORMANCE CHANGES
Further load time improvements
More work to smooth the framerate (stutter reduction)
Nugget selection panel no longer causes massive FPS drops
Several additional meshes preloaded to reduce spawn-time stutter
MISCELLANEOUS
Rebuilt ‘Object Distribution’ system for generating planets
Added ability to skip some or all of the tutorials
Added ‘local temperature’ readout to object selection tooltips
Mountain texture adjustments. Looks sharper up close.
Reworked the camera controls: both zoom and move to/follow functions were rewritten to be much smoother and more consistent, as well as some follow-through on the mouse drag so that it keeps spinning after quick drags
God Trail on mouse cursor (Can be turned On or Off from the Settings Menu)
Added temperature readout options (eg: switch between Celsius & Fahrenheit)
Nugget age timespans now more precise and controllable
The light axis now tilts up and down to closely mimic the way Earth’s axis leads to seasonal changes in the amount of daylight different areas get
Added a zoom, sensitivity slider to the game options menu.
ART ASSETS
Birch Tree
Dead Birch Tree
Broadleaf Tree
Dead Broadleaf Tree
Maple Tree
Blueberry Bush
Melon Bush
Water Melon Bush
Panda Eyes Bush
Raspberry Bush
Cemetery Building
Farm Building
AUDIO
News Panel buttons have sound now
Decreased distance that thunder sound can be heard from
Decreased distance that Nugget footsteps can be heard. Also toned down volume overall.
Made wind sound a little louder during fast camera movement
Customizable news message tones
KNOWN ISSUES
All animals have been disabled temporarily. Animal system will go through a major redesign that will allow us to have more animals on the planet with overall better performance.
In rare instances when a Nugget is attempting to harvest a rock or tree it should not be able to reach, there will be framerate stutter while the Nugget attempts a more thorough search
Some buildings are missing ground decals. This system is going through a major redesign.
Lakes can sometimes spawn halfway into other bodies of water (new mini-game called lake invaders)
On occasion, Nuggets can take too many resources to a building that is under construction
Unfortunately, we can't squeeze all information in this post. You can continue reading Patch Notes Here
Thank you all for your amazing support and love! Crytivo Games Team.
Aaaand it's that time again, everyone. This is our most glorious patch yet, and thus, it’s only fitting to give it a name like Glorious Globe.
Not only are there a gazillion bug fixes and game stability improvements, we also completely reworked the planet Object Distribution System. Now planets will have more flora variation and the distribution of objects on the planet is more natural/organic-looking. This was a very challenging task for our team, and it took a lot of time and effort during its development over the past few months. We're ecstatic to finally let you enjoy it in all its glory. However, this is not the only highlight of this patch.
Farms have undergone a redesign as well. Farms look better than ever, they have new mechanics, and a whole slew of new crops has been added alongside detailed animations. Each crop can now also be affected by extreme temperature changes.For the stubborn gatherer, we also included some new fruit bushes that can be found across the planet. They, too, can be affected by extreme temperatures. The fruit on all bushes will grow back over time.
Lastly, we are also adding in the Cemetery building type this patch. Cemeteries are linked to a much larger system which you can read about here. Pesky Nugget corpses will no longer ruin the aesthetics of your pristine civilization. Hooray!
There are a number of features that are close to being ready, but they need a little more time in the oven before their release. For starters, the updated research screen is well underway, but we decided to hold it back for implementation in the next patch. This is mainly due to it needing some additional balance tweaking to ensure we don’t break the game too substantially :wink:.
Next on the list is the Nugget AI update. This system has been in production for quite some time now, and it promises to remove a lot of micromanagement from your busy schedule. It's shaping up well, but this is a very important feature and we’re taking our time to ensure its success.
BUG FIXES
Resolved mating issue where the population would not exceed 40+ Nuggets in a game
Corrected bug where a Nugget’s house placement occasionally overlapped other buildings
Fixed issue where lakes were not spread evenly across the planet
The huts will no longer float above the ground
Mountains can no longer be selected
Modified Nugget damage-taking to no longer be an instant kill. They will still *die*, but much slower.
The camera follows a Nugget if their thumbnail is clicked on the Nugget’s ID Card
Fixed a bug where Nuggets got stuck at Eateries
Fixed Nugget sorting issues in the Epicenter Nuggets List
God Intervention VFX: effect area plane no longer clips through the ground
Multiple decals under some buildings, fixed
Pump animations will now stop when there is no more water in the lake
Water Pumps will subtract the exact amount of Water Points as the
Epicenter needs. In the past, Water Pumps were depleting water in lakes at a rate of 5 even if Epicenter needed only 2.
