I'm super excited to announce that Alpha 0.13 is now available! A lot of work has been put in to this update and there are many great content additions, changes and fixes.
Important Notes
While existing save games will still load, much of the new content will only appear when starting a new game.
Due to changes in how the settings file is stored, existing settings will reset to defaults.
Map Generation
When you start a new game, you will see that map generation now includes the ruined remains of the Mercury Facility. These existing facility rooms can be deconstructed for materials or re-purposed.
Item chests have been added that can be opened for additional materials as well as discovery items. Starting supply items are no longer contained in the elevator, but are in a supply chest next to the elevator that will need to be opened. Additionally, the power generator will contain some fuel when starting the game.
Discovery System
Discoveries are unique items that the player can find in item chests. These items are used to expand the story and some items are required for certain research projects. This is only the beginning of the discovery system and more discovery items will be added in future updates.
Story Content
Discover new information about the Mercury Facility and uncover the story of the missing colonist by finding data logs in item chests.
UI Improvements
Changes to the user interface also include a new notification system. Notices still appear at the top right, but are now icon buttons that can be hovered over for additional information. Notices will stay for much longer and can be dismissed by right clicking them.
Other interface changes include the replacement of text percentage with progress bars, Colonist Management has been renamed to Facility Management, and the update also fixes typos, optimizes UI performance, adds a discovery interface and more.
Performance Improvements
This release also improved performance when there are many colonists in the facility. Colonist planning logic was a bottleneck in previous versions, but it's been revamped and in testing, over 100 colonists had a minimal impact on performance.
There are a lot of great additions, fixes and changes. Check out the full list below.
Release Notes
Features
Updated notification system. Notifications now appear as icon buttons at top right. Hovering over them will show more information. Notices stay for much longer and can be dismissed by right clicking them.
Discovery items which can be found in item chests. Discoveries are unique items that are used in various ways such as story content and blueprints. Item chests scattered around the map that contain various resources including discovery items.
Changed map generation to include the ruined remains of the Mercury Facility. New generated facility rooms can be deconstructed for materials or re-purposed. These ruined rooms are also a good place to find item chests.
Discover lost data logs to uncover the story of the missing colonist
AI decision logic now operates in a separate thread for improved performance when having many colonists in facility.
UI Updates
Added: New notification when a colonist increases in a job level
Added: Discovery interface under Facility Management.
Changed: Research interface no longer references research progress in time. It is now just in generic research points as time was not an accurate measure anyway.
Changed: Research prerequisites now show if a discovery item is also required
Changed: Colonist Management button icon changed and tooltip renamed to Facility Management
Changed: UI Scale setting defaults to medium instead of Large
Changed: Clone Chamber interface now shows progress bar instead of text for clone progress
Changed: Optimized UI Icon loading for improved performance
Changed: Updated crop field object icon
Changed: Crop Field interface now shows if it’s waiting for a colonist to plant the crop.
Changed: Crop Field now shows progress bar instead of just percent text
Changed: Research progress bar in research station interface now shows percentage
Fixed: Wrong icon for MedBay Floor in object list
Fixed: Blurry game speed icons
Fixed: Job name shows multiple times when changing recipe from drop down in craft queue.
Fixed: Various typos
World Generation Updates
Added: Various types of item chests that can be found and opened for additional items and possible discoveries.
Changed: Item chest next to elevator now contains starting supplies. Elevator no longer has an inventory
Changed: New game starts with some fuel already in the power generator.
Changes
Added: Selected colonists now show a path to their destination
Added: New quirks related to the muscles attribute
Added: When selected, power/Water generators now highlight the objects they are actively delivering their resource to.
Added: When selected, machines will now highlight the power/water generator they are receiving their power/water from.
Changed: Power/Water check happens as resources are flowing through the conduit. This results in some initial flickering over devices as power/water generators make connections to consumers. This was changed for fast connection time of power/water consumers.
