π Lots of route related bugs squashed. π You can enter up to three digits into the route amount of runs manually now. π Adjusted logic for auto-selecting which inputs and which buildings when creating a new route. π When editing a route, it will now force remember previous selected inputs, even if the target building wouldn't support the item anymore (eg. Marketplace to woodsaw with logs, change recipe from planks to staffs, and logs wouldn't be allowed anymore, but now it'll remain selected as otherwise it changed your route without the your knowledge.) π For creation buildings (eg. Quarry), it'll now use the creation recipes instead of crafting recipes. π Changing the worker count on a route no longer causes the route to be seen as finished, firing all workers. π If you select NoItem in a step, and switch the building, NoItem will remain selected.
Pre Alpha 0.6.5 is here! What's new? Character completely remade from scratch: -completely remade walking, running, crouch animations -foot placement implemented (if you stand on the edge of a platform your feet will be automatically placed accordingly) -you can now lean left or right by pressing Q or E -partial controller support added (you can't navigate through UI's yet using a controller) -you can now climb higher places if you press the jump button while in air, camera rotation and fov change was added with this addition -added animation for climbing smaller places, camera rotation and fov change was added with this addition -if you jump from a high place your character will roll, camera rotation and fov change was added with this addition -added extra camera shake for every movement(walking, running, crouching, idle, etc.), this was requested a lot by everyone
Completely remade the Inventory system and now it will be a lot easier to add new Items to the game with unique animations: -added tooltip widgets when hovering an item to get information about it -to equip/drop and item you have to press the item and a menu will pop-up under it, this is the place where you will be able to change your flashlight batteries in the future
-Ceiling lights texture and model changed in Level 0
The intro part of the story: -the laboratory is around 40% done and you can now explore it in the game!
and many more but these are the main things!
Bug Fixes: -I think all the previous bugs were fixed and I need more feedback on new bugs since there will probably be a lot because I remade and changed a lot of stuff
Note: Achieving a character like this was extremely complicated and I never thought I would be able to do it (combining rolling, flashlight aim offset, climbing and leaning while also maintaining flexible animation where character can use one or both hands for certain items) so there still might be some bugs. Some of the player character sounds were removed because I will replace that system with a more complex one, so the character will have different sounds for running, climbing, rolling, walking, jumping, etc. There will be a battery system implemented soon for the flashlight, if the button doesn't work, that's because it's still in the work!
If you've been collecting a ton of common marbles then don't despair; you can finally put them to good use. You can grind them to crystal dust and grow new marbles using the marble crystalizer. If you sell a weapon that contains marbles, the dust will also be recovered.
Access the Crystalize window from the Stash.
Add crystal dust to crystalizers until you see one or more marbles forming.
While you play the game, the crystalizers will grow the new marbles, completing them in roughly 20 minutes.
Revisit the Crystalize window to see progress and to claim the fully grown marbles.
New marble types are random, with the same chance per type as the ones that drop from enemies.
We also fixed a bug that prevented the player's hp bar from showing while it had more than 90% health.
The Critical Hit Damage upgrade now gives 5% instead of 10% more damage per level. Critical damage is already 200% so we decided to make this small adjustment.