Summary of recent updates
Different solid blocks has different difficulty of excavation, and corresponding tools need to be equipped to enhance the excavation ability in order to excavate blocks with higher difficulty levels. You can no longer dig rocks with bare hands, at least have a stone pick.
Iron solid blocks have been added, which is more difficult to dig than rock.
Add the support of large water areas, and there may be 1-1000 layers of water blocks covering the surface depending on the type. Facilitate subsequent delineation of large lakes and ocean terrain. Large water areas will refer to surrounding large areas to obtain a reasonable water height, avoiding situations where lakes and seas are higher than land. Ponds will not consider geography for the time being.
There is breathing restriction underwater now, it will cause blood loss. You can bring some bags with air into the water and suffocate the tracked monsters. If the upper grid is not water, it is considered that air can be obtained, and only if both the grid and the grid up from the grid are water, it is considered that air supply cannot be obtained. Robots cannot breathe, so they are not restricted underwater.
Ordinary animals try to run around underwater to avoid drowning.
Added fishing action, it consumes bait. The depth of the water area will affect production, so it is recommended to fish in the sea.
A large block dungeon item pool has been added, and the blueprints added here will be extracted and placed in random locations in the large block, with each large block having only one.
The newly added static entities in the game will also be saved in the archive, thus supporting the persistence of blueprints. But don't mix versions to edit blueprints.
Several minor optimizations for the blueprint editor interface.
Large blocks have added features of abandoned cities and corresponding blueprint item pools. Large areas with abandoned urban characteristics will be densely packed with blueprints for corresponding item pools. The setting is a large town that was once inhabited but abandoned.
The dormant monsters on the surface will place some durable items in their dormant areas, which are set to be collected before they go to sleep. When they wake up, they will automatically pick up these items, which is equivalent to make monsters to drop more kinds of items.
Added a polysaccharide food with quality guarantee period of 700 years, which only appears in monster nests as their secretions.
Adjusted the furniture placement in the existing blueprint to avoid overlapping and unsightly appearance.
Animals will be interested in items with certain characteristics (such as those that can be eaten or built) and will pick up these items. Animals only pick up random quantities, while people and monsters without groups will collect and pick them all up. Wise beings will take where they belong into account, monsters and animals will not.
Added a backpack cleaning action for animals, taking away the items they collected. If it is a hostile animal or a wild animal, it may fail to clean up and cause a battle.
After removing the target in a smart creature battle, an action to pick up something at the target's death location will be added, so that hunting will pick up the prey on its own.
When the character is tired, the current action will automatically pause, and he will add a rest action.
Randomly adjust the relationship between characters when they meet, but it will not decrease to the level to hostility.
Added the display of character words, which defaults to only displaying words within 30 seconds.
When characters escape, they will call for help. Friendly units within 80 pixels (5 spaces) of the distance will hear the call for help. If they can defeat the pursuing units, they will come forward to help fight and say they have come to help. If they cannot defeat it, they will say 'cheer up' and run away.
The character details page has added the display of character bloodline and character relationship values
A more convenient removal button has been added where the equipment is displayed.
After clicking on the items in the left column of item statistics, only the pile of that item will be displayed on the right. Facilitate faster identification of various items.
The combat analysis page has been added to the character details, displaying all the current attack and defense methods of the character. Convenient for intuitive understanding of the combat and defense capabilities of characters and monsters.
A skin has been added to the message list.
The homepage button has changed to a skin that matches the color slightly.
The character status values are directly placed on the progress bar.
Added a title to the backpack, indicating that it is a backpack. Transforming the operation logic of backpack items that can be completed in one step into a more intuitive operation logic that requires two clicks.
The probability of transferring to the hit object's backpack is determined by the usage loss rate of ammunition in remote attacks.
Skills can now define the increase rate and increase base value for associated attack methods. The master of the attack skill can hit astronomical damage. When defining the accuracy, damage multiplier, and damage base bonus of skill augmentation attack methods, if the skill mastery level is above 0, using the corresponding attack method will increase a small amount of skill points. Thus, continuous combat will become stronger.