Changed: Colonist will now pause before picking up items on floor. Pause time determined by work speed and hauler job level.
Changed: Colonist will now take time to refuel a generator. Action time determined by work speed and hauler job level.
Changed: Colonist will now replan walk path if path becomes blocked after planning a walk path
Changed: Colonists will now reference more surrounding tiles when trying to become unstuck if an object is placed on top of them.
Changed: Constructed Robot age is now 1 instead of a random age
Changed: Haul job role renamed to Hauler
Changed: Data Recovery now referenced as Research Projects
Changed: Computer Station renamed to Research Station. Description/references also updated.
Changed: Various changes to research times.
Changed: Some research projects now require a blueprint to be discovered before they can be researched
Changed: Missing colonist stasis capsules and inactive robots are now more evenly spaced out during map generation.
Changed: Clear construction action is now a builder action instead of a hauler action
Changed: Ailment notifications now provide information on the cause of the ailment
Changed: Optimized management systems for improved over all performance
Changed. Game settings now in same root folder as saved games. Settings will be reset to defaults the first time the new update is played.
Changed: Can not build floors on tiles selected for deep mining
Changed: Objects/colonists now remain highlighted if their info window is open
Changed: Assembly Floor moved to Tech Printing research project
Changed: Basic Robotics research now requires Tech Printing instead of Metallurgy
Changed: Placed objects that generate or require power no longer auto create conduits. Conduits need to be placed after creating an object.
Fixes
Fixed: Tutorial task complete sound is heard repeatedly even after completing a task.
Fixed: Colonist not moving or performing other tasks if hungry and no food is available.
Fixed: Colonists sleeping standing up
Fixed: Colonist can receive ailment more than once
Fixed: Haul to generator action not giving haul job experience
Fixed: Colonist not picking up items on ground if some of the items don’t have a place to be stored.
Fixed: Colonist attempting to move food items to fridge even if fridge is not powered.
Fixed: Colonist stuck in bed after loading a saved game.
Fixed: Multiple colonists attempting to haul same items to storage in some instances
Fixed: Object placement graphic not showing after cancelling build while dragging.
Fixed: Jobs not being performed at all if priority set to lowest (10)
Fixed: Can select tiles for deep mining that have a floor or other structure
Fixed: Water conduits unable to be selected in water overlay
Fixed: Power generator still providing power after being deconstructed.
Fixed: Colonist stuck clearing construction area if they can’t get to item on floor
Fixed: Crop Field enable/disable button removed as it did not serve a purpose.
Fixed: Objects receiving power/water when there isn’t enough power/water available in some instances.
Fixed: Some objects not staying highlighted when moused over
Fixed: Doctor can no longer starve to death while treating a patient
I'm super excited to announce that Alpha 0.13 is now available! A lot of work has been put in to this update and there are many great content additions, changes and fixes.
Important Notes
While existing save games will still load, much of the new content will only appear when starting a new game.
Due to changes in how the settings file is stored, existing settings will reset to defaults.
Map Generation
When you start a new game, you will see that map generation now includes the ruined remains of the Mercury Facility. These existing facility rooms can be deconstructed for materials or re-purposed.
Item chests have been added that can be opened for additional materials as well as discovery items. Starting supply items are no longer contained in the elevator, but are in a supply chest next to the elevator that will need to be opened. Additionally, the power generator will contain some fuel when starting the game.
Discovery System
Discoveries are unique items that the player can find in item chests. These items are used to expand the story and some items are required for certain research projects. This is only the beginning of the discovery system and more discovery items will be added in future updates.
Story Content
Discover new information about the Mercury Facility and uncover the story of the missing colonist by finding data logs in item chests.
UI Improvements
Changes to the user interface also include a new notification system. Notices still appear at the top right, but are now icon buttons that can be hovered over for additional information. Notices will stay for much longer and can be dismissed by right clicking them.
