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Aground Zero News

Update 0.3.23 - Minor bugfix

This is a small patch - it does add some progress on mars, but you cannot access it without cheats (and doing so is a bad idea, it might cause problems with your save later).

Changelog
  • Added elemental damage system (same as original Aground). It'll be used for elemental spellbooks later, and mods can use it now.
  • Added toggle all option to select structure window (com station/device)
  • Fixed a splitscreen controls bug, and a few other minor fixes.

Bugfix Update 0.3.22

This is a small update that has some minor improvements and bugfixes. I've mostly been working on Mars, and while that's not ready to upload, I did decide to make a sneak peek video for it:

[previewyoutube][/previewyoutube]

Changelog:

  • Doors now auto-close when mount beetle explorer
  • Transfer all now ignores the top row of player inventories if there is more than one row.
  • Optimized oxygen so that it doesn't hang when filling very large areas
  • Game now keeps track of items collected
  • When the cryopod crashes at the beginning of the game, you now lose health
  • Chromium is now mined faster at rigs


It might take some time before Mars is ready, but I hope you're looking forward to it!

Update 0.3.21 - Welcome to CaptAIn's Colony!

Today's update adds the surface to CaptAIn's Colony! It's a single island that you can develop however you want and even invite colonists to help out! The island also adds grass and trees, which you can move to other planets (even the moon, as long as you make a greenhouse and place an oxygen generator inside). I made a quick video showcasing the new island (and the space station, which I've never made a video of before):

[previewyoutube][/previewyoutube]

The full changelog is as follows:

  • Added colony surface
  • Added interstellar teleportals (unlocks on reaching colony surface)
  • Added dirt blocks that grow grass on top on planets with oxygen
  • Added trees - can be found on the colony surface, or revived from coal
  • Shovel and painter now show all sides of block properly (but it still shows the wrong offset and rotation for ramps)
  • Painter can now paint glass blocks
  • Glass ramps are now created using glass items (instead of shovel)
  • Added option to auto-eat from largest food stack
  • Added deferredInit which makes the infoInit block run AFTER all mods are loaded (for modding)


I'll be switching back to Mars and the next stage of the magic path (I already have a few of the combat books done), I hope you're looking forward to that!

Minor Update 0.3.18

This week's update is not a big one, but I've been working on spellbooks that will unlock on Mars, and have plans for allowing you to descend to the colony world in a future update as well!

The full changelog is as follows:

  • Added bombardment shield (talk to anomaly to unlock) - you can finally stop meteors from falling!
  • Added a new hairstyle, and improved the ponytail and bowl hairstyles
  • Added incinerator structure that permanently destroys items (unlock in blueprint printer)
  • Allowed renaming vehicles
  • Fixed requesting items through teleportals with multiple belts leading to the same teleportal
  • For modders, added dropLoot function to enemies, and allowed stackable="number" for custom-sized item stacks
  • Help I'm stuck will now return you to the start even if you somehow end up in an undefined location.

Spellbooks - Update 0.3.16

After the colony update, I switched back to the magic path. I'm currently working on adding Mars, but it is not done yet. However, all of the utility spellbooks are done, so I decided to post an update so you can play around with them! Here's a video of me using all the new spellbooks:
[previewyoutube][/previewyoutube]

You may notice that you can no longer craft the book of summoning in the magic lab - it unlocks with the rest of the spellbooks. Simply talk to the anomaly, and you'll either get a quest, or they'll immediately unlock spellbooks depending on your progress.

Changelog:
  • Added 5 utility spellbooks
  • Added quest to Anomaly to unlock them
  • Added mars orbit (the planet itself will come later)
  • Items can now be requested through teleportals
  • Added feed slot to dragon - works like the trash slot and accepts shift+click (much easier than the feed button, and you can leave food in the slot for it to eat automatically when hungry)
  • Added rename worker bot button
  • The Next/Prev Tool keys will now switch tabs in the structure selection window


Updates may slow down a bit at this point, as our modeler is sick and I'm missing things I need to complete mars. But, I'll keep you posted with progress, and I might post more videos as I go!