Now when creating characters, they will add some items to their backpack and add a requirement to exchange these items for another item.
Added action to inquire about requirements and action to check completion of requirements.
When players perform a request action, they will ask everyone around them if they need any help. Those who hear the request within 5 squares will also share their needs with them, and they will collect this request upon hearing it.
After the player acknowledges the steps and material reserves required to complete the task, they can say that they have completed someone's needs (still need to be heard within 5 grids), and when they hear it, they will come over to check the completion of the requirements and settle the task. Temporarily, in the Known Tasks panel of the character's details page, click on the announcement of completion of a specific task to make the character loudly say that they have completed a certain task.
A history dialogue panel has been added to the character's details page. Clicking the refresh data button can display all the characters who have had conversations with them, and clicking the character button will display all the history conversations of these two people.
Now the default volume is 10, and the volume outside of 5 grids can be reduced to 0 (but the volume can have a negative value). The equipment can now define a hearing aid bonus to hear a lower volume. For performance purposes, the sound can be transmitted up to 5 grids. Humans can only distinguish at a minimum volume of 1, and secretly speaking will lower the volume so that only closer people can hear.
The species definition can now define baseline hearing.
Added definitions and related judgments such as the general sound frequency of species, the range of hearing frequencies, and the addition of objects to the upper and lower limits of hearing sound frequencies.
When a character speaks, the sound frequency is generally that of a species.
Only when this frequency is within the range of the receiver's frequency can the listener hear it.
Replaced with a new save logic, no longer requiring extensive reading and writing of small files, making it more disk friendly. Based on this update, the save records compatibility between 0.5.15. * and 0.5.16. * is relatively not that good.
The backpack has made a special statistics to solve inefficient computing in some areas.
Supports layered drawing of marker layers.
Supporting the digestion of growth by-products, simply set the product yield num field to a negative value.
Because it will no longer grow infinitely, non fruit products such as vegetable leaves, potato tubers, birch bark, maple juice, etc. can be defined as by-products. Pay attention to adding a digestion process that conforms to the normal growth process, such as digesting and recycling aged vegetable leaves into plant growth. Products can be accumulated in several cycles (such as spring and summer), and rapidly digested in several cycles (such as autumn).
The growth by-products can also be marked as Humus, so that the biomass will not be recovered during digestion, and Humus will be transferred according to the biomass.
The growth by-products can also be labeled as items, so that the biomass is not recovered during digestion and converted into corresponding items.
Added cucumber and strawberry, pear tree.
Grass is added to the appendages of Setaria viridis angustifolia, and it is recommended to produce grass for subsequent weeds, so as to harvest some grass for livestock breeding.
The plant growth information includes the display of attachments and the maximum number of plants under current nutritional limitations, as well as the germination rate of seeds. The optimal number of seeds to plant can be calculated based on existing plants and seeds.
Added the definition of leftover items after use, which automatically puts leftovers into the backpack after eating, making it easier to depict canned food.
Added methods such as canned fruits, canned meat, and dried meat to increase food shelf life. The manufacturing of dried meat is an automated manufacturing process, and products will appear in the production equipment after 1 day.
Added talent to the character, and for given knowledge and skills, the character will randomly receive a corresponding talent value after learning. The growth rate of subsequent knowledge and skills is influenced by this talent value. This talent is unknown before learning. The 90% probability of talent adjustment is between 1-5, the 5% probability is between 1-1000, and the 5% probability is between 0.0000001 and 1.
So with a little more population and education on various knowledge, it is easier to identify individuals with unique talents in certain aspects and promote the technology tree faster.
Adjusted the values of knowledge and skills. The amount of knowledge and skill enhancement has been adjusted in teaching, reading, training and research, and combat exercises.
Added a guard profession, selected from adult skilled individuals at 10 o'clock every day, up to one-third of the total number.
Players' groups do not choose guards to avoid interference with their management.
People in the guard profession, even humans, may engage in automatic guard behavior and train their skills on a daily basis.
Added combat knowledge to human knowledge, but only adults have it, in order for humans to develop at least one combat skill and select guards.
