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  3. 2024/3/14 summary of updates in this week

2024/3/14 summary of updates in this week

[Simulation]

Added a rock marker. We have changed the formula for consuming specific items such as crushed stones to a formula for consuming items with rock markers.

Added items with rock symbols such as diabase, quartzite, basalt, granite, marble, limestone, and conglomerate. Each large zone will be bound to one of them, and the output of excavated rock blocks within this zone is fixed to that type of rock.

The type and proportion of rocks are determined by a configurable item pool

Can define the difficulty of mining items

When obtaining the difficulty of excavation for rock filling, the difficulty of excavation for rock items bound to zone is obtained.

The lower limit of uniaxial compressive strength for various rocks is set at 50 megapascals as the excavation difficulty of 5, such as limestone 5 and marble 10



[Adventure]

New maze block type has been added, where almost unlimited 7 * 7 small rooms are connected, and the rooms are filled with monsters and rewards. The default starting point for the northwest block is fixed to this type.



[Interaction]

Added warning icons for unhappy characters and fire incidents, displaying the location of the latest unhappy person and the location of the latest flame generation, respectively.

Added a warning icon for character death, lasts for 10 seconds

The container will display in its name what it can store (when it can store multiple types, only one type will be displayed)

The item detail page and character detail page will display the alternative interaction actions of the current control character towards it. (Convenient for interacting with units and items outside of the field of view)

Canceled the third column of the right-click menu: subordinate interaction items, and related subordinate interactions can be directly executed in the details page

Alternative selection of more than one roles command only displays the first person's name

Similar to feeding holding items, the target can wear holding items



[Management]

When a character completes a grid type task (such as digging or logging), if there is a similar task in a nearby grid and the character is in a suitable state (with high physical strength, satiety, drinking water, happiness, and no public occupation), they will choose one to directly take it. (Principle of proximity to improve work efficiency)



[Character]

When washing, add the cleaning value every minute instead of adding it after washing

When excavating, fishing, repairing, healing, and building actions, if you love the corresponding skills, your happiness value will also increase by 0.01 per minute

When reading, digging, fishing, repairing, medical, or building actions, if you don't like the corresponding skills, your negative boredom will also increase by 0.01 per minute

Adjusted the logic for obtaining random locations for characters to escape from.



[Battle]

Adjusted the repelling distance per damage of the oil bug to make the repelling effect more noticeable

When the position of the character and the oil bug are exactly the same, randomly choose a repelling direction



[Trap]

Traps can be defined as identifying trap access markers, and several artificial traps can recognize them.

Items can be defined with trap access markers, which automatically come with trap access markers when worn.

Added artificial trap pass, with trap pass signs.



[Other]

New diving suits have been added, which can significantly increase underwater activity time and significantly increase the maximum pressure that characters can withstand.



[Drawing]

Added a table of equivalent items for tile poses. You can specify other objects as objects of the same kind to determine the tile posture.