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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.

Weekly Update

Partially decoupled the definition of groups.

You can customize the group and set the default membership group for the species now.

Split the hostile groups

removed the intelligent restrictions on operations, allowing control over unintelligent characters in one's own group

The ban on species of carrying characters at the beginning has been lifted, allowing players to choose characters such as XUncontrolled object or StarDevouringGiantInsect remains. Note that ordinary animals and monster cannot distinguish traps even if they are characters. Note that the when StarDevouringGiantInsect remains are charaters, the monsters dug out from the grid they assimilated are still hostile.

Blueprints can also be set default group

The blueprint item definition has added a toRole field. If the item is a species, it will automatically be converted into a character during placement.

Added Defender Robot, with fast speed, ability to fly, high health, and high defense, and long-range attacks. And put this robot in the blueprint definition of the extremely small village.

It is possible to define the knowledge and skills inherent in a species now.

Added maintenance robots with built-in maintenance skills.









The StarDevouringGiantInsect remains will devour and assimilate the grid points under their feet, so as long as there is a StarDevouringGiantInsect remain, there will be almost unlimited StarDevouringGiantInsect remains in time

The species definition has added fields such as no hunger, no thirst, etc. to adapt to some stubborn alien species

The addition of the planet's engulfed marker indicates assimilation by StarDevouringGiantInsect. With this flag, the devouring progress increases by 1% every 100 days. Progress of 3% or above will result in a monster that matches the progress value. And replace the loading block with a progress ratio filled with the remnants of the GiantWorm.

Added a Lonely Star Sentinel background/mode, located on a planet that is being swallowed up.







Added the following grid filling: ice, snow, saline water, rock salt, sand, quicksand, ordinary silt, swamp silt

Added large block markers: Gobi, swamps, karst landforms, deserts, etc., which will affect the generation and filling of terrain within 1-1000 grids near the surface

Added regional fast sign: salinization, which will turn all the water inside into saltwater, forming salt lakes, salt squares, and so on

There will be a higher probability of crushed stones on the surface of the Gobi Desert

When there is swamp silt and quicksand at the foot, there is a certain probability of getting stuck, unable to move, and continuously losing health, there is a certain probability of breaking free. When players get stuck in the terrain, there is a certain probability of breaking free each time they move

Added ore veins, with several ore veins in large blocks, and replaced with mineral fills within their range, and the outputs of these mineral fills are consistent rather than random. There are some small mineral veins on the surface and some large mineral veins underground.

Added a prospector, which is not consumed when activated and provides all the vein locations in the local large block in the message and character logs





Added skills related to firearm shooting, bow and arrow shooting, stone throwing, etc

Added items and recipes for pistols, rifles, and their bullets





You can define the production speed bonus and maximum bonus limit of the skill for the recipe. You can refer to the definition of construction skill bonuses in some existing building recipes.

Added some bonus configurations for recipes related to construction, sewing, and cooking skills

Each construction will add a construction skill training session

The excavation and fishing actions have added corresponding skill bonuses to speed.








Added work entity

Added abstract items: literary works, paintings, songs, scripts, dances

Added creative skills such as literature, painting, composition, screenwriting, and choreography. People Possessing these skills can create corresponding works. Characters randomly create when their skill points are above 100. Assign entertainment and critical value to the work based on the character's skill points and talent.

Adding the creation object association to the skill definition becomes a creative skill

New performance skills have been added: singing, playing, acting, dancing. With these skills, one can perform these works and convey the entertainment and speculation of the works to the audience. Only with sufficient talent and skill level can one fully convey all the attributes of the works. The entertainment value will increase the happiness of the audience, and the entertainment value and speculative value heard by the audience will be counted as group points. The character has a chance to master the work upon hearing it, provided they have at least 100 corresponding skills. Characters randomly perform their own mastered works based on their own mastered skills.

Adding performance object associations to the skill definition becomes a performance type skill.

Players clicking on a skill will display the corresponding actions for creating works and performing all the works they have mastered when the skill point count exceeds 100









Added medical and maintenance skills.

Added medical and repair actions, which will follow the injured and continuously restore their life. The amount of recovery is influenced by medical and repair skills.

Added character behavior: automatic repair and automatic healing. When a skill point is 100 or above, they will automatically go for healing or repairing the injured person

Added professions for doctors and repairmen. The group selects the person with the highest level of medical and maintenance skills and points above