Some adults come with 100 combat skill points to enhence thair combat ability , so that the don't need to gain it after gradually training to increase to 100 skill points.
Iron solid blocks have been added, which is more difficult to dig than rock.
Add the support of large water areas, and there may be 1-1000 layers of water blocks covering the surface depending on the type. Facilitate subsequent delineation of large lakes and ocean terrain. Large water areas will refer to surrounding large areas to obtain a reasonable water height, avoiding situations where lakes and seas are higher than land. Ponds will not consider geography for the time being.
There is breathing restriction underwater now, it will cause blood loss. You can bring some bags with air into the water and suffocate the tracked monsters. If the upper grid is not water, it is considered that air can be obtained, and only if both the grid and the grid up from the grid are water, it is considered that air supply cannot be obtained. Robots cannot breathe, so they are not restricted underwater.
Ordinary animals try to run around underwater to avoid drowning.
Added fishing action, it consumes bait. The depth of the water area will affect production, so it is recommended to fish in the sea.
A large block dungeon item pool has been added, and the blueprints added here will be extracted and placed in random locations in the large block, with each large block having only one.
The newly added static entities in the game will also be saved in the archive, thus supporting the persistence of blueprints. But don't mix versions to edit blueprints.
Several minor optimizations for the blueprint editor interface.
Large blocks have added features of abandoned cities and corresponding blueprint item pools. Large areas with abandoned urban characteristics will be densely packed with blueprints for corresponding item pools. The setting is a large town that was once inhabited but abandoned.
The dormant monsters on the surface will place some durable items in their dormant areas, which are set to be collected before they go to sleep. When they wake up, they will automatically pick up these items, which is equivalent to make monsters to drop more kinds of items.
Added a polysaccharide food with quality guarantee period of 700 years, which only appears in monster nests as their secretions.
Adjusted the furniture placement in the existing blueprint to avoid overlapping and unsightly appearance.
Animals will be interested in items with certain characteristics (such as those that can be eaten or built) and will pick up these items. Animals only pick up random quantities, while people and monsters without groups will collect and pick them all up. Wise beings will take where they belong into account, monsters and animals will not.
Added a backpack cleaning action for animals, taking away the items they collected. If it is a hostile animal or a wild animal, it may fail to clean up and cause a battle.
After removing the target in a smart creature battle, an action to pick up something at the target's death location will be added, so that hunting will pick up the prey on its own.
When the character is tired, the current action will automatically pause, and he will add a rest action.
Randomly adjust the relationship between characters when they meet, but it will not decrease to the level to hostility.
Added the display of character words, which defaults to only displaying words within 30 seconds.
When characters escape, they will call for help. Friendly units within 80 pixels (5 spaces) of the distance will hear the call for help. If they can defeat the pursuing units, they will come forward to help fight and say they have come to help. If they cannot defeat it, they will say 'cheer up' and run away.
The character details page has added the display of character bloodline and character relationship values
A more convenient removal button has been added where the equipment is displayed.
After clicking on the items in the left column of item statistics, only the pile of that item will be displayed on the right. Facilitate faster identification of various items.
The combat analysis page has been added to the character details, displaying all the current attack and defense methods of the character. Convenient for intuitive understanding of the combat and defense capabilities of characters and monsters.
A skin has been added to the message list.
The homepage button has changed to a skin that matches the color slightly.
The character status values are directly placed on the progress bar.
Added a title to the backpack, indicating that it is a backpack. Transforming the operation logic of backpack items that can be completed in one step into a more intuitive operation logic that requires two clicks.
The probability of transferring to the hit object's backpack is determined by the usage loss rate of ammunition in remote attacks.
Skills can now define the increase rate and increase base value for associated attack methods. The master of the attack skill can hit astronomical damage. When defining the accuracy, damage multiplier, and damage base bonus of skill augmentation attack methods, if the skill mastery level is above 0, using the corresponding attack method will increase a small amount of skill points. Thus, continuous combat will become stronger.
Now when creating characters, they will add some items to their backpack and add a requirement to exchange these items for another item.
Added action to inquire about requirements and action to check completion of requirements.
