Added wire extruders to Grit Gate, Yla Haj's workshop, and the Yd Freehold.
We made several balance changes to the Horns mutation.
Horns now costs 4 mutation points instead of 3.
Changed the damage scaling from 2d(3+[rank/2]) to 2d(3+[rank/3]).
Changed tho to-hit bonus scaling from +rank to +(rank/2)+1.
Changed bleed damage scaling from 1d2+(rank-4)/3 to 1d2+(rank-4)/4.
Changed the bleed save target from 20 + 3*rank to 20 +2*rank.
We made some balance changes to Single Weapon Fighting.
Made all the stat requirements Strength OR Agility instead of just Agility.
Descreased skill point cost to 100sp.
Renamed Expert Strikes to Penetrating Strikes, increased the skill point cost to 200, and increased the stat requirement to 23.
Broke Weapon Mastery into two skills: Weapon Expertise and Weapon Mastery. Expertise costs 150sp and has a 21 stat req, gives 50% chance for a second attack. Mastery costs 300sp and has a 29 stat req, bumps the second attack chance up to 100%.
You can now make offhand attacks with horns and stingers even if Single Weapon Fighting is toggled on, but if you make either one your primary weapon, then you do not get offhand attacks with the swapped limb.
Made Penetrating Strikes no longer apply to non-creature walls.
Extra attacks from Weapon Expertise and Weapon Mastery now trigger off activated weapon abilities.
We made some balance changes to Multiweapon Fighting.
Made all the stat requirements Strength OR Agility instead of just Agility.
Increased the stat requirements of Multiweapon Expertise and Multiweapon Mastery from 21 and 25 to 23 and 27, respectively.
Increased the skill point cost of Multiweapon Mastery from 150 to 200sp.
Gave the Girsh nephilim base resistances.
Gave portable wall a new tile.
When two spacetime vortices come into contact, they now explode instead of one being sucked into the other.
Stable, stationary spacetime vortices are now points of interest.
Creatures now refuse to chat or trade with you when they are on fire.
Kesehind now knows how to use the shield he carries.
Walking by flowers now refers to some flowers rather than a set of flowers.
Made some performance improvements to autoexplore.
Added a popup message when a companion fall down a pit.
Improved messaging when robots are affected by Sunder Mind.
Temporarily replaced overly long melee attack sounds.
Irisdual beam is now more audible through walls.
Fixed a bug that caused the legendary grand newfather's followers to be much lower level than they should have been.
Fixed a bug that caused lockups in autoexplore.
Fixed a bug that made Flaming Ray and Freezing Ray hands variants stop working after eating the Cloaca Surprise or Crystal Delight.
Fixed a bug that made the first deployment of a stasis grenade's stasis field be unaffected by normality.
Fixed a bug that brain brine to not be consumed upon drinking.
Fixed a bug that prevented entering clams.
Fixed a bug that caused the achievement for defeating a chrome pyramid to not be awarded.
Fixed a bug that caused you to be unable to attack with hooks for feet.
Fixed a bug that caused hooks for feet not to regenerate again.
Fixed a bug that caused irisdual beam's vfx to be delayed by the firing of other missile weapons.
Fixed missile weapon VFX from offscreen zones being displayed.
Fixed pagination controls on character generation screens.
Fixed a bug that would rarely cause an object to become invulnerable. []*Fixed a bug that would rarely cause a UI lockup when interaction with an object.
Fixed a bug that made Flaming Ray and Freezing Ray hands variants stop working after eating the Cloaca Surprise or Crystal Delight.
Fixed the spelling and capitalization of Dyvvrach's name in the fourth step of If, Then, Else.
Fixed a typo in a medassist module loading message.
[modding] The Consumer part now has the fields Message and FloatMessage for configuring its message log message and, optionally, a floating text message.
[modding] The parts Breeder, LeavesTrail, LeaveTrailWhileHasEffect, PopulationSpawner, and DeploymentGrenade all now support extended blueprint syntax (# can preface a comma-separated list of blueprints to select from, and @ can preface a population table name). The first four also have a new Range parameter that allows objects to be deployed at a randomizable range from the source.
[modding] ModSerene and ModHorrifying now work with existing equip slots configurations, adding a head and/or face requirement if not already present, rather than replacing existing configurations entirely.
[modding] Any mutation that grants natural equipment (such as wings or hooks for feet) can now specify variants using the "MutationEquipment" tag.
Select a playstyle that suits you. Difficulty is almost the same, just a matter of pacing. What Progressive mode means is you'll progress between screens and pages without interruption or time to try and think to solve unusual puzzles, get easier hints, etc. A fast paced back of space.
If you encounter any problems in the game, you can add me as a friend at any time!
Game background:
Although being sick and hospitalized is not something worth celebrating, as the most involved employee in the company, due to the accumulation of long overtime work, he was finally overwhelmed and fell ill... but he gave himself a short vacation. The company hired a nurse to take care of your daily life for you, and she left a deep impression on you the first time you met her. Her name is Owei She has red hair, tattoos, and is a beautiful woman with a gentle and considerate personality, but... she always makes strange noises in the middle of the night, and you dare not say a word while lying on the hospital bed... With doubts, you quietly followed her here tonight Take a look inside the compartment...
How are we already about halfway through October? I swear time moves differently when you make video games.
For the obligatory cat open I offer an additional story -- if the void boy can't get immediate attention he hops up on the side desk and licks me.
Don't worry, he gets all the pets and warm laps he could ever want.
These past two weeks have been pretty cool because a lot of content creators have been... you know, creating content. But like specifically about Underspace, so that's the cool part. And I thought it would be equally cool to showcase one each week as a way of supporting them supporting Underspace type thing.
This week I want to shout out Captain Collins, who I feel like went fairly in-depth in his gameplay video. Cool guy, cool video, gave him a subscribe and, if you want, could totally do the same.
The biggest focus this week was on missions. I worked on random missions -- including writing up all descriptions and outlines for random missions -- and rewrote generic mission descriptions. I also implemented general mission stuff: missions can now spawn general objects and track them, they can now override the mission control character, and mission code can be called by quests, Finally, I changed how mission difficulty scales the health and power of spawned enemies.
Only about a third of the random missions are fully implemented at this time. There's a decent amount of variety in these random activities, from participating in ritual sacrifices to being a product tester for experimental ship equipment.
The other thing, though it's still a WIP, is that missions can do some further overrides on the fallback elements of the mission generator system, in particular random missions can have unique characters as mission control, so particular factions will have characters from other quests or storylines oversee one, instead of the generic fallback mission control character.
Lanelines continue to get more work. Lanelines now have offsets based on the number of travelers, and now players won't have their butt smacked by incoming starships on lanelines. Video of the smooth, non-butt smacking transit here.
Last but not least, I implemented some new tileset stuff.
Well, technically that isn't the last thing I did, but it's spoiler stuff. So if you wanna see it, join the Underspace Discord and go to the Game Updates channel to check it out.
I feel like this devlog was a little light on images, so here's another cat pic.
How do you know it's Mimi's chair? Simple -- everything is Mimi's!
As always, I want to thank you all for your continued support, It's really cool to see your tweets, comments, and posts about Underspace. Want to shout at us if you haven't already? Please give the Underspace socials a follow: