Those of the present have had to deal with the implications of the “dead” coming back time and time again. But some of those long-lost friends want to catch up on the things they missed. But can we ever go back again?
Event Name: Missing Pieces Event Type: Galaxy Event Start: Thursday, [06/06] at Noon ET (16:00 UTC) Event Finish: Monday, [06/10] at Noon ET (16:00 UTC)
Squadrons: Y Crew Sharing: N Faction Winner Bonus: N
Event Crew: Niners Jadzia (STT Original) (New) 5* , Human Neelix (Existing) 4*, and LD Rom (New) 5*
Mega Crew Threshold: Displaced Boimler (New) 5*
Ranked reward 5* crew: Warship Torres (STT Original). - this crew will be featured event crew in the event starting on [06/13].
Bonus crew - high bonus: event crew - small bonus: variants of Boimler, Jadzia, Neelix, Rom, and crew with the ‘STT Original’ trait.
Event Faction Dominion, Ferengi Traditionalists, and Romulan Star Empire
New crew: Displaced Boimler 5*
FE 1/5, Level 100, DIP 654 (154 - 307), ENG 328 (99 - 207), SCI 943 (222 - 420) FE 5/5, Level 100, DIP 1102 (154 - 307), ENG 553 (99 - 207), SCI 1333 (222 - 420)
Parasites Various different parasites now inhabit the world. They can infest Onbu and be both harm- and helpful, depending on your current situation. External parasites can be fought with the new Pest Control building, while internal parasites are removed by the Injector. Some external parasites even lay eggs, allowing you to collect them and start your own parasite farm. Or you can just cook and eat them.
Cult of Onbu You can now feed villagers to Onbu. Not only does this fill up Onbu’s belly, but it also terrifies your villagers so much that they will stop revolting and start seeing Onbu as a divine being. They will then demand more sacrifices to Onbu, or become more and more unhappy with each level of the cult.
Stand still command The hornblower now has a separate command to make Onbu stand in place. Useful in biomes where the ground is poisonous, or for avoiding certain parasites.
New buildings
Large water tank
Pest control
New resources
Eleflea egg
Poached eleflea egg
Sporemoth egg
Scrambled sporemoth egg
Balancing
Jungle flu affliction replaced with Plague Gnat external parasite
Tapeworm affliction replaced with Tapeworm internal parasite
Renamed Panacea to Insecticide, removed the need to research it and changed its recipe in the Laboratory to include Spore Essence
Improvements
Savefile performance and size optimization
Various performance improvements (UI, Jobs, …)
Added a visualisation layer for earthquakes on Onbu’s back
Added a heartbeat button to the top bar, showing details about Onbu’s current rate of metabolism
Changed Onbu interaction UI to the same style as the building menu
Added injector, feeding pump and Onbu punisher missions to Onbu interaction UI
Onbu movement notifications do not log transition states anymore
Workers now get their own seed resources (water for planting for example) when they have nothing else to do
Buildings now have different resource slot sizes per resource, preventing them from hoarding rare resources
Added a second row to the status effect display
When marking a house for deconstruction, the amount of beds is only decreased after it is deconstructed, making the transition to better housing easier
Bugfixes
Fixed a bug where the mouse cursor wouldn’t show up on consoles
Fixed a bug where quarry and sawmill would mine another boulder or trunk rather than the one the player intended
Fixed a bug where miners would mine on a empty spot
Fixed a bug where water was listed as last eaten food
Fixed a bug where saving in the world map view during an earthquake would trigger camera shake effect after zooming in or loading
Fixed wrong hiding/showing of gamepad cursor
Fixed repair tool filters
Fixed destruction tool shortcut
Fixed the plantation temperature sometimes showing the arrow out of range
Fixed a crash that could occur whenever poisonous fungi spawned
Fixed bug which lead to a missing village
Visual Improvements
Fixed door locations for Trade Post, Pest Control and Spore Distillery
Add resource stack assets for parasite eggs, simple and gourmet meals
STAR WARS™: The Old Republic™ - SWTOR Community Team
PvP Season 6 "Great Pirate Hunt" is coming with the launch of Game Update 7.5! Previous seasons ran irrespective of game update launches, but beginning with 7.5, PvP Seasons will be tied directly to game updates going forward. Below are changes that players will see once the new season begins:
PvP Seasons will run for 16 weeks (up from 12 weeks).