Other interface changes include the replacement of text percentage with progress bars, Colonist Management has been renamed to Facility Management, and the update also fixes typos, optimizes UI performance, adds a discovery interface and more.
Performance Improvements
This release also improved performance when there are many colonists in the facility. Colonist planning logic was a bottleneck in previous versions, but it's been revamped and in testing, over 100 colonists had a minimal impact on performance.
There are a lot of great additions, fixes and changes. Check out the full list below.
Release Notes
Features
Updated notification system. Notifications now appear as icon buttons at top right. Hovering over them will show more information. Notices stay for much longer and can be dismissed by right clicking them.
Discovery items which can be found in item chests. Discoveries are unique items that are used in various ways such as story content and blueprints. Item chests scattered around the map that contain various resources including discovery items.
Changed map generation to include the ruined remains of the Mercury Facility. New generated facility rooms can be deconstructed for materials or re-purposed. These ruined rooms are also a good place to find item chests.
Discover lost data logs to uncover the story of the missing colonist
AI decision logic now operates in a separate thread for improved performance when having many colonists in facility.
UI Updates
Added: New notification when a colonist increases in a job level
Added: Discovery interface under Facility Management.
Changed: Research interface no longer references research progress in time. It is now just in generic research points as time was not an accurate measure anyway.
Changed: Research prerequisites now show if a discovery item is also required
Changed: Colonist Management button icon changed and tooltip renamed to Facility Management
Changed: UI Scale setting defaults to medium instead of Large
Changed: Clone Chamber interface now shows progress bar instead of text for clone progress
Changed: Optimized UI Icon loading for improved performance
Changed: Updated crop field object icon
Changed: Crop Field interface now shows if it’s waiting for a colonist to plant the crop.
Changed: Crop Field now shows progress bar instead of just percent text
Changed: Research progress bar in research station interface now shows percentage
Fixed: Wrong icon for MedBay Floor in object list
Fixed: Blurry game speed icons
Fixed: Job name shows multiple times when changing recipe from drop down in craft queue.
Fixed: Various typos
World Generation Updates
Added: Various types of item chests that can be found and opened for additional items and possible discoveries.
Changed: Item chest next to elevator now contains starting supplies. Elevator no longer has an inventory
Changed: New game starts with some fuel already in the power generator.
Changes
Added: Selected colonists now show a path to their destination
Added: New quirks related to the muscles attribute
Added: When selected, power/Water generators now highlight the objects they are actively delivering their resource to.
Added: When selected, machines will now highlight the power/water generator they are receiving their power/water from.
Changed: Power/Water check happens as resources are flowing through the conduit. This results in some initial flickering over devices as power/water generators make connections to consumers. This was changed for fast connection time of power/water consumers.
Changed: Colonist will now pause before picking up items on floor. Pause time determined by work speed and hauler job level.
Changed: Colonist will now take time to refuel a generator. Action time determined by work speed and hauler job level.
Changed: Colonist will now replan walk path if path becomes blocked after planning a walk path
Changed: Colonists will now reference more surrounding tiles when trying to become unstuck if an object is placed on top of them.
Changed: Constructed Robot age is now 1 instead of a random age
Changed: Haul job role renamed to Hauler
Changed: Data Recovery now referenced as Research Projects
Changed: Computer Station renamed to Research Station. Description/references also updated.
Changed: Various changes to research times.
Changed: Some research projects now require a blueprint to be discovered before they can be researched
Changed: Missing colonist stasis capsules and inactive robots are now more evenly spaced out during map generation.
Changed: Clear construction action is now a builder action instead of a hauler action
Changed: Ailment notifications now provide information on the cause of the ailment
Changed: Optimized management systems for improved over all performance
Changed. Game settings now in same root folder as saved games. Settings will be reset to defaults the first time the new update is played.
Changed: Can not build floors on tiles selected for deep mining
Changed: Objects/colonists now remain highlighted if their info window is open
Changed: Assembly Floor moved to Tech Printing research project
Changed: Basic Robotics research now requires Tech Printing instead of Metallurgy
Changed: Placed objects that generate or require power no longer auto create conduits. Conduits need to be placed after creating an object.
