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Summary of Recent Updates


[UI]
The camera's movement speed has been reduced to half of its original speed.
Change the command text for "attack marker" to "priority focus marker".
Refresh the action list immediately when switching display for shortcut actions.
When there is no control unit, dragging with the left mouse button can move the map.
When clicking on the map, no boxes are displayed, only in partial box selection situations.
Click on the newly pop-up window to display it in the upper layer.
Adjusted the layout of the building recipe list.
The construction task does not display the hammer icon, but instead displays the transparent icon of the specific building.
When there is no control over a single character, a right-click option has been added to view the upper and lower levels.
The alternative items for map editing can be blurred and filtered without having to provide their full names
The character background page allows you to view the next excretion time and secretion time of the character.
The species details will display their feeding habits and what feeding categories they can be classified into.



[Battle]
The attack method can define the items consumed for implementing the attack, and if not specified, the designated projectile items will be consumed.
The projectile can now be set with a tracking feature, automatically attacking the nearest monster within 10 squares.
Added automatic tracking arrows, using a guided bow for tracking arrows to shoot multiple guided bows with 5 tracking arrows at once
For the sake of appearance, the tracked projectile will be delayed by several frames before starting guidance
Adjusted attack animation, melee attacks will gradually enlarge and transparent attack icons
The tracked projectile will reselect the target after its death to avoid wastage.
The logic has been adjusted, and the combat skills corresponding to the attack method do not need to be learned. When using attack methods, their corresponding skills are automatically learned.
The skill experience increased by three times compared to the original attack method.
When training skills through attack methods, if the skill points are less than 1, the experience is only 30% of what it deserves. (Thus, obtaining points 1 directly with prior knowledge will have an advantage.).
The long-range attack methods of the 8 alien monsters also correspond to skills, so the monsters will continue to become stronger as they fight.
The attack initiated by the player's manual click will also trigger the training of the corresponding skill for the attack method.

[Monster]
Yiteng will drop grass and grass ropes (vines can be used directly as ropes).
Light mist will drop light mist dust.
No knowledge is required to use an iron made mist gun, which consumes 0.001kg of mist dust each time to carry out attacks.
The ground cage grass will drop its acid resistant skin. 5 pieces of acid resistant skin can be used to make a ground cage grass acid resistant suit, which requires human common knowledge and can provide 4 chemical corrosion protection.
The floating mushroom will drop micro bioenergy cores, which can activate and generate 5 electricity.
A spinning bird drops a metastable vortex
The water tank bug weighs 1 ton and drops 10kg of its shell and 1 ordinary bioenergy core. Normal bioenergy cores can be activated to obtain 500 electricity
Magma Worm Drops a Magma Worm Fusion Core
Gem Worm drops 1 Gem Worm Laser Emitter. The Gem Worm laser emitter can be used to manufacture spacecraft attack components.
1 metastable vortex, 3 magma insect fusion vortices, 200kg water tank insect shell, 10kg light mist dust, can be used to create an insect ship, without prior knowledge, but with a small load capacity, attacks, defenses, and armor are extremely weak, only barely able to navigate through space.
Added built-in defense for ground cage grass and water tank insects.
Dilongcao has a defense of 8 chemical corrosion dimensions.
Most damage dimensions of the water tank bug have a defense value of 10, with high health and defense.
The nest oil worm will increase its tillering count by one each time, and only when its weight exceeds this count will it continue to tiller. This count will be reset when consuming biomass to regenerate. The daily growth of photosynthetic biomass in the nest body of oil worms has increased to 20g, while the daily growth of photosynthetic biomass in collector type oil worms has increased to 10g.
When the player operates the nest body oil worm and has sufficient biomass, there will be alternative tillering actions, and the type of production in each generated alternative action is a randomly selected item.