When players perform a request action, they will ask everyone around them if they need any help. Those who hear the request within 5 squares will also share their needs with them, and they will collect this request upon hearing it.
After the player acknowledges the steps and material reserves required to complete the task, they can say that they have completed someone's needs (still need to be heard within 5 grids), and when they hear it, they will come over to check the completion of the requirements and settle the task. Temporarily, in the Known Tasks panel of the character's details page, click on the announcement of completion of a specific task to make the character loudly say that they have completed a certain task.
A history dialogue panel has been added to the character's details page. Clicking the refresh data button can display all the characters who have had conversations with them, and clicking the character button will display all the history conversations of these two people.
Now the default volume is 10, and the volume outside of 5 grids can be reduced to 0 (but the volume can have a negative value). The equipment can now define a hearing aid bonus to hear a lower volume. For performance purposes, the sound can be transmitted up to 5 grids. Humans can only distinguish at a minimum volume of 1, and secretly speaking will lower the volume so that only closer people can hear.
The species definition can now define baseline hearing.
Added definitions and related judgments such as the general sound frequency of species, the range of hearing frequencies, and the addition of objects to the upper and lower limits of hearing sound frequencies.
When a character speaks, the sound frequency is generally that of a species.
Only when this frequency is within the range of the receiver's frequency can the listener hear it.
Replaced with a new save logic, no longer requiring extensive reading and writing of small files, making it more disk friendly. Based on this update, the save records compatibility between 0.5.15. * and 0.5.16. * is relatively not that good.
The backpack has made a special statistics to solve inefficient computing in some areas.
Supports layered drawing of marker layers.
Supporting the digestion of growth by-products, simply set the product yield num field to a negative value.
Because it will no longer grow infinitely, non fruit products such as vegetable leaves, potato tubers, birch bark, maple juice, etc. can be defined as by-products. Pay attention to adding a digestion process that conforms to the normal growth process, such as digesting and recycling aged vegetable leaves into plant growth. Products can be accumulated in several cycles (such as spring and summer), and rapidly digested in several cycles (such as autumn).
The growth by-products can also be marked as Humus, so that the biomass will not be recovered during digestion, and Humus will be transferred according to the biomass.
The growth by-products can also be labeled as items, so that the biomass is not recovered during digestion and converted into corresponding items.
Added cucumber and strawberry, pear tree.
Grass is added to the appendages of Setaria viridis angustifolia, and it is recommended to produce grass for subsequent weeds, so as to harvest some grass for livestock breeding.
The plant growth information includes the display of attachments and the maximum number of plants under current nutritional limitations, as well as the germination rate of seeds. The optimal number of seeds to plant can be calculated based on existing plants and seeds.
Added the definition of leftover items after use, which automatically puts leftovers into the backpack after eating, making it easier to depict canned food.
Added methods such as canned fruits, canned meat, and dried meat to increase food shelf life. The manufacturing of dried meat is an automated manufacturing process, and products will appear in the production equipment after 1 day.
Added talent to the character, and for given knowledge and skills, the character will randomly receive a corresponding talent value after learning. The growth rate of subsequent knowledge and skills is influenced by this talent value. This talent is unknown before learning. The 90% probability of talent adjustment is between 1-5, the 5% probability is between 1-1000, and the 5% probability is between 0.0000001 and 1.
So with a little more population and education on various knowledge, it is easier to identify individuals with unique talents in certain aspects and promote the technology tree faster.
Adjusted the values of knowledge and skills. The amount of knowledge and skill enhancement has been adjusted in teaching, reading, training and research, and combat exercises.
Added a guard profession, selected from adult skilled individuals at 10 o'clock every day, up to one-third of the total number.
Players' groups do not choose guards to avoid interference with their management.
People in the guard profession, even humans, may engage in automatic guard behavior and train their skills on a daily basis.
Added combat knowledge to human knowledge, but only adults have it, in order for humans to develop at least one combat skill and select guards.
Some adults come with 100 combat skill points to enhence thair combat ability , so that the don't need to gain it after gradually training to increase to 100 skill points.