Fixes
Fixed: Tutorial task complete sound is heard repeatedly even after completing a task.
Fixed: Colonist not moving or performing other tasks if hungry and no food is available.
Fixed: Colonists sleeping standing up
Fixed: Colonist can receive ailment more than once
Fixed: Haul to generator action not giving haul job experience
Fixed: Colonist not picking up items on ground if some of the items don’t have a place to be stored.
Fixed: Colonist attempting to move food items to fridge even if fridge is not powered.
Fixed: Colonist stuck in bed after loading a saved game.
Fixed: Multiple colonists attempting to haul same items to storage in some instances
Fixed: Object placement graphic not showing after cancelling build while dragging.
Fixed: Jobs not being performed at all if priority set to lowest (10)
Fixed: Can select tiles for deep mining that have a floor or other structure
Fixed: Water conduits unable to be selected in water overlay
Fixed: Power generator still providing power after being deconstructed.
Fixed: Colonist stuck clearing construction area if they can’t get to item on floor
Fixed: Crop Field enable/disable button removed as it did not serve a purpose.
Fixed: Objects receiving power/water when there isn’t enough power/water available in some instances.
Fixed: Some objects not staying highlighted when moused over
Fixed: Doctor can no longer starve to death while treating a patient
First playable version of the third level called Lich. Playable with 1-4 heroes.
Boss
Boss uses spells found around them. First playable version has three spells: Gravity Bomb, Reality Rip and Ice Shard. The spells are activated on Boss hands by touching Spell Orbs around Boss' standing area and used by pressing Virtual Reality controller triggers and physical movement of controllers.
Boss can grab the Outer Ring and spin the Gameplay Area by using the Virtual Reality controllers Grip buttons.
Hero
Hero has two movements states; Locked and Free Movement.
Hero's Locked Movement activates by landing on Gameplay Area's Inner Rings which are not broken.
Hero's Free Movement activates after jumping and activating Gliding. Hero can Glide freely above or under the Gameplay Area.
Hero has Jump, Dash and Dive.
Hero has a Stamina Bar, and their actions cost Stamina. Stamina regenerates while Locked Movement is activated (=Grounded). Losing all Stamina causes Hero to take damage.
Hero can summon a Pillar of Hope: high stamina cost ability that let's hero stand on it. Pillar of Hope protects Hero from Gameplay Area's movement.
Hero can collect Power Up Items by touching them and activate them with Controller triggers.
Gameplay
Gameplay area of Lich is breakable by Boss' Spells.
Boss is able to rotate the Gameplay Area.
Gameplay differs from the first two levels: Hero's target of damage are map objectives. Boss deals damage by hitting the Hero with their spells.
Map Objectvies There are two different kind of Map Objectives on Lich:
Laser Turret: Activated by Hero's attack: After a time, shoots a Laser Beam towards Boss and deals damage. Boss can block the Laser Beam and reduce damage with their Hands. Laser Turrets spawn on the Gameplay Area. Multiple Laser Turrets can be activated simultaneously.
Phylactery: Boss' Soul is sealed inside Phylacteries and can be damaged by Hero's melee attacks. One main Phylactery is located in front of the Boss which can be damaged multiple times. Other Phylacteries spawn on the Gameplay Area and can be damaged once.
Custom Variables
First introduction of Custom Variables, currently in use for the first level Luna
Custom Variables can be edited in Virtual Reality.
Custom Variables can be accessed from Main Menu. Each level have their own Custom Variables selections (Disabled now for Lair and Lich).
Player has three Custom Presets to save their preferred values:Custom 1, 2 and 3. Remember to use Save while adjusting variables.
Default selects the default variables.
Main Menu Skybox will react to the custom variables selected.
