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  3. 2024/3/7 summary of updates in this week

2024/3/7 summary of updates in this week

[Character]

Humans consume 0.06 satiety and 0.06 drinking water per physical exertion

When the character is in a sleep state, the energy recovery value per minute is calculated as follows: Benchmark 1. If there is a bed+1, the number of comfortable items in the grid point will contribute the recovery value: comfort * 0.3. The upper limit of the total energy recovery value does not exceed 5

Added a sit and rest action. Sitting down to rest will only resolve stamina recovery when this action is successfully completed.

The calculation of physical recovery value per minute for sitting and resting is as follows: benchmark 0.5. If there are chairs+1,the number of comfortable items in the grid point will contribute the recovery value: comfort * 0.2. The upper limit of total physical recovery value per minute does not exceed 2.

A new requirement bar has been added: social bar

A decrease of 0.02 social bars per minute (approximately completed in 3 days), with no decrease during sleep

Every automatic conversation in the same grid increases the social bar by 10

The character has added the attribute of character characteristics

Added character feature: Laziness, which reduces the probability of receiving command tasks by 20%.

Added character feature: Diligence, which increases the probability of receiving command tasks by 20%.

Added character feature: E person, with automatic dialogue in the same frame, an additional 0.01 mood value increased each time

Added character feature: I person, social bar always full

When E person wakes up, if the social bar is below 20, it will increase their unhappiness by 3.

Smart creatures have a 50% probability of being E people, a 50% probability of being I people, 5% of people exhibiting laziness, and 7.6% of people exhibiting diligence



[Preferences]

Characters will also have preferred skills

When a character's preference for reading skills is 0.5 or above, their happy mood increases by 0.01 per minute of reading.




[biology]

When predators who survive in the water and do not know how to walk or move, they only target animals in water or other creatures that can survive in the water

Added a symbol: filter food. Organisms with this symbol can directly feed and obtain 20% satiety and water when in water.

Large carnivorous fish were used to create giant shrimp, crabs, giant snails, and giant clams, all of which have filter feeding marks and are not predators. Giant shrimp, giant crab, giant snail, giant clam do not shed bones and skin but shed shells



[Other]

Created a shell item using bones

When loading a new plot, there is also a small probability of encountering monsters




[Optimization]

Simplify some archive fields, improve file reading speed and generated blueprint readability.

When creating a new game, add 2 additional block loading threads.

Added an asynchronous logging thread to record logs asynchronously in high performance scenarios.

Reduced the time required for creating and loading games.