Maximum Season Levels increased to 30 (up from 25)
Total points required to complete the PvP Season will be 9000 (up from 7000)
Warzone Medpacs and Adrenals will be added to the reward track
Below is all the information about season objectives and new rewards players can earn or purchase from the seasonal vendors, Tullek and Giradda the Hutt.
Season Objectives
F2P and Preferred players will receive 4 Weekly Objectives while Subscribers will receive 6 Weekly Objectives upon the Weekly Reset. All players can complete up to 4 objectives per week to make progress on the reward track.
More armor sets, decorations, titles,, and an achievement will be coming with Season 6! Here’s a breakdown of all the seasonal rewards.
(PvP Season 6 Blue and Red Flag - Toys)
Titles and Emote
Legacy Title: Privateer
Meta-Achievement Title: Pirate of Pirates
Character Title: Pirate Hunter
Text-Only Emote: Arr
Armors
(Cosmic Corsair Armor and Corsair’s Radiance Armor - earned on PvP Reward track)
(Astromarauder’s and Cosmoraider’s Armors - found on PvP vendor)
(PvP Season 6 Trophy (Large), PvP Season 6 Trophy (Small)
(PvP vendors, Giradda the Hutt and Tullek, can be found on the Fleet in the Combat Training area)
Tullek
Tullek will update his inventory with new rewards when the season starts. Below are the items that will be available for the duration of Season 6. And at the end of the season, they will move to Giradda’s inventory:
Vendor Item
Cost
Astromarauder's Armor Lockbox
6 PvP Tokens
Cosmoraider's Armor Lockbox
6 PvP Tokens
PvP Season 6 blue and red flags
2 PvP Tokens
Walk the Plank Decoration
2 PvP Tokens
Pirate Cove Plank Decoration
2 PvP Tokens
Giradda the Hutt
Giradda’s inventory will also be updated with rewards from the previous PvP season, “Fortune and Fame.” A collection of previous replicas and trophy decorations will still be available in the inventory rotation. Below are the items that are permanently available (new additions in bold):
Vendor Item
Cost
Plunderer's Greed Armor Lockbox
6 PvP Tokens
Flair: Pirate's Bounty
4 PvP Tokens
Blue Battle Flag (Season 5)
2 PvP Tokens
Red Battle Flag (Season 5)
2 PvP Tokens
Overflowing Treasure Chest
1 PvP Tokens
Rampaging Bandit Armor Lockbox
6 PvP Tokens
Renegade Bandit Armor Lockbox
6 PvP Tokens
PvP Season Blue Flag (Season 4)
2 PvP Tokens
PvP Season Red Flag (Season 4)
2 PvP Tokens
Scorched Warlord Armor Lockbox
6 PvP Tokens
Sandstorm Raider Armor Lockbox
6 PvP Tokens
PvP Season Blue Flag (Season 3)
2 PvP Tokens
PvP Season Red Flag (Season 3)
2 PvP Tokens
Shadeveil Assassin's Armor Lockbox
6 PvP Tokens
Shadowfiend Armor Lockbox
6 PvP Tokens
PvP Season Blue Flag (Season 2)
2 PvP Tokens
PvP Season Red Flag (Season 2)
2 PvP Tokens
Cartel Enforcer Armor Lockbox
6 PvP Tokens
Cartel Delegate Armor Lockbox
6 PvP Tokens
PvP Season Blue Flag (Season 1)
2 PvP Tokens
PvP Season Red Flag (Season 1)
2 PvP Tokens
Each rotation group (A, B, C, and D) of Giradda’s inventory will be available for 1 week and then cycle out for 3 weeks during the weekly reset (on Tuesdays at 12:00 PM GMT/UTC - 7:00 AM CT).