Fixed issue where you would see the Critical Message “Water Pump output is lower than Epicenter Water Usage” even when there is water in the Water *Reservoirs.
Couriers will now serve Eateries and Farms, as well
Fixed the flickering terrain, snow on startup
Tree collision physics have been improved
Thrown rocks should no longer fall “into” the planet (clipping)
Fixed issue where hitting ESC while holding an object (via God Powers) would cause the object to float
NEW CONTENT
Complete Farm redesign: including new UI, 3D model, crops, and animations
Added new tutorials for: Nuggets overview, Nugget ID card, Farm, Cemetery, Constructors Hut, and 2 new screens for the UI overview
Added ‘skip current tutorial’ option, so you can skip only those parts you’ve already seen
Introducing new flora on the planet: Broadleaf, Broadleaf Dead, Birch Tree, Birch tree Dead, Maple Tree, Pine Tree
Introducing Fruit Bushes: Blueberry, Melon, Panda Eyes, Raspberry, Watermelon
New news message when there is no Water Pump and Nuggets are Thirsty and when there are no Wells or Eateries built
When assigning a Nugget to a Key Building, the Nugget list panel will automatically sort by unassigned Nuggets first. This allows the user to find available Nuggets to assign easier.
New building: Cemetery (phase 1). The departed will be buried with some humor here.
UI DESIGN
Seasons panel and planet name tooltips fixed
Game intro tutorial, added sounds to buttons, deleted useless tooltips
Food stash temperature readability fixed
News History Log panel upgraded. Text won’t be cut short. Changed anchoring of the panel. Replaced text with an icon for ‘all’ messages.
New Construction Site panel. Slightly redesigned, more compact.
Constructor’s Hut panel upgrade: Added visual feedback to empty worker slots. Added sounds to panels. Deleted unnecessary tooltips.
Nuggets list panel: hover visual feedback added. Also assigned sounds
Nuggets list panel: added info about Thirst
Stash Panel and Water Reservoir temperature visuals upgraded
Worker ID card upgrade: changed font, assigned proper sound clips, removed unnecessary tooltips, reintroduced the follow upon clicking on the
Nugget portrait
New Farm panel implementation
Loading screen upgrades - changed the logo
New construction menu panel implementation
Well, Pump, and Reservoir panels have button sounds now. Deleted unnecessary tooltips.
Distribution center panel update: Added worker slots visual feedback, changed font, assigned new sound script, and added proper sound clips to buttons Eatery panel update: Also added the new sound script and assigned proper sound clips to buttons. Updated worker slots visual feedback on hover. Added more options to the Audio Settings menu, like the Nugget volume and message tone selection for both the regular and critical news messages
BALANCE CHANGES
Food separated from trees. Now all food/fruit will grow on the Fruit Bushes.
Camera speed Increased when holding shift button
The game now starts in Spring, rather than Summer
Fruit on bushes will die if the temperature goes below -5c/ 23f, or above 50c/122f
Fruit on bushes will regrow 10 minutes after dying or being collected
Pump Output Power increased from 5 to 10
Each Fruit Bush holds 15 Food points
Trees now hold 5 Wood points
Tree Health now 20 HP
Increased Water Reservoir Max Water Level to 1500
Decreased Hunger and Thirst Damage per second from 1 to 0.5
Lowered Resources at the beginning of the game to Food: 30, Wood: 30, Stone: 30
Increased amount of water each Lake can hold from 100,000 to 500,000
Decreased food needed for 1 dish in Eatery to 5 points of food
Decreased cooking time at Eatery from 25 to 15 seconds.
Day / Night Cycle is a little longer now.
Increased time speedup from 2x to 4x (can be triggered by the Numpad’s + button on a keyboard)
Any building can be built by a Laborer Nugget now. Before, we had some buildings that required Constructors/Engineers only to be constructed.
Nuggets Hunger depletion changed from 0.001 to 0.0015 per second
Nuggets Thirst depletion changed from 0.0015 to 0.002 per second
Each Farm plot needs 5 wood and 5 stone to be built
The crop is withering time 80 Seconds (This is the time when Crop needs to be harvested, otherwise it will start to wither)
The crop is withering strength 0.25 point loss of food per second
Nugget aging speed increased from 2 minutes to 1 minute (Nuggets will live a little shorter now). Use Cemeteries to account for this.
