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5/9 Recent Updates

[Surface Adventure]

Several item pools have been added. Differentiate according to danger levels from 0 to 10.


A new type of automatically generated dungeon has been added: the underground tower, which is divided into 8 levels of height, from low to high, using corresponding difficulty levels of scattered items and building item pools, as well as monster species item pools.

Ten 20 * 36 * 36 ground towers have been pre generated and added to the dungeon pool of the block, so that they may be discovered on the surface during exploration. Oil bug species with a danger level of 0-7 are placed in order from low to high.

Thus, there is no need to explore blocks with a danger level of 0-10 in sequence, and it is possible to quickly meet monsters from easy to difficult.

Placed an additional oil bug ground tower to the north of the block near the initial base location, making it easier for beginners to discover and explore more quickly.

Modder can adjust parameters in the map editing window to randomly generate more instances of ground towers and set their positions in the script, or add them to the dungeon pool of the block.

You can also batch export JSON files containing the blueprint definition of the ground tower by reusing the parameters in the map editing window in the debugging window (automatically generated in the program running directory and effective in the data_core/ directory).


The initial block moves westward, with danger levels ranging from 1 to 9

Added rusty iron knives, rusty iron swords, rusty iron spears, rusty iron axes, rusty iron pickaxes, rusty iron bars, rusty iron bows, which can only be used about 30 times and are no different from the non rusty version.

More of these weapons, which can only be used temporarily, appear in the ruins.

Added knife technique, sword technique, spear technique, axe technique, pickaxe technique, stick technique, automatically learned when using corresponding weapons, and added damage to corresponding weapons.

Because it has been replaced by a mechanism that generates corresponding monsters based on the danger difficulty of each block, the old logic of generating unified weak monsters on the surface has been removed

Fine tuning of the types and probabilities of common surface ruins.



[Tower Defense]
Active attack defense tower buildings can now be configured, but the relevant mechanisms have not been optimized yet, so the number will be limited.

Each group is limited to a maximum of 30 defense towers, and old ones can be dismantled if upgrades are needed.

A new crossbow defense tower has been added, which will automatically be destroyed every 3 days.

The fire ring defense Tower will not automatically destroy, but it requires materials dropped by maze monsters to create.



[Difficulty Adjustment]
The remote attack point requirement for most ranged monsters has been adjusted to at least 96 points (approximately 2 seconds in reality) to avoid players having almost no output time window for ranged monsters in melee.


Reduced the score points for holographic reconstructors and disposable teleporters, reduced the difficulty of resurrection and teleportation, and lowered the game's hardcore.

Significantly reduced the score points for human summoners, making it easier to obtain manpower replenishment and lowering the game's hardcore.


The fireball trap and acid trap were removed from the pool of common relics on the surface to prevent characters from dying directly when walking on long journeys. But there are still traps where the total damage does not exceed the full health of humans, so it is best for characters sent on long journeys to be in a healthy state.


The production time of dried meat has been extended from 1 day to 7 days, and it requires the consumption of fuel for smoking, thus fully experiencing more survival oriented content.



[Survival Simulation]
Adjusted the order of several formulas to provide simple guidance and strengthen the sense of purpose through sequential relationships.

The recipe sequence for construction tends to lean towards the order of survival from scratch, which is different from guiding tasks.


Added an action to wash near the water source to reduce dirtiness.


Animals domesticated and belonging to players no longer occupy the wild animal count.

When the number of active wild animals reaches about 40, small wild animals will not be automatically generated.

When the number of active large (tentatively 30kg or more) wild animals reaches about 20, large wild animals will not be automatically generated.

Added small animal versions of aquatic animals such as giant shrimp, giant carp, giant crab, giant clam, giant snail, etc.: small shrimp, small carp, small crab, small clam, small snail

Add a daily recovery of 4kg of the total mass of retained large animals in the block. When this value is negative, no large wild animals will be generated. The upper limit of this mass is 2000kg and the corresponding amount will be subtracted when generating large wild animals.

Thus, relying on hunting to feed a large population requires a larger area.


Adjusted the blood volume of wild animals to approximately 2 times the baseline body weight value.

The health level of terrestrial small animals is set slightly higher, allowing them to withstand at least one damage, in order to be alert and escape later, and to increase the difficulty of hunting.

The speed of the vast majority of animals is adjusted faster than that of humans in non running states to increase the difficulty of survival in the wild and highlight the role of long-range weapons and traps.

Optimized the behavioral logic of animals and increased the difficulty of hunting.


When the physical strength is not higher than 20, the "sit down and rest" and "sleep" movements can be activated.