Group A
Vendor Item
Cost
Gladiatorial Nexu Replica
20 PvP Tokens
Rombuk
20 PvP Tokens
Battleworn Holo-Rancor
20 PvP Tokens
Replica Victorious Mystic Armor Lockbox
20 PvP Tokens
Replica Furious Battler Armor Lockbox
20 PvP Tokens
Replica Furious Weapon Lockbox
20 PvP Tokens
Replica Predacious Weapon Lockbox
20 PvP Tokens
Replica Victorious Assault Cannon
16 PvP Tokens
Replica Baron Deathmark's Huttball Helmet
16 PvP Tokens
Replica Victorious Blaster Lockbox
16 PvP Tokens
Title: Orbital Station Obliterator
12 PvP Tokens
Replica Furious Red-Yellow Color Crystal Lockbox
12 PvP Tokens
Replica Eternal Gold-Blue Color Crystal Lockbox
12 PvP Tokens
Trophy Art: Alderaan Civil War
12 PvP Tokens
Trophy Art: Mandalorian Battle Ring
12 PvP Tokens
Trophy Art: Tatooine Canyon
12 PvP Tokens
Human Frogdogs Player (Female)
12 PvP Tokens
Damage Trophy: Season 9 (Interior)
12 PvP Tokens
Frogdog Trophy: Season 9 (Interior)
12 PvP Tokens
Health Trophy: Season 9 (Interior)
12 PvP Tokens
Rotworm Trophy: Season 9 (Interior)
12 PvP Tokens
Group B
Vendor Item
Cost
Giradda's Special Pet Nexu Replica
20 PvP Tokens
Replica Victorious Combatant Armor Lockbox
20 PvP Tokens
Resourceful Renegade Armor Lockbox
20 PvP Tokens
Unrivaled Guardsman's Weapon Lockbox
20 PvP Tokens
Replica Furious Mystic Armor Lockbox
20 PvP Tokens
Replica Commanding Weapon Lockbox
20 PvP Tokens
Replica Giradda's Rancor
20 PvP Tokens
Replica Victorious Saberstaff
16 PvP Tokens
Replica Victorious Lightsaber Lockbox
16 PvP Tokens
Title: Canyon Crusher
12 PvP Tokens
Replica Swashbuckling Black-Blue Striated Color Crystal Lockbox
12 PvP Tokens
Frogdog Gold Color Crystal Lockbox
12 PvP Tokens
Replica Juvenile Rancor
12 PvP Tokens
Trophy Art: Novare Coast
12 PvP Tokens
Trophy Art: Onderon Palatial Ruins
12 PvP Tokens
Trophy Art: Odessen Proving Grounds
12 PvP Tokens
Trophy Art: The Voidstar
12 PvP Tokens
Rotworms Player (Krex)
12 PvP Tokens
Empire Trophy: Season 10
12 PvP Tokens
Gree Trophy: Season 10
12 PvP Tokens
Republic Trophy: Season 10
12 PvP Tokens
Speed Trophy: Season 10
12 PvP Tokens
Group C
Vendor Item
Cost
Baron Deathmark's Furious Walker Replica
20 PvP Tokens
Baron Deathmark's Predacious Wrangler Replica
20 PvP Tokens
Replica Victorious Infiltrator Armor Lockbox
20 PvP Tokens
Precise Insurgent's Weapon Lockbox
20 PvP Tokens
Airborne Invasion Armor Lockbox
20 PvP Tokens
Replica Furious Combatant Armor Lockbox
20 PvP Tokens
Replica Swashbuckling Weapon Lockbox
20 PvP Tokens
Replica Victorious Blaster Rifle
16 PvP Tokens
Title: Cove Cutthroat
12 PvP Tokens
Title: Slayer of the Square
12 PvP Tokens
Replica Predacious Gold Green Color Crystal Lockbox
12 PvP Tokens
Rotworm Purple Color Crystal Lockbox
12 PvP Tokens
Trophy Art: Ancient Hypergates
12 PvP Tokens
Trophy Art: Corellia Square
12 PvP Tokens
Trophy Art: Orbital Station
12 PvP Tokens
Trophy Art: Quesh Huttball Pit
12 PvP Tokens
Trophy Art: Yavin Ruins
12 PvP Tokens
Trophy: Giradda's Pleasure Barge (Holo-Replica)
12 PvP Tokens
Empire Trophy: Season 10 (Interior)
12 PvP Tokens
Gree Trophy: Season 10 (Interior)
12 PvP Tokens
Republic Trophy: Season 10 (Interior)
12 PvP Tokens
Speed Trophy: Season 10 (Interior)
12 PvP Tokens
Group D
Vendor Item
Cost
Baron Deathmark's Swashbuckling Cutter Replica
20 PvP Tokens
Giradda's Acklay Replica
20 PvP Tokens
Ember Makrin Replica
20 PvP Tokens
Replica Victorious Battler Armor Lockbox
20 PvP Tokens
Replica Furious Infiltrator Armor Lockbox
20 PvP Tokens
Replica Gladiatorial Weapon Lockbox
20 PvP Tokens
