Join us as we sit down with Graphite Lab to talk about qomp2! Matt and Mark, along with lead designer Brad Austrin play and discuss the making of qomp2. We go through the approach to designing a sequel to an indie cult classic, building on such simple gameplay, and how to integrate narrative into a game about a PONG ball.
Helicopter Too Feeble Helicopter is too feeble to taxi up the ramp on Gulliver.
Fixed a bug that determined the air pressure in a room, due to the ramp room being an outside room. The helicopter was unable to move because it was reading zero air pressure in its environment.
Helicopter Stuck in Ceiling Helicopter in vehicle bay on Gulliver gets stuck in the ceiling quite easily. Just take off.
Fixed.
Prone Movement Buggy Moving on a hill while prone is quite an experience. Sometimes you get dragged uncontrollably around the terrain.
Fixed.
Falling Damage Creatures, vehicles and spacecraft are not damaged by crashing into terrain. I can fall from orbit and land unhurt on the terrain.
Falling damage was disabled for a long time due to the previous prone movement bug. That bug invariably ended up killing you due to falling damage.
This is reported as "collision with terrain" in messages that report damage.
Due to the deadly nature of this change, a setting was added to enable/disable falling damage. It can be found on the Program page of the Settings window.
Lighting on Gulliver Ramp Lighting of the helicopter is incorrect on the vehicle ramp on Gulliver. It is pitch black.
Fixed.
Toxic Smoke When real bombs explode, there is a high concentration of carbon monoxide in the crater. Could the smoke in bomb craters be toxic in the game?
Smoke in bomb craters is now toxic. It causes suffocation damage, not poisoning.
Smoke from fissures is also toxic.
Smoke from volcanoes is not toxic.
New Avatar Bug I started several new avatars that never seemed to enter the game.
Changed the algorithm for finding a homeworld. The requirement for a neighboring ringworld became more stringent, causing the old algorithm to spend a lot of time searching, sometimes with no success.
Dear Silica community, the vast dunes of the Baltarus deserts just got more dangerous as new life emerges from the depths. Download our latest update and experience the close encounter of a worm kind for yourself. But the sand worms are not the only additions in update 0.8.29, as you can see in the changelog below.
Full changelog:
Added: Worm creature (spawnable but not buildable)
Added: Great Worm creature (spawnable but not buildable)
Added: Worms and Great Worms as ambient life
Added: Falling indicator to Hover Bike
Added: Indicator to aliens to show whether they cannot submerge due to structure/construction site
Added: Worm and Great Worm to Arena
Added: Aliens take into account movement of attack (Goliath roll, Crab pounce) for whether they can hit a target
Added: Automatic rotation towards nearest target for Crab attacks
Added: Benchmark level for measuring performance (via 'map benchmark')
Added: 'ObjectStats' console command to copy stats of all units and structures to clipboard Added: Ambient life allows manually spawned units
Fixed: Hover Bike no longer teleports away if AI unit is sitting in it
Fixed: Camera remained in previous position when boarding a vehicle as infantry