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Weekly Update

Default full screen display now.

Added a button to create a team from the currently selected individuals when controlling multiple people

The selection of items for starting game also includes name filtering now

It can be set to not display character names in the menu panel, and only when the mouse is moved over the character will the name be displayed (including text feedback on picking and fighting).




Added a mini map to make it more convenient to display the location of units and map on other heights. Especially for the convenience of flight units to check the ground situation.




When a character flies, his dropped items will fall to the ground.

When the falling distance of an object is 5 spaces or more, it will immediately explode if it is flammable or explosive.

Added an anti impact symbol for an item, with this symbol, it will not explode if it falls 5 spaces or more.

Added bio induction incendiary bombs, which have anti impact markings compared to regular incendiary bombs.

When the grid burns, the dormant creatures within it will also have a corresponding decrease in life.

When the grid burns, the flammable and explosive substances inside will also be ignited together.





The creations can be recorded in writable materials now.

When right-clicking on writable materials with controlling character who masters some creations, randomly select one creation as the parameter for optional writing actions.

The works recorded on the carrier have a certain probability of being mastered during reading.

If a work has a symbol of enjoyment that can be obtained from reading, then the entertainment and speculative value of the work can be obtained while reading. And its pleasure is influenced by the nature of the work itself and reading comprehension skills.

Literary works and paintings do not have corresponding performative skills, but they can be recorded on a carrier and read to convey their entertainment and speculative value.







A single item belongs to a certain storage category now.

Containers have their own storage preferences. When characters store their bags, they store various categories of items in different containers.

Players can right-click on the container to store only the types of items that the container prefers to store.

The significance of a wide variety of containers lies in their different default storage preferences.

The item details page has added container configuration to adjust the priority of storage preferences, with 2 being the highest and -1 indicating no storage of this type.

Similar to batch planting configuration, batch configuration can also be used to set container preferences.






Added some new terrain tile picture assets.

The mountains are likely to be in a low-temperature environment.

In addition to the bottom layer, there will be more salt blocks in the saline water area.

There is also a small probability of salt blocks appearing on the surface of salinized areas.

If quicksand and mud covered by the floor, it will no longer trap people.





Low temperature refrigeration: 2 times the shelf life below 0 ° C, 4 times the shelf life below -10 ° C, and permanent shelf life below -18 ° C.

You can wear insulated clothing to store food in low-temperature mountainous areas.

In low temperature areas beyond the limit of tolerance, organisms will run around in hopes of getting out of range







Added a sign prohibiting liquid flow, and in the corresponding building grid, the liquid will not flow

A water tower building has been added, with a built-in preference for fluid storage and a sign prohibiting liquid flow.

So if a water tower is built, the characters will not pour the water into the box after they finish taking it, causing it to flood the country

Toilets also have signs prohibiting the flow of liquids, so that if there is a toilet, there will be no cross flow of sewage








Added a bank.

Each group has two banks for individuals and groups, recording the amount of money stored by them here.

The amount of money a character can spend in a local group is the amount of money in their local bank account.

The amount of money a character can spend in other groups is the amount of money in their local bank account plus the amount of money in the other bank.

For the vast majority of map instructions and various maintenance group operations, when a character completes, the group will give the character a reward in the local bank (the longer the time, the more the reward, and production will be based on a certain percentage of additional compensation based on the value of the output).

On the bank page of the management panel, you can see the amount of money for each person and group.








buy

On the management page, you can add and cancel the available purchase quantity for all items

When a character enters a grid with a purchasable quantity of items, there is a certain probability that they will purchase these items, and the ownership belongs to them personally






Can work part-time in other groups now

Right-click on people from other groups to obtain alternative actions for requesting part-time work in their group. Implement a part-time work group that will set roles. People with a public occupation are not allowed to work part-time.

After setting up, he will also take on work tasks from the other group to earn money.

Added an action to find something to do, which will randomly select a work task to do within oneself, one's own group, or a group that he has requested to part-time work.

A new action has been added to hire one from other group to work as a part-time worker for one's own group. Success will allow NPCs to part-time work for players while they are not members of player's group. Hiring NPCs to work as a part-time worker requires at least 30% favorability, and the probability is relatively low. Players now have hiring or recruiting NPCs these two ways to make them work for player's group now.





Animal Nests

If animals have enough materials, they will randomly build an animal nest.

Animals with nests and their descendants will exist permanently unless they die, and they will return to their nests when the animals are recycled. When the nest is recycled, the animals are also recycled together.

The offspring of animals with nests also exist within their nests.

If the nest is not empty, there will be random animals coming out every day.






Uncontrolled creatures now chase enemy units encountered, not limited to chasing humans



Added map commands for possession and abandonment



Terrain filling can also use multiple random tiles and keep consistent when refreshing



The items and quantities carried at the beginning can be stored and used for new games.



Added a stare blankly action to the character to prevent it from idling



The probability of crops appearing in the wild has been reduced to 1/20 of the original, increasing the difficulty of survival









Fixed a bug where wasd caused text boxes to lose focus

Fixed a bug where attacking command were invalidated when controlling multiple ones

Fixed a bug in the ability to occupy dormant uncontrollable bodies

Fixed a bug where items fell without refreshing the map

Fixed other bugs.