Variables can be changed after selecting one of the Heroes or the Boss of the selected Level.
Current Custom Variables are: Damage, Health, Jumps and Movement Speed of each Hero and Damage and Health of the Boss.
Custom Variables other than Jumps are Multipliers applied to default balance variables. E.g. Move Speed 2x means double the Move Speed compared to the Default value. Jumps are considered as number of units. E.g. 4 Jumps means a Hero can jump four times.
Current Minimum Multiplier value is 0.1 and Maximum Multiplier value is 10.
Power Up Items
First introduction of Power Up Items, currently in use for the third level Lich includes Health, Invisibility and Speed.
Health: Heals the Hero who uses the Power Up Item for a small amount.
Invisibility: Provides the Hero who uses the Power Up Item invisbility. While active, the Boss is unable to see the Hero.
Speed: Provides the Hero who uses the Power Up Item an increase to movement speed for a short duration.
Hero can collect Power Up Items by touching them.
Hero can activate Power Up Items by Controller triggers.
SteamVR Controller changes
Changes to Controller buttons as SteamVR counts them as OpenVR System Button presses and toggles SteamVR Menu for Virtual Reality player.
Xbox One: removed keybinds from Change View and Menu buttons.
Xbox 360: removed keybinds from Back and Start buttons.
PS4: removed keybinds from Share and Options buttons.
Custom Controllers: removed keybinds from Back and Start buttons.
Settings
First introduction of Settings.
Settings can be found and used on the right side of the VR player while in Main Menu. Setting objects are Selected and Activated by Pointing and Clicking/Holding with Virtual Reality controller triggers.
First playable version of the third level called Lich. Playable with 1-4 heroes.
Boss
Boss uses spells found around them. First playable version has three spells: Gravity Bomb, Reality Rip and Ice Shard. The spells are activated on Boss hands by touching Spell Orbs around Boss' standing area and used by pressing Virtual Reality controller triggers and physical movement of controllers.
Boss can grab the Outer Ring and spin the Gameplay Area by using the Virtual Reality controllers Grip buttons.
Hero
Hero has two movements states; Locked and Free Movement.
Hero's Locked Movement activates by landing on Gameplay Area's Inner Rings which are not broken.
Hero's Free Movement activates after jumping and activating Gliding. Hero can Glide freely above or under the Gameplay Area.
Hero has Jump, Dash and Dive.
Hero has a Stamina Bar, and their actions cost Stamina. Stamina regenerates while Locked Movement is activated (=Grounded). Losing all Stamina causes Hero to take damage.
Hero can summon a Pillar of Hope: high stamina cost ability that let's hero stand on it. Pillar of Hope protects Hero from Gameplay Area's movement.
Hero can collect Power Up Items by touching them and activate them with Controller triggers.
Gameplay
Gameplay area of Lich is breakable by Boss' Spells.
Boss is able to rotate the Gameplay Area.
Gameplay differs from the first two levels: Hero's target of damage are map objectives. Boss deals damage by hitting the Hero with their spells.
Map Objectvies There are two different kind of Map Objectives on Lich:
Laser Turret: Activated by Hero's attack: After a time, shoots a Laser Beam towards Boss and deals damage. Boss can block the Laser Beam and reduce damage with their Hands. Laser Turrets spawn on the Gameplay Area. Multiple Laser Turrets can be activated simultaneously.
Phylactery: Boss' Soul is sealed inside Phylacteries and can be damaged by Hero's melee attacks. One main Phylactery is located in front of the Boss which can be damaged multiple times. Other Phylacteries spawn on the Gameplay Area and can be damaged once.
Custom Variables
First introduction of Custom Variables, currently in use for the first level Luna
Custom Variables can be edited in Virtual Reality.
Custom Variables can be accessed from Main Menu. Each level have their own Custom Variables selections (Disabled now for Lair and Lich).
Player has three Custom Presets to save their preferred values:Custom 1, 2 and 3. Remember to use Save while adjusting variables.