Crop Food Yield loss per each degree out of the crop’s optimal temperature range is 0.25 from food yield per second
Updated Farm Crops
Panda Brain Plum (Food Yield: 40. Growing Time: 6 Minutes) Min Temp: -20c/-4f Max Temp: 60c/140f The most resilient crop of them all. These plums can handle extreme temperatures on either end of the thermometer, but their food yield is very low considering how long they take to grow. Eating Panda Brains is certainly an absolute last resort.
Manbro Fruit (Yield: 50. Time: 3 Minutes) Min Temp: 5c/41f Max Temp: 45c/113f Listen here, bros and broettes. This fruit is perfectly comfortable in its masculinity, but that won’t stop it from flexing at every passerby. It’s pretty fast, and so’s its growth rate! It doesn’t yield much, but at least it seems to handle temperature changes reasonably well.
Juicy Acorn (Yield: 100. Time: 4 Minutes) Min Temp: 0c/32f Max Temp: 50c/122f Juicy Acorns are excellent all-rounders. They are able to grow quickly and optimally in a large temperature range, while also outputting a reasonable amount of food.
Dragon Egg Fruit (Yield: 100. Time: 4 Minutes) Min Temp: -15c/5f Max Temp: 5c/41f A juicy centre with a slightly crunchy outer shell. The Dragon Egg Fruit maintains its warmth internally, making it perfect for cold conditions. However, we don’t want to risk seeing what happens when the temperature rises too high. Someone call Emilia Clarke stat!
Crystalline Crabapple (Yield: 400. Time: 12 Minutes) Min Temp: 0c/32f Max Temp: 50c/122f A fruit that shatters like a fragile gem in the mouth, melting into a delicious and nutritious liquid. Someone must have decided that a shiny rock looked good enough to eat. They were right. This fruit yields the highest food output, but also takes the longest to grow.
Bloodydiarrhea Berries(Yield: 40. Time: 4 Minutes) Min Temp: -10c/14f Max Temp: 50c/122f A name that only an unfortunate Nugget could conceive. Fortunately, its toxins can be neutralized through a relatively simple process, but the name remains to honor its founder. It outputs very little food, but it’s such a pest that it grows in almost any climate at an alarming rate.
PERFORMANCE CHANGES
Further load time improvements
More work to smooth the framerate (stutter reduction)
Nugget selection panel no longer causes massive FPS drops
Several additional meshes preloaded to reduce spawn-time stutter
MISCELLANEOUS
Rebuilt ‘Object Distribution’ system for generating planets
Added ability to skip some or all of the tutorials
Added ‘local temperature’ readout to object selection tooltips
Mountain texture adjustments. Looks sharper up close.
Reworked the camera controls: both zoom and move to/follow functions were rewritten to be much smoother and more consistent, as well as some follow-through on the mouse drag so that it keeps spinning after quick drags
God Trail on mouse cursor (Can be turned On or Off from the Settings Menu)
Added temperature readout options (eg: switch between Celsius & Fahrenheit)
Nugget age timespans now more precise and controllable
The light axis now tilts up and down to closely mimic the way Earth’s axis leads to seasonal changes in the amount of daylight different areas get
Added a zoom, sensitivity slider to the game options menu.
ART ASSETS
Birch Tree
Dead Birch Tree
Broadleaf Tree
Dead Broadleaf Tree
Maple Tree
Blueberry Bush
Melon Bush
Water Melon Bush
Panda Eyes Bush
Raspberry Bush
Cemetery Building
Farm Building
AUDIO
News Panel buttons have sound now
Decreased distance that thunder sound can be heard from
Decreased distance that Nugget footsteps can be heard. Also toned down volume overall.
Made wind sound a little louder during fast camera movement
Customizable news message tones
KNOWN ISSUES
All animals have been disabled temporarily. Animal system will go through a major redesign that will allow us to have more animals on the planet with overall better performance.
In rare instances when a Nugget is attempting to harvest a rock or tree it should not be able to reach, there will be framerate stutter while the Nugget attempts a more thorough search
Some buildings are missing ground decals. This system is going through a major redesign.
Lakes can sometimes spawn halfway into other bodies of water (new mini-game called lake invaders)
On occasion, Nuggets can take too many resources to a building that is under construction
Unfortunately, we can't squeeze all information in this post. You can continue reading Patch Notes Here
Thank you all for your amazing support and love! Crytivo Games Team.