The attack method can define the minimum physical strength that the character should possess when launching, as well as the physical strength consumed each time it is executed

Robots are exempt from physical exertion

The minimum physical requirement for most attack methods is about 20

The physical strength consumption of most bows is about 1, and the physical strength consumption of melee weapons is about 0.5. (These two types of weapons are significantly weakened)


The domestication mechanism is adjusted, and the wildness value of animals fluctuates around the species benchmark value, and domestication can only be attempted once within an hour.

Added domestication skills, which will increase the success rate of domestication and reduce the wildness value with each successful domestication, automatically learned from domestication actions.

Each successful domestication will result in a significant increase in domestication skill points, while failures will result in a slight increase in skill points.

Animals that are non hostile and have zero wildness cannot perform domestication actions, but can directly establish their belonging cognition.


Added carrion diet

After one day, the meat will transform into carrion that humans cannot eat, so the excess meat needs to be processed as soon as possible

The temporary spoilage period for carrion is 30 days

A new type of meat has been added: meat of the carrion giant worm , which cannot be consumed directly and can be made into cooked meat.

A new animal that can feed on carrion has been added: the carrion giant worm has a small appetite, eats once every 30 days, has a wildness of 0, and drops meat of the carrion giant worm.


Reduced the germination rate of seeds in fast-growing trees.

Fast growing trees will drop their active roots and wood.

Adding water to the active roots of fast-growing trees can produce fast-growing tree seedlings and plant them.


Adjusted the weight of some seeds


Adjusted the probability of scattered wood on the barren soil surface to 10% and the weight to 10% of the original

Mowing and logging actions support the production of multiple products, and ratios of relative biomass can be set to simplify the acquisition of plant products. Because it is relatively difficult to wait for plants to produce appendages during a specific growth cycle. But obviously, the amount of by-products produced by mowing is relatively small.


Two new attribute classes, tendon class and rope class, have been added.

Various bow materials have added components that require a tendon attribute value of 1.

Wooden bows can also be replaced with components with a rope attribute value of 1.

Added tendons to most animals and dropped them proportionally.

Added formula for natural rubber to manufacture rubber bands

The products of rubber tree felling will contain 1% natural rubber.



[Management]
When assigning manufacturing tasks, if the corresponding building no longer exists or has been relocated, remove the manufacturing task.

The action find something to do will try to find something that can be done three times.


[Follow Mechanism Adjustment]
The chase action of the follower will automatically give up when the target distance exceeds 30 so that priority will be given to guarding.

When followers are attacked, nest type oil bugs will assign a portion of their followers to besiege the target.

Most oil bugs have switched to automatic dormancy.

If there are no hostile units nearby, the automatic dormancy unit will automatically go into hibernation, but if it is a follower, it won't.



[Animal Simulation]
When animals collect nesting materials, the amount picked up should not exceed 80% of the load, leaving capacity for situations such as taking food away during hunting.



[Decoration]
A new style of chair and bed has been added.

Several decorative buildings have been added, and some buildings with various tile styles have been split.

Added tiles to many buildings.

Adjusted the tiles of the iron fence.

A new type of stone wall has been added.



[Combat Mechanism]
Adjusted the field for setting attack methods with group attack attributes

When using an attack method with group attack attributes to attack a target, all hostile characters within a circle centered on the current character and with the maximum damage range of each item within the attack method as the radius will be attacked.

Only iron swords and iron knives are temporarily set to have group attack attributes.

Increased the damage range of some melee attacks and adjusted the damage values and dimensions of some melee weapons.

Iron sword and iron knife have 1.5 grids, iron rod has 2.5 grids, and iron spear has 3.5 grids. Due to the larger range, the attack interval between iron rod and iron spear has been extended.

So you don't have to get too close to monsters when using weapons.


The attack method can be set to the amount of electricity it needs to consume, limited to group public electricity, character private electricity, and when the character's own (such as a robot) electricity is greater than the consumption, corresponding attacks can be launched.

Several electric laser gun weapons have been added, which require electricity consumption for each attack and can be purchased in the interstellar mall

Added knowledge of firearm manufacturing II, firearm manufacturing III, firearm manufacturing IV, firearm manufacturing V, firearm manufacturing VI

Added skilled fitters, handcrafting handgun bullets and rifle bullets requires characters to possess a considerable level of fitter skills.

The ammunition production machine is exempt from 500 points of fitter skills.




[Scriptization]
The blueprint has added a safety sign that lowers the danger level of the block it is placed in to 0. The default town blueprints have this flag.

The script can define the limitation of items and species, making the script experience more controllable.



[UI]
UI fine-tuning, commonly used "Manage" and "Build" buttons for text annotation.

The 'All People' button is not commonly used, move to the mini map.



[Bug Fix]
Fixed the bug that role in invincible mode will be hurt by the newly added damage mechanism.