Solo mode and enemies.
New weapon: Tetherblade.
New gadgets: Spider, Plantain, Albi Lavra.
Inventory size as a new stat.
Fuel mechanic in space.
Map size and seed shown in pause menu and on the stats screen.
Display when you can fly away.
Doubled ore in the map center to compensate for digging speed.
Win/lose description on the statistics screen.
10 new achievements.
Space included in the tutorial.
Display of head color when lit.
Local cursor lock in window.
Ore sounds in the menu.
Solo mode music (solo mode wave).
Cap on upgrade prices.
Bubble reworked: parry ability improved, duration shortened.
Gadget count now depends on map size instead of player count.
Each asteroid layer now guarantees at least one gadget.
Crystals must now be taken from the capsule via a separate interaction.
USO now attacks enemy Entities.
USO stops glowing after death.
USO health reduced.
USO capsule crushing radius adjusted.
Reduced digging cooldown after taking damage.
Albi now has a larger digging radius.
Gadgets now spawn more sparsely and distribution fixed.
Weapon spawn behavior changed.
Balance of upgrades and quotas adjusted.
Explosion radius increased.
Radish moved to the starting layer.
Dwarf now lunges toward the direction of the hands.
Chance to spawn DeusExMachina changed.
Formula for Laser slow recalculated.
IceLaser now applies slowdown.
Bubble pickup radius reduced.
Parry sound made louder.
Upgrades button color changed.
Menu made pixelated.
"Exit" button in pause menu replaced with "Menu".
Mines could explode even when fewer than 3 were present.
Players could get stuck in the capsule wall.
Black hole collected resources thrown by players.
Dead players were still hearing sounds.
Sound of the USO falling alarm was not audible.
Some sounds ignored volume settings.
Music stopped switching while in pause.
USO jerked when firing.
Weapon visuals rolling away from dead players.
Players now correctly get pushed by bullets.
Dwarf could act indefinitely.
Explosion effect size was smaller than its actual radius.
Resource-bubble finally centered.
Some sounds temporarily disappeared after restart.
Auto-aim on long Entities.
Terminals for players 5 and 6 glitched and were not visible.
Landing lag and camera stutter for players 5 and 6.
Scrolling credits went off-screen.
After cancelling generation you could not return to menu.
Menu text was cut off at non-16:9 resolutions.
Input from gamepad hid the cursor in menus.
Memory optimization for damage-dealing objects.
Radish double glow removed.
Performance of ore pickup improved.
Repositioning/movement gadgets during digging.
Notification sound heard after game end.
Some visual bugs when exiting the capsule.
"Ready for the Big Leagues" should now be attainable with this update.
We are still busy working on a new title, but it is too early to reveal details.
Maybe later...
Thank you,
Evil Tortilla Games
The update includes:
- Displaying faction desires in doctrines via icons;
- More understandable text in the war window buttons;
- New achievement;
- Bug fixes;
Enjoy the game!
This patch fixes some potentially blocking issues where the Command Module RCS jets consumed too much fuel. I fixed the issue and made some minor balancing to the fuel consumption. This will be iterated upon in the next few patches.
The patch also fixes some additional things in the Gemini Target Vehicle positioning logic to allow me to further improve mission designs where the goal is to rendezvous and/or dock with a target vehicle in Project Gemini. I have updated the Gemini scenarios and campaign missions to reflect this change.
I continued to perform some minor tweaks to the Gemini panels described in the previous patch, and animated the Gemini ADI balls to torque between platform selections.
I also made a change to the Prograde Rotation Realism setting. This setting is relevant in Project Mercury and Project Gemini only as most platform operations are relative to the local horizon. Apollo it generally disturbs the guidance systems. This setting will now only be used in Mercury and Gemini, and always OFF in Apollo.
Patch notes:
- Blocking Issue: Fixed an issue with the Command Module SM and CM RCS jet fuel consumption
- Blocking Issue: Updated the Gemini campaign to use Ap circ burns
- Iterated on the Agena/Target Vehicle positioning system
- Tweaked some of the Gemini panel labels
- Fixed so the Enable Prograde Rotation realism setting (ON=unrealistic) is only optional for Mercury and Gemini, it is enforced OFF in Apollo spacecraft as it works against their guidance systems.
- Added drives to torque the Gemini ADI balls on platform changes
Enemies have been added in preparation for more story levels!
There have also been a bunch of general bugfixes and stability and quality of life improvements that I think are necessary before the release of v1.1 (hence the super long version name).
Full Changelog:
New Additions
Added the enemy block. This will spawn an enemy that will follow the closest player and damage them if they get hit. Can be killed by hitting corruption!
Added a versioning system. Downloaded levels will now show their version atop their name, and leaderboard entries will show which version they were published on.
Added screen shake on signal block.
Added area activator block. This will trigger an area trigger if it enters one, so no more physics-block contraptions needed!
Changes
Updated the UI a bit to be cleaner and more streamlined.
Made Automators display their new location and rotation in the form of a transparent projection.
Pressing CTRL now hides the editor UI for better screenshots/level thumbnails.
Made the -1 option on NPC's make them invisible.
Bugfixes
Fixed a typo in the main menu.
Fixed level settings resetting every time on new levels.
Fixed rotating trackers position snapping bug.
Fixed tracker blocks jittering when in online mode.
Fixed appearing block making physics blocks have no collision while disappeared.
Fixed physics blocks falling through launchpads sometimes.
Fixed invisible triggers not detecting anything in specific occasions.
Updated the way trigger areas work so it should function more like an actual area in-engine. (Should be a little more reliable)
Removed the false info text in the level settings about default player shape.
Added achievement support
Added Logs page with items and towers
Added negative difficulty sliders for difficulty reduction
Added proper XP bonus for higher difficulty
Added new modifier: Fuze price - increase (or decrease) price of fuzing items to player and towers
Added new secret level and amulet, that is unlocked after completing this level,
Added secret content to Blood Citadel
Added new Gate encounter
Fix: adjusted size of the minimap to correctly fit everything
Fix: particles sometimes appeared at (0,0) coordinates in multiplayer
Fix: play damaged animation only for local player in multiplayer
Fix: Item equip animation playing for every player in multiplayer when one player picks up the item,
Fix: resolved a critical bug causing desyncs in multiplayer where players could build a tower at same location due to improper checks
Fix: leave void text
Fix: Systems in lobby don't reset every time