As you might know, Craftomation 101's demo conent is now forzen, with no new updates expected before we hit Early Access.
With one exception!
Base Builder Fest is held on Steam on January 23-30, and our little game is part of it. What an honor! In fact, we felt so proud, we decided it deserves a big update, so here it is:
Base Builder Fest Special
Reworked graphics: new snow, new shadows, glowing effect from heated objects, and new looks for Trees and Mushrooms
Functions (AT LAST) - design bits of code, save them and feel free to use them in any Craftomate's program. And should you update a function, all CraftoMates using it will be subject to these changes immediately
Trashcan on the work field - for easier command removal. Simply click and hold your mouse on a Command and drag it to the trash bin icon on the right
Heat map - displays the warmth level from all of your Bonfires, Furnaces, Heaters and the Command Center. Mesmerizing!
But there's more! This grand event deserves a new trailer, and here it is:
Also, check out some of our new screenshots:
Just update your demo and enjoy! And please, don't forget to share your impressions on our Discord server!
Dr.Kness and the dwarves are happy to announce Dwarven Skykeep participation in Base Builder Fest this year! From January 23rd to 30th a week of all things base building on sale!
Practice wizardry & improve your engineering skills and laugh at quirky dwarven humor with 25% off for next 7 days!
Not long ago, we announced that Winter Survival: Prologue will be available on February 6th, 2023! There, you’ll have a unique opportunity to experience some of the things that happened before Winter Survival takes place. As you progress through the game, you’ll discover a variety of different shelters that will keep you warm, protect you from animals, and let you rest. In this devlog, we want to dive a little bit deeper into one of them, and share some more details, so you can get a better understading of what you might expect. This is also the shelter that you'll discover in the Winter Survival: Prologue. Without further ado, let's get the party started 🔥
Woodcutter’s hut 🪓
The first shelter that you’ll discover at the very beginning of the game is Woodcutter’s Hut. It might not be the coziest place that you’ve ever visited, but it’ll get the job done, at least for a while. But first things first. As you can see in the screenshot above, there are some holes within the shelter, so to further increase the protection it can give, you’ll have to repair the damages ⚒️
However, that doesn’t solve your problems for a lifetime, because the shelter can suffer from the terrible weather conditions (such as blizzards ❄️) or wild animal attacks (wolves 🐺 or a bear 🐻). Please keep in mind that it's still work-in-progress, so some things that you see here, might change when the game or the prologue will be available.
Apart from the protection thing, the shelter is also a place where you can gather all your resources and craft some more complex items on the workbench. However, we’ll dive into more details regarding crafting in the future devlogs, so stay tuned for that.
Stay up-to-date
And that’s it for today, survivors! ❄️ We hope that you’ve enjoyed our little shelters showcase. There’ll be more updates along our journey to the Early Access release, so stay tuned for more. Also, remember that you'll be able to put your hands on Winter Survival: Prologue on February 6th, 2023! Last but not least, don’t forget to follow us on social media, and if you haven’t done it yet, consider adding Winter Survival: Prologue to your wishlist 🙇
The base-building festival is about to begin, and we couldn't miss it!
In front of you is the new content, which will be also available for the players during earlier announced Open Playtests, the Beta. Those are the first four missions. At least one of them you might already know very well. We have chosen this particular content in order to introduce you to some of the fundamental mechanics, which in the later stages of the game become more and more complex.
The most important - fourth mission - presents the first monument found in the game, the Mastaba. It is not as impressive structure as the Temple of Aton, but it should prepare you well for the larger pyramid you will be building during the upcoming Playtests.
Currently, we are still working on a lot of bugs, so we've decided to use Base Builder Fest as a great opportunity to show you some of the Playtests' content and to collect information on other bugs that we really want to fix before the Open Playtests launch.
We hope that your feedback will help us identify all of the bugs that are present in the current build and we can run Open Playtests without any major problems.
Hope your staying warm during these cold winter days. It feels great to be back to work on Medieval Kingdom Wars, and today we have a major update 37 for you - improving things across the board. New new features, improvements, polish and balancing,
This update includes another layer of performance improvements, lots of GUI improvements, long-requested info popups with stats for the world map, a lot of balancing polish. On top of that we have redesigned the auto-resolve system, improve a lot of translations, and did a huge rebalance of both combat and world map gameplay and stats.
Also please let us know on the forums if your having any issues you would like for us to focus on, or have balancing or other suggestions.
And now lets take a look at what this Major Update 37 has in store. Please keep in mind we are doing final testing on 3 big features/improvements listed at the top of the list. They will be released tomorrow is a follow up update.