[Management]
Task mechanism upgrade
When removing a regional task, it will also cancel the actions generated by the character from the task.
The priority of defense tasks is raised to the highest level to avoid guards being too busy with production work and neglecting defense
The management page can assign various command tasks to designated characters (currently not supporting character targeted tasks such as recruitment)
New skill management page added in group management
Add reclamation tasks to the water surface and remove them directly


[Script]
A new "Wilderness Survival" opening has been added, with more guidance tasks and a more difficult start.
At the beginning of the Lone Star Sentry Tower, in addition to being gradually devoured, there will also be increasingly strong attacks every day.
Added an oil insect work signal pheromone item that can be refined using bio petroleum. The consumables for various covert tasks have been changed to it.

[Script mechanism]
When generating monsters due to mission failure, they tend to throw them up the top rather than directly into the building
Monsters can be generated based on accumulated points (more conventional monster attacks that gradually increase difficulty), and the specific definition steps are as follows:
1. In the background definition, cumulative delay events can be defined with four additional parameters compared to regular delay time: character points increased each time triggered, wealth points increased each time triggered, initial character points, and initial wealth points
If the cumulative delay event is triggered regularly, it will assign character points and wealth points to the task triggered by the event each time it is triggered, and then accumulate the points that need to be increased. (As a result, the next trigger will have more points and stronger characters)
3. Tasks can define a pool of failed point species extraction.
When the task fails, it will consume the given character points and wealth points to extract species from the species pool and generate monsters.
Added string pool, which can be defined in the configuration and referenced elsewhere, to extract strings from it according to a given probability.
Added string pooling event: periodically extracts event names from the specified string pool and triggers events corresponding to the names.
A periodic event can define a time random ratio that delays the next triggering time, and the duration of the delay is determined by this ratio.

[Building]
A plastic lawn building has been added, which uses the lawn icon (can be switched).
Build skills up to 5 times faster
Added exchangeable quick building potions, increasing construction speed by 100 times within 24 hours after taking them

[Interaction]
Added an action to request a specified waiting time, where the target character will stay in place until the end of the time, or the character requests him to cancel the wait.
When building and manufacturing characters, there is no need to reach the grid where the material is located, and only adjacent items can be picked up

[Behavior]
When a creature is attacked by a projectile, it will randomly move nearby to avoid it.

[Biological simulation]
Food can be defined as its digestion and transformation. When organisms eat it, they convert it into corresponding substances and store them in the gastrointestinal tract. When excreted, they are also excreted, such as
If there are seeds, they will be automatically added to the plant community of the grid point.
When animals feed on plant communities, they no longer eat the seeds inside, and fruits inside the plant communitiescan only be eaten by organisms with fruit eating habits.
Biological feeding on fruits within plant communities not only obtains the satiety value provided by fruit items, but also the biomass accumulated by the growth of fruit items within the plant community.
When collecting and harvesting seeds and fruits within a plant community, the current degree of decay is calculated based on their falling time, and those that have completely decayed cannot be collected. Items of the same kind that have not yet completely decayed are automatically stacked, and their highest degree of decay is taken as the final progress of decay.
When displaying the maximum number of plants that can be planted, round up.
Limit the low nutrient limit in the opening area to reduce trees.
When the nutritional upper limit of the grid point is not fully occupied, if the nutritional demand of the plant after germination is higher than the balance, there is still a small probability of germination, and the probability is (nutritional value balance/plant nutritional demand * 0.1).
Reduced the germination rate of many tree seeds.


[Other]
The grass rope, the grass material is all combustible
Picking up all items in a space with monsters may wake it up
Flour and bran are set as food raw materials and not as direct food.
Meat is set as a food ingredient and not as direct food.
Digging for water won't add its ownership anymore
Adjusted the flame temperature so that charcoal can also be used as fuel for some ironware formulas
Enhance the lighting range of the campfire. The light source details text displays its illumination range and duration.
Extra reduction of cleaning strips when demolishing buildings


[Summoning]
Activatable items can define the creatures summoned upon activation, as well as the default groups to which these creatures belong.


[Bug fix]
Fixed a focus bug
Fixed a copywriting error in the task time limit when receiving a new mainline task