Centurion Defender Weapon Lockbox
20 PvP Tokens
Replica Victorious Sniper Rifle
16 PvP Tokens
Title: Mesa Mauler
12 PvP Tokens
Title: Battle Ring Brawler
12 PvP Tokens
Replica Gladiatorial Gold Outline Color Crystal Lockbox
12 PvP Tokens
Replica Commanding Burning Orange Color Crystal Lockbox
The game is up and running again. Hopefully you'll be running and collecting those diamonds too. And hopefully this didn't become unplayable for someone who already bought this as unreal doesn't seem to support 32bit systems anymore, not by a quick glance anyway.
The core idea of the game is the same. You run around, survive and try to make it to the end. There were couple further levels in the old version, but they were literally just a slight variation of the first "main level" meaning one had a single monster and other had increasing amount of that same monster but there would've been no other significant mechanical differences or new challenges. So it made more sense for me to keep it a single level and try to combine some of the elements, the chasing enemy and the ability to throw diamonds at it.
Fun fact: the original idea back in the day was to make diamonds have local lights on them and as you collect them, the room gets darker because as diamond disappears the local lightsource also disappears. It made the game unplayable with hundred realtime lights literally killing the computer and I couldn't figure out how to implement baked lights to a realtime procedural spawning system. But since the orb makes the room dark anyway, I guess that brings this idea back at least partially and unintensionally because I had forgotten about it until now.
The local scoring system is gone. Other original idea was to REALLY make this arcade, so you literally run as long as you can and make as much score as you possibly can. But the more I kept playing this game, the less I cared about the score and the more I simply just wanted to beat this stupld game. So I kept getting more and more "beating the game challenge" approach to this, rather than "scoring" challenge. Also those dumbfake achievements are gone because they were silly. If I figure out how to use steam achievements and I come up with couple fun ones, I'd probably add some... maybe?
While removing things I also added other things. This game has a proper ending now. And you need to be able to do one simple thing in order to stop the timer and proceed to the end. I think that's going to be the real challenge in all of this.
Visually it obviously looks very different. I took upon my artistic freedom to come up with better looks and I hope, since it's unreal graphics that it doesn't make this game too much heavier.
I think these are the noticable main differences. Hope I didn't miss any.
PERF: Clicking the empty space caused lags when there were many upcoming trains
PERF: Station Panel optimized to handle many panels with many trains
FIX: Game crashed when transport demand was fulfilled for the first time by accepting / modifying a contract (corner case)
FIX: Happy passenger score panel was not being shown on activating happy passenger on a saved map from the cheat window
FIX: Long-haul transport demand itineraries allowed disembarking from a non-stop train
FIX: Passenger icons where placed incorrectly when platform has multiple bends in it
FIX: Wait for fetch of workshop maps from steam before attempting to load latest save if it is workshop map save
Note: Version 2.1.19 contained a bug and was skipped.