New cinematic camera on the world map when entering towns or battles will zoom in on the action (disabled until tomorrow)
Major visual GUI improvements to chancellor window – lord and king portraits will not flash (disabled until tomorrow)
Visual GUI improvements to world map GUI – unit portraits will not flash when using town or army GUI (disabled until tomorrow)
Fixed a number of rare crashes during combat
Decreased loading time for entering towns or hamlets
Major improvement to tutorial, fixed various places player could get stuck
Reworked world map tutorial chapter 3 to make it a lot easier to get through
Controlling allied or your kingdom armies can be activated with double left click on the world map
Translated some of the newly added text to all 6 supported languages
Improved Russian translation of the game
Mouse over each resource on the world map counters now gives complete breakdown of various categories adding or consuming each resource
Kingdoms name is now shown on the world map army and town interface – so player can easily figure out who certain army or town belongs to
Towns now show text on wall control points – making them easy to find, especially for new players
Full rebalance of the Auto-resolve to make it work a lot better and be a lot more realistic
Auto-resolve will now often leave units wounded but not dead
All in all a lot of performance and video card usage improvements
Re-enabled used of cheat codes.
To use cheats Press F7 or open chat window (Enter key does it as well), and type in /food or /wood or /stone or /silver to get 5000 of that resources added (up to the storage capacity)
Using cheat codes adds cheater tag to the campaign they are used on
Campaigns marked as cheaters will not earn Steam achievements
Chill Mode check-mark stay checked on create new campaign screen when scrolling through kingdoms
Fixed a big balancing issue where siege equipment would produce wood, instead of consuming it for upkeep
Major rebalance of many world map stats and gameplay
Major rebalance of combat and relations between units
Fixed several translation bugs with unit and nation names
Greater Worlds Portuguese translation now fully complete
Fixed various bugs with camera controls not operating correctly
Fix rare issue with camera jumping across the map
Fix issue with loosing controls of units in some situations and having to reload scenario
We’re happy to announce the first major Stardeus update since its launch to Early Access. Although it’s centered around Derelict Ships, there’s so much more to it that we’re going to dig into.
Existing saves will work but may feel off-balance. So if you haven't played for a while or got to the late game, it's a great time to start a brand new Wrecked scenario and experience the refreshed and rebalanced version of the gameplay.
If you want a quick (but incomplete) tour of the new features, check out this video:
Derelict Ships
Derelict ships were the most voted feature, and it was the main focus of development for the last couple of months. Here’s how it works.
Once you start a new game with the Wrecked scenario, you’ll notice a wrecked ship in the background.
Once you restore your ship to a point where it can move, you will be able to approach the derelict. A new quest will guide you through the procedure.
It will spawn in your game map once you do it. Then it’s up to you to choose what you want to do with it - reel it in and attach it to your ship, scrap it for raw materials, or just grab the valuables and abandon the rest.
You will encounter more derelicts during your adventure. Each derelict ship will be procedurally generated using one of a dozen templates, and it may or may not trigger various events.
As with almost anything in Stardeus, Derelict Ships are moddable, and new generation templates can be added through Steam Workshop.
Precision Thrusters and Local Maneuvering
You have been asking for an advanced winch, and for a way to recenter the ship on the map. Precision Thrusters will allow you to do both! It works like this:
Once you unlock Local Maneuvering in the Research Tree or perhaps scavenge a set of Precision Thrusters from a derelict ship, you will be able to plug them into a power source and let them recharge. Once the charge is full, select the thruster, go to the Engine UI, and use the controls to push the section (or the whole ship!) with high precision.
You can use this tool to attach derelict ships, recenter your ship, and even evade incoming asteroids or breach capsules. The thruster will have to recharge to be usable again.
Oh, and Precision Thruster devices also serve as conventional ship engines!
System Scanning and Starmap Improvements
Finding the required resources was a bit of a hassle before. You would fly from planet to planet with hopes of finding that precious Oil or Uranium deposit. You could use Probes, but they are single use, and not available early on when you need certain resources the most. Now once you have a Radar, you can actively scan the surroundings for specific resources of your choice!
And it gets better, when System Scanning is unlocked, you can also search for derelict ships and planets with anomalies.
Finally, Starmap will now display informational icons next to identified and visited space objects. You will no longer have to rename planets to mark them as fully harvested, that information will be available at a glance!
Ship Building
At its core, Stardeus is a base ship-building game. There were a bunch of improvements added since the launch to make this aspect more pleasant. Let’s take a look at some of it.
Auto Rebuild
Yes, now when a meteor shower harms your grand design, the destroyed parts will automatically create tasks to rebuild anything that was destroyed. You may want to adjust the rebuild task priority afterward, so as to not interfere with other tasks too much, it will be the lowest by default (1 out of 9). TIP: Hold Shift and click+drag the priority adjustment tool to set the task priority to the maximum for multiple tasks. Holding Ctrl will set it to the minimum.
Ship Preview in New Game panel
Sometimes starting with a nice ship design is all you need. You can now preview what ship you will get before starting a new game. The Wrecked scenario will deal significantly heavy damage to that ship, but it should still be recognizable.