Cemeteries are a pretty grim topic. After all, just think about all the work your poor, deceased Nuggets are missing out on. It’s rather sad, isn’t it? However, you can’t dwell on such inconveniences for too long. You’re far too busy for that.
That’s why you need a way to automatically get rid of all of the deceased Nuggets lying around. If they remain out in the open for too long, they will begin to generate a whole slew of diseases. It also ruins the aesthetic of your usually picturesque civilization. Cemeteries ensure that Nuggets receive a proper burial. Their families, and everyone who would otherwise be surrounded by dozens of corpses, will really appreciate it!
HOW DOES IT WORK? Cemeteries can hold up to nine dead Nuggets. The Grave Digger ensures that everything in the Cemetery runs smoothly. This may or may not include combating the undead, but that’s an unlikely occurrence.
A DEATH IN THE FAMILY Cemeteries mark the introduction of even tighter Nugget family relationships. Direct relatives of dead Nuggets will visit the graves of their loved ones every year for the next five years. A deceased Nugget’s spouse and children will take a few moments to reminisce about old times whenever they visit.
THE GRAVE DIGGER Grave Diggers are a two-in-one solution to the whole mortality issue. They’re like the ambulances of the Stone Age. However, they don’t make any siren noises and they’re unlikely to bring anyone back from the dead. Grave Diggers rush back and forth between the Cemetery and any corpses lying around. They make use of a stretcher to transport the deceased. So long as the Cemetery isn’t full, they’ll ensure that your civilization is kept as clean as possible.
The rope and the Nugget on the stretcher will become rigid bodies and can be affected by the physics engine.
DESEASED AREA The Diseased Area below a dead Nugget spreads over time. The longer a corpse remains on the ground, the bigger the Diseased Area will be. If other Nuggets move through the area, they will become infected for a short while, preventing them from fulfilling their duties.
GOD POWERS Using the Creator Menu, you will be able to heal sick Nuggets or even resurrect the dead. Not the typical zombie kind of resurrection. They would likely end up distracting their colleagues. Players can also pick up a Nugget’s dead body and move it away from crowded areas, or even launch it into space. This will confuse their family somewhat. They will still be affected by the Nugget’s passing for the next five years, but instead of visiting the Cemetery, they will visit their loved one’s ceremonial launch pad. May they orbit in peace.
FAMILY TREE A Nugget’s Family Tree is an excellent way of analyzing how a certain Nugget’s passing will affect their family. Some Nuggets may have more children or direct family than others.
We hope you enjoyed this brief overview of the Cemetery. As always, please feel free to leave us your feedback below. Stay awesome!
Cemeteries are a pretty grim topic. After all, just think about all the work your poor, deceased Nuggets are missing out on. It’s rather sad, isn’t it? However, you can’t dwell on such inconveniences for too long. You’re far too busy for that.
That’s why you need a way to automatically get rid of all of the deceased Nuggets lying around. If they remain out in the open for too long, they will begin to generate a whole slew of diseases. It also ruins the aesthetic of your usually picturesque civilization. Cemeteries ensure that Nuggets receive a proper burial. Their families, and everyone who would otherwise be surrounded by dozens of corpses, will really appreciate it!
HOW DOES IT WORK? Cemeteries can hold up to nine dead Nuggets. The Grave Digger ensures that everything in the Cemetery runs smoothly. This may or may not include combating the undead, but that’s an unlikely occurrence.
A DEATH IN THE FAMILY Cemeteries mark the introduction of even tighter Nugget family relationships. Direct relatives of dead Nuggets will visit the graves of their loved ones every year for the next five years. A deceased Nugget’s spouse and children will take a few moments to reminisce about old times whenever they visit.
THE GRAVE DIGGER Grave Diggers are a two-in-one solution to the whole mortality issue. They’re like the ambulances of the Stone Age. However, they don’t make any siren noises and they’re unlikely to bring anyone back from the dead. Grave Diggers rush back and forth between the Cemetery and any corpses lying around. They make use of a stretcher to transport the deceased. So long as the Cemetery isn’t full, they’ll ensure that your civilization is kept as clean as possible.
The rope and the Nugget on the stretcher will become rigid bodies and can be affected by the physics engine.