Default selects the default variables.
Main Menu Skybox will react to the custom variables selected.
Variables can be changed after selecting one of the Heroes or the Boss of the selected Level.
Current Custom Variables are: Damage, Health, Jumps and Movement Speed of each Hero and Damage and Health of the Boss.
Custom Variables other than Jumps are Multipliers applied to default balance variables. E.g. Move Speed 2x means double the Move Speed compared to the Default value. Jumps are considered as number of units. E.g. 4 Jumps means a Hero can jump four times.
Current Minimum Multiplier value is 0.1 and Maximum Multiplier value is 10.
Power Up Items
First introduction of Power Up Items, currently in use for the third level Lich includes Health, Invisibility and Speed.
Health: Heals the Hero who uses the Power Up Item for a small amount.
Invisibility: Provides the Hero who uses the Power Up Item invisbility. While active, the Boss is unable to see the Hero.
Speed: Provides the Hero who uses the Power Up Item an increase to movement speed for a short duration.
Hero can collect Power Up Items by touching them.
Hero can activate Power Up Items by Controller triggers.
SteamVR Controller changes
Changes to Controller buttons as SteamVR counts them as OpenVR System Button presses and toggles SteamVR Menu for Virtual Reality player.
Xbox One: removed keybinds from Change View and Menu buttons.
Xbox 360: removed keybinds from Back and Start buttons.
PS4: removed keybinds from Share and Options buttons.
Custom Controllers: removed keybinds from Back and Start buttons.
Settings
First introduction of Settings.
Settings can be found and used on the right side of the VR player while in Main Menu. Setting objects are Selected and Activated by Pointing and Clicking/Holding with Virtual Reality controller triggers.
There was a bug in the scheduling that made the arena death match much too common. This update also brings new independents with bronze armaments to the early ages and Twiceborn now has more suitable chassis for some non-humans. Also a bunch of new mod commands and minor fixes.
General
New independents with bronze armament for the early ages
More type of chassis for the Twiceborn ritual
Setting to disable click sound
Arena too common fix
Fix for purgatory message
Castles without any units must still be conquered in a battle
Battle performance improvement
Modding
Globals can occur in indep provinces by default
Event with no effect can occur too
New weapon commands: #dt_realstun, #dt_interrupt, #dt_bouncekill
Fix for #bird and #djinn bodytypes
New monster commands: #minsizeleader, ...tattoo
Item type 9 = crown
New site commands: #recallgod, #domwar
New nation commands: ...labcost, ...templecost
New event commands: #req_notanycode, #req_mnr, #req_deadmnr
There was a bug in the scheduling that made the arena death match much too common. This update also brings new independents with bronze armaments to the early ages and Twiceborn now has more suitable chassis for some non-humans. Also a bunch of new mod commands and minor fixes.
General
New independents with bronze armament for the early ages
More type of chassis for the Twiceborn ritual
Setting to disable click sound
Arena too common fix
Fix for purgatory message
Castles without any units must still be conquered in a battle
Battle performance improvement
Modding
Globals can occur in indep provinces by default
Event with no effect can occur too
New weapon commands: #dt_realstun, #dt_interrupt, #dt_bouncekill
Fix for #bird and #djinn bodytypes
New monster commands: #minsizeleader, ...tattoo
Item type 9 = crown
New site commands: #recallgod, #domwar
New nation commands: ...labcost, ...templecost
New event commands: #req_notanycode, #req_mnr, #req_deadmnr
The last update of External Visions includes the following changes: (v1.12)
-Fixed a bug with the achievement 'The universe' which made it impossible to obtain -Fixed a glitch that showed wrong opened/closed states for chest in the map that was introduced in the last update
The last update of External Visions includes the following changes: (v1.12)
-Fixed a bug with the achievement 'The universe' which made it impossible to obtain -Fixed a glitch that showed wrong opened/closed states for chest in the map that was introduced in the last update