Original Ship Design Plan
Before the starting ship gets wrecked, the game will capture a detailed ship layout plan. You can choose to rebuild your ship the way it was before it got wrecked, or scrap the plan and make one of your own.
Multi-Actions
You were asking for Factorio-style templates (blueprints). This is a big task, but here’s a “poor man’s” version of it. You can select multiple objects and then move or copy the whole selection.
Choose “Relocate” or press O to relocate the whole selection:
Choose “Build a Copy” or press B to order building a copy of the selected objects:
Abandoning Unwanted Sections
There may be situations where you will want to abandon a few sections of your wreckage or leave a crawler-infested derelict ship behind. You can do it in Sections overlay with a click of a button.
New Objects
Adding more types of devices, materials and species wasn’t the main focus, so it’s not much, but it’s honest work. This screenshot contains most of the items that were added within the last 3 months:
Quantum Ship Computer - more powerful, and 3x3 for perfect symmetry
Freezer - large version of the Refrigerator
Small and Large Pantry - for storing raw ingredients
Rubber Tree - for producing natural rubber
Caoutchouc - natural rubber
Leather - don’t ask where it comes from
Leather Sofa and Armchair - for putting that Leather to use
Orbotron - a powerful drone from the Virus faction
System Scanner - an advanced version of the Radar
Floor Vent - don’t open it when someone is walking above
Auto Pilot Upgrade - because humans can’t be trusted
Memory Compression Upgrade - for having less Memory Modules
Jukebox - for your colonists to dance (and leave their Starcreds) at
Reinforced Vent and Wall Socket - for more resilience and consistent looks
In addition to everything above, there were hundreds of small changes, QoL, UI, balance improvements, and bug fixes.
This is it! Keep an eye out for the new feature voting round, as it will be the time to recast your votes on the refreshed version of the roadmap!
The full changelog: https://stardeusgame.com/changelog Search for v0.6.103 (2022.10.11) and scroll up to read through what exactly has been done since the game was released to Early Access. It will be a long scroll.
Hello everyone! New content update is now live! It features:
Stairs between different terrain levels. More ways to build your castle!
Building ruins. Now you can restore destroyed parts of your city more conveniently.
UI improvements. Better looks and more functions. Now you can 1-click upgrade, repair or destroy buildings. Also it gives us more space to add a lot of new decorations.
New Tutorial. We reworked the tutorial from scratch. It now goes in detail on how to use different game mechanics and is generally more useful to learn from. We will expand it in the coming days.
Visual upgrades for all buildings. We added missing visual upgrades for already existing buildings.
Also some bugs were fixed and pathfinding speed was improved.
We still have some ideas that we did not have enough time to implement before base builder fest. So in the coming weeks we will gradually release small content updates.
Hello, world! Penkura is moving to the next stage of development, we are merging Midway Branch with the Main Branch.
We are happy to announce that all the required systems created on the Midway Branch are ready to be transferred to the Main Branch. After 50 patches in the Midway Branch, the save system, AI navigation system, level streamable mission system, and all version adjustment systems are ready for the transfer.
With this patch, Main Branch will take over Midway Branch (Until heavy-duty testing is required Midway Branch won't be used anymore).
If everything will go as smoothly as we hope and patch merging won't provide any problems, in a week, we will be releasing another patch which will be 0.2.0.
All saved files made on Midway Branch will adjust themselves to the Main branch, restarting player progression is NOT required. (Old Main Branch saves should also adjust themselves for the new patch version, the player is required to load the save through the legacy system and just create a new save).
With this patch we are also adding a new game feature and item, P.G.E (Portable Geological Extraction) from now on players will be able to not only use Ore Extractors to extract ore or minerals from the underground veins but also find and extract a small ore/mineral clusters usually found in caves, close to ore veins and near rock formations.
This should help balance out the early game and provide a safer way for players to gather minerals without worrying about power consumption.
Although still not fully ready we can already show the Monotrain that will be used by the player to travel between the levels, the train is already in the game but until the release of 0.2.0, it's unusable.
We are also moving our Roadmap, to our main official website, this roadmap will be updated based on the player feedback and content priority, but it will represent what we want to achieve in different stages of Penkura development. Of course, any questions related to the roadmap can be asked here on Steam or in our official Discord Channel (we are always happy to answer any questions related to the future of the project).
Lastly, we want to inform you that with this patch we are introducing the last major improvement to the save system, from now on we the developers will be able to adjust items, NPC, and even structure positions that players already interacted with and saved data in. In short, we can redesign entire bases and massive content locations without the need for players to start the game from scratch, this is a key feature that will allow us to release patches more frequently without worrying about breaking players' saves.
We want to thank each and every player that helped us find bugs and errors in the Midway Branch. Even though the community is not big, we are happy that it is of the highest quality.
And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.