- Several battle rebalances, minor bug fixes, dialogue tweaks, and sequence break fixes, courtesy of the fantastically supportive Steam community, especially Francesco Funiati and the excellent reviewers from Still Loading Podcast. Check out the podcast here:
Today, we'd like to introduce another of Deathbound's key mechanics: the 4-hero party system. A few weeks ago, we explained what a Morphstrike is – you can find that post HERE.
During your crusade through the forbidden city of Akratya, you will be able to collect the Essences of seven Fallen Warriors. These are playable characters with whom you can form a 4-hero party . Each Essence is a complete character with their own story, gameplay characteristics, and personality, as well as unique abilities and gameplay features. You can switch between the four Essences in your party at any time, allowing you to change the set of available skills, weapons, and strategies during the game. Open your attack with a heavy burst of melee damage before finishing off with a burst of magic! This is the essence of the 4-hero party system in Deathbound.
But that’s not all. As we mentioned earlier, each of the Fallen Warriors has its own personality, motivations, and beliefs. This creates conflicts and synergies between the warriors, which affect gameplay and your party's dynamics. Synergies result in smaller buffs (e.g. + 10% Ranged Power) that increase the stats of each warrior in the party. Conflicts, on the other hand, cause debuffs that affect your team (e.g. – 15% Critical Bonus) but also grant a significant buff to your stats (e.g. + 10% Life Steel). Therefore, when choosing warriors, you need to make decisions wisely and adapt them to your playstyle.
The differences between the Fallen Warriors, as reflected in the conflicts and synergies within the 4-hero party, are just the beginning. Each Fallen Warrior is unique, and we aim to highlight this through the conversations between them. These dialogues serve as commentary by the playable characters on the events in Akratya and the story we’re presenting in Deathbound.
Which Warriors you choose for your party will also impact how you unravel the mysteries of the city and its history. Not all characters can uncover the echoes of the past scattered across the levels in Deathbound.
Additionally, some characters may not be attacked by enemies belonging to the same faction. As seen in the demo version, some side quests are exclusive to individual Fallen Warriors.
All of this forms the party system in Deathbound, the core mechanic on which our game is based. We hope you find this post interesting and will follow our future publications. In the coming months, posts on the Steam Community Hub will appear every week. Through these posts, you will discover Deathbound's most important mechanics, learn about the lore, and read interviews with the developers, gaining insight into their vision for the game.
As you await the launch of Deathbound later this year, you can begin crafting an unbreakable synergy now by wishlisting Deathbound on Steam and joining the official Deathbound Discord server.
It's time to reveal what our three developer strong team here at Bugbyte has been up to for the past months. We have been working on a new Major Update and we are ready to show all the hot new stuff coming up!
Alpha 19 adds improvements and new content to a wide range of areas. A black market and a expanded contraband system, new crew combat weapons and weapon attachments such as flamethrowers and grenade launchers, stun weapons and many new items crew members can use, organ harvesting, alien parasites, learning computer, new furniture, a holy cow and more!
Space Haven Alpha 19 is now available to play in the Unstable (Work-in-Progress) branch. As a reminder, the update process is as follows:
A new Update is first available in the Unstable/Experimental Branches.
Players, who do not mind playing a more unstable version, will first want to test the new update.
Once the Unstable/Experimental versions of the new update build looks solid and stable enough we will push it out officially to all players!
NOTE!Joining Unstable/Experimental is completely optional, and you should only do it if you are willing to risk that some new bugs are introduced, which could affect your game play and potentially break your save.
Please do not join the Unstable/Experimental branches if you don't want to risk breaking your save or have the game break on you in midst of play!If you want to play a more stable version please wait for the official release of the update.
Here is how you join the Unstable Branch:
Open Steam Library
Right click Space Haven
Select Properties
Go to tab 'Betas' at the top.
Select 'unstable_work_in_progress' in the drop-down.
To see what has been added, check the in-game patch notes.