DESEASED AREA The Diseased Area below a dead Nugget spreads over time. The longer a corpse remains on the ground, the bigger the Diseased Area will be. If other Nuggets move through the area, they will become infected for a short while, preventing them from fulfilling their duties.
GOD POWERS Using the Creator Menu, you will be able to heal sick Nuggets or even resurrect the dead. Not the typical zombie kind of resurrection. They would likely end up distracting their colleagues. Players can also pick up a Nugget’s dead body and move it away from crowded areas, or even launch it into space. This will confuse their family somewhat. They will still be affected by the Nugget’s passing for the next five years, but instead of visiting the Cemetery, they will visit their loved one’s ceremonial launch pad. May they orbit in peace.
FAMILY TREE A Nugget’s Family Tree is an excellent way of analyzing how a certain Nugget’s passing will affect their family. Some Nuggets may have more children or direct family than others.
We hope you enjoyed this brief overview of the Cemetery. As always, please feel free to leave us your feedback below. Stay awesome!
BUG FIXES -Fixed an issue with Nuggets being stuck when trying to store resources to -Stash buildings -Fixed an issue with dead nuggets trying to die one more time…. -Fixed an issue with male nugget being stuck when the female was interrupting him for mating... -The game should start on the main screen now -Video playback was fixed for all platforms. Video performance was heavy and playback was not smooth
NEW CONTENT -New building added - Eatery. You can assign 2 Cooks to eatery that will cook dishes for the Nuggets. When Nuggets hungry, they will go to eatery. Food from eatery is more fulfilling and Nuggets hunger stats will decrease slower after they eat from the eatery. Nuggets also can drink from the eatery. The cook will grab food for cooking themselves if there are not Couriers available for delivery. -Updated Nugget ID Card with Simulated Nuggets Clones. ID cards now have more statistics about the Nuggets current status and his health. -Display Selection added to the Settings Menu. Now if you have multiple displays you can choose on which one you want run game. -Misc Sound Effects -God Light. Now during the lights God Light/Camera Light will turn on automatically. This helps during dark nights. -Fresh Water tutorial
UI DESIGN -Eatery Panel completely redesign. -Settings screen video playback upgrade. -Settings screen buttons, animation upgrade, added selected state. -Main Menu added new button animations. -Main UI water tab is correctly working now. -The reservoir evaporation state added in higher temperatures. -Reservoir tooltips added. -New water tutorial implementation after placing Pump building. -Event triggers for tutorial added. Tutorials will show now when interacting with objects. -Pump panel tank, mask fixes. -Added ability to skip only certain parts of the tutorials and added skip confirmation alert window. -Display selection in setting menu. -Settings screen added sounds to the buttons -Workers ID card upgrade. Tooltips added. Nugget thumbnail is now 3d mesh. -Constructors Hut tooltips. -Nuggets Name now on top of the ID Card
PERFOMANCE CHANGES -Nugget List should no longer drop performance dramatically
BALANCE CHANGES -Water reservoir now can store more water: old 600 new 1500 -Eatery: 1 Dish requires 5 food to be made -Eatery: it takes 25 seconds to cook 1 dish -Eatery: Dish Capacity: 25 total -Eatery: Food Capacity: 100 -Nugget's Critical Thirst Level changed from 5 to 20 -Nugget's Thirst Threshold changed from 5 to 20 -Nugget Thirst Recovery changed from 0.02 to 0.05, Faster now. -Increased size of lakes Light Beam/highlights during pump placement. This should help locate Fresh Water lakes better. -The night is darker now -Audio Tweaks, Nugget Talks no longer to load compare to environmentally sound.
MISCELLANEOUS -A critical news message will now warn in case there are no more resources to proceed with a construction.
KNOWN ISSUES -Sometime after 20-30 minute gameplay Nugget AI can stop working for 10-15 seconds and then reset back. -Pulling trees with the God Powers sometimes make Nugget stuck in -Gathering Wood state.
BEHIND THE SCENE -We also worked hard on a new AI redesign that will slip behind the scene into the next patch. -Research screen and new mechanics mostly implemented and requires balance tweaks. We will see it in our next patch. -Farm redesign partially ready and aimed to be released in our next patch. -New larger Home Planet with more flora variations, mostly done, requires some tweaking and performance optimization, we plan to release it with our next patch.
As usual, please report any bugs and issues on our Forums https://theuniversim.com/forums Also, you can leave us your impression and suggestions in the comment section below.