Giving Feedback
Please give your feedback in the experimental branch forum. Link below:
Let us know what you think of the new features and if something should be altered or tweaked in your mind. Perhaps something makes the game too hard or something is too annoying, let us know so we can get a feel for how the new features feel! =)
What's New in Alpha 19 Unstable Branch
The Black Market
The Black Market is available as its own tab at leisure, prison and research stations.
Up until now the game has only had a few contraband items and no way to really benefit from trying to be a black market dealer/smuggler in the game. We wanted to expand on this and make it possible to play as a smuggler, benefitting from trading in items seen illegal by the Military Alliance.
The new contraband system adds a Black Market to the game, which can be seen at leisure stations, prison stations and research stations. These stations have special individuals on them, dealing in black market items, allowing you to tap into this stream of income should you choose to do so.
Black Market dealers utilize small asteroids as a hidden way to deliver items.
Black Market dealers use stashes placed at small asteroid patches, which allows trading items out of sight from other parties. Shuttles will deliver the items to this asteroid, and the receiving party can fetch the items once they've been delivered.
[h5]Dirty Prison Station Guards[/h5]
Dirty guards at prison stations allow you to smuggle goods in and out of the station.
[h5]Rogue Xenochemists[/h5]
Research station has rogue xenochemists. They can create CSP's. Cloud substance pills. Made from alien enzymes. Cloud substance pills is a drug of the best form, when it comes to recreational use.
The Smuggler Storage
The smuggler storage allows you to better hide contraband items from nosy parties.
A storage for all the smugglers out there! Use this storage to better hide contraband items from faction inspections. A scanner cannot detect contraband in this storage. However, there is a small chance that a crew visiting your ship performing an inspection will find it.
Stashes at Derelict Ships
Derelict ships may now have stashes with some items hidden out of sight. Keep an eye out for these while exploring derelict ships!
Derelict ships can now have hidden stashes with items in them. Be sure to inspect what's inside them while exploring derelict ships, you may find some nice stuff in them.
Alien Parasites
While asleep, Jorge is having a bad dream and will unfortunately wake up realizing it wasn't a dream.
Alien parasites have been added to the game. These unwanted small creatures may find their way on your ship in multiple ways and once onboard they aim to hide themselves in the hull of your ship. Crawling inside the hull space they bide their time and wait for an opportune moment to strike an unfortunate crew member.
The Advanced Medical Bed
The Advanced Medical Bed is capable of scanning crew members and check for any non belonging micro-organisms or other illnesses.
Crew members can become infected with nasty stuff and it's about time there is some health scanner available to check what's going on inside the poor bodies of the crew members. The Advanced Medical Bed can scan crew members whenever they are having weird sensations.
[h5]Doctors and Surgeons[/h5]
In addition to the advanced medical bed we have added surgeons to the game. Crew members with a medical skill of 6 or higher are now considered surgeons while crew members with lower than 6 are considered Doctors. A surgeon is needed to operate an Advanced Medical Bed.
Alien Organs
Organ harvesting is now possible at the Autopsy Table.
Organs can now be harvested by using the autopsy table. Organs may have some value at the Black Market in select places. Harvest your very own organs today!
New Weapons, Weapon Attachments & New Items
Jorge's Revenge. He thinks it's a dish best served GRILLED!
Jorge takes his revenge on the aliens after being subjected to an alien parasite ruining his sleep. The Flamethrower comes in handy when needing to take care of many crawlers all at once.
Jorge's inventory showcasing the weapon attachment slot and a bunch of new items.
We've added weapon attachments, allowing for a variety of new firepower to be introduced to the game. Weapon Attachments can be attached to rifles, giving the weapon a secondary attack that you can choose to apply strategically whenever you see fit. New Weapon Attachments include:
Flamethrower - This flamethrower projects a stream of flammable liquid, which allows some bouncing the stream off walls and causing areas hit to take fire.
Explosive Grenade Launcher - This grenade launcher is designed to attach to a rifle. It gives a rifle a secondary attack in form of firing a grenade at a target.
Incendiary Grenade Launcher - Launches incendiary grenades, igniting fires around their hit point.
Shotgun Autoloader - Allows the user to reload the shotgun a bit faster, increasing rate of fire.
Tactical Grip - This weapon attachment allows the user to get a better grip of the weapon and increases accuracy.
Basic Scope - A telescopic sight, commonly called a scope. This basic rifle scope improves accuracy.
[h5]Stun Weapons[/h5] Annie equipped with the new Stun Rifle. Designed to capture hostile life forces.
We've added stun weapons to the game. These weapons can be used to capture enemies as they are designed to incapacitate and be non lethal weapons.
Additionally, we've also added some new items out of which many are intended for crew combat use. These include:
Combat stimulants - Boosts a crew member's energy level when it is most needed.
Mood stimulants - Can be used to delay mental breaks. If they are used too much side effects will appear.
Nano wound dressing - Injectable wound sealer with nanobots.
Bandages - For covering open wounds after battles.
Small Breaching Charge - Small explosive charge designed to destroy walls and doors. Allows boarding teams to create alternative paths inside enemy ships and stations.
Space Suit Oxygen Extender - A type of armor that gives additional oxygen reserves for a crew member when wearing a space suit.
New Research Modules
New Research Modules have been added to the Research tree.
The tech tree has been updated with new research modules, featuring some of the new items we've added to the game. These include:
Advanced Disassembly - Adds new options for the Recycler. Disassemble resources back to the component resources they were created from.
Alien Enzyme - Allows the Chemical Refinery to produce a stimulant substance created from aliens.
Stimulants - A research module with combat and mood stimulants.
Nano wound dressing - Injectable wound sealer with nanobots.
Advanced Medical Bed - This bed is specially designed to perform body scans to identify wounds, illnesses and other health threatening conditions of your crew.
The Learning Computer
Crew members can now study and learn skills at this learning computer, up to a certain level.
We've added a learning computer to the game. This training computer uses fully immersive gamified learning environment technology in a wide range of subjects and skills. Allows your crew members to study and learn new skills.
The crew management menu has a new tool for marking study hours in the schedule and also a new tab for creating so called learning rules.
The crew management menu has a new tool for marking study as a secondary task in the schedule tab and additionally a new tab dedicated to creating so called learning rules. Together these allow you to dictate when your crew members should study and which crew members are allowed to study.
The Holy Cow
Crew who report seeing a golden cow flying in space should undergo mental health care program Mike-Zero-Zero.
In the post-Apocalypse age, the cow is still a symbol of everything that was bountiful in the Earth's past. Though some members of the Cult of New Haven decry these statues as sinful, to most crews they serve as a reminder of humankind's prosperous history, and a promise to see it restored amidst the stars.
Crew who report seeing a golden cow flying in space should undergo mental health care program Mike-Zero-Zero. However, should you see this monument be sure to investigate to see what it may hold within.
Small Hope Scenario - Select Starting Ship
You can now select another ship as the starting ship in the Small Hope Scenario.
A small feature addition but bound to give a breath of fresh air to one of the starting scenarios. We have added a way to select a starting ship in the Small Hope Scenario, allowing you to start with another small ship instead of the default one.
New Furniture
New tables! Note the availability of more options when hovering over a table in the build menu.
We've added a bunch of new tables to decorate your ship with! These can be found in the build menu under the furniture tab. Note that the build menu has been updated and there's now more options available when hovering over a facility/item in the build menu.
Would you look at that! The tables and the carpet match. Will be great to sit down and eat here.
New Entertainment
River relaxing with some fun single user activities after a long day.
We've added a new personal entertainment facility to the game. The crew can sit down and entertain themselves with with various single user activities.
Giving Feedback
Please give your feedback in the experimental branch forum. Link below:
Let us know what you think of the new features and if something should be altered or tweaked in your mind. Perhaps something makes the game too hard or something is too annoying, let us know so we can get a feel for how the new features feel! =)