BUG FIXES -Fixed an issue with Nuggets being stuck when trying to store resources to -Stash buildings -Fixed an issue with dead nuggets trying to die one more time…. -Fixed an issue with male nugget being stuck when the female was interrupting him for mating... -The game should start on the main screen now -Video playback was fixed for all platforms. Video performance was heavy and playback was not smooth
NEW CONTENT -New building added - Eatery. You can assign 2 Cooks to eatery that will cook dishes for the Nuggets. When Nuggets hungry, they will go to eatery. Food from eatery is more fulfilling and Nuggets hunger stats will decrease slower after they eat from the eatery. Nuggets also can drink from the eatery. The cook will grab food for cooking themselves if there are not Couriers available for delivery. -Updated Nugget ID Card with Simulated Nuggets Clones. ID cards now have more statistics about the Nuggets current status and his health. -Display Selection added to the Settings Menu. Now if you have multiple displays you can choose on which one you want run game. -Misc Sound Effects -God Light. Now during the lights God Light/Camera Light will turn on automatically. This helps during dark nights. -Fresh Water tutorial
UI DESIGN -Eatery Panel completely redesign. -Settings screen video playback upgrade. -Settings screen buttons, animation upgrade, added selected state. -Main Menu added new button animations. -Main UI water tab is correctly working now. -The reservoir evaporation state added in higher temperatures. -Reservoir tooltips added. -New water tutorial implementation after placing Pump building. -Event triggers for tutorial added. Tutorials will show now when interacting with objects. -Pump panel tank, mask fixes. -Added ability to skip only certain parts of the tutorials and added skip confirmation alert window. -Display selection in setting menu. -Settings screen added sounds to the buttons -Workers ID card upgrade. Tooltips added. Nugget thumbnail is now 3d mesh. -Constructors Hut tooltips. -Nuggets Name now on top of the ID Card
PERFOMANCE CHANGES -Nugget List should no longer drop performance dramatically
BALANCE CHANGES -Water reservoir now can store more water: old 600 new 1500 -Eatery: 1 Dish requires 5 food to be made -Eatery: it takes 25 seconds to cook 1 dish -Eatery: Dish Capacity: 25 total -Eatery: Food Capacity: 100 -Nugget's Critical Thirst Level changed from 5 to 20 -Nugget's Thirst Threshold changed from 5 to 20 -Nugget Thirst Recovery changed from 0.02 to 0.05, Faster now. -Increased size of lakes Light Beam/highlights during pump placement. This should help locate Fresh Water lakes better. -The night is darker now -Audio Tweaks, Nugget Talks no longer to load compare to environmentally sound.
MISCELLANEOUS -A critical news message will now warn in case there are no more resources to proceed with a construction.
KNOWN ISSUES -Sometime after 20-30 minute gameplay Nugget AI can stop working for 10-15 seconds and then reset back. -Pulling trees with the God Powers sometimes make Nugget stuck in -Gathering Wood state.
BEHIND THE SCENE -We also worked hard on a new AI redesign that will slip behind the scene into the next patch. -Research screen and new mechanics mostly implemented and requires balance tweaks. We will see it in our next patch. -Farm redesign partially ready and aimed to be released in our next patch. -New larger Home Planet with more flora variations, mostly done, requires some tweaking and performance optimization, we plan to release it with our next patch.
As usual, please report any bugs and issues on our Forums https://theuniversim.com/forums Also, you can leave us your impression and suggestions in the comment section below.
Curious about the current status of the game, or you want to see what’s new in the up-coming Pre-Alpha v8 patch?
Then come join us this Saturday (May 14th) at noon EST for a live stream on twitch (https://www.twitch.tv/crytivogames). Not only will we be discussing the new patch that will soon be released, but we will share what you can expect to see in future patches (and maybe even see some never-before-seen concept drawings)! Or maybe you just have questions you want to ask the team about the game? Well, we will be answering your questions live on the stream also!
So don’t miss out! We hope to see you Saturday on the stream!
Curious about the current status of the game, or you want to see what’s new in the up-coming Pre-Alpha v8 patch?
Then come join us this Saturday (May 14th) at noon EST for a live stream on twitch (https://www.twitch.tv/crytivogames). Not only will we be discussing the new patch that will soon be released, but we will share what you can expect to see in future patches (and maybe even see some never-before-seen concept drawings)! Or maybe you just have questions you want to ask the team about the game? Well, we will be answering your questions live on the stream also!
So don’t miss out! We hope to see you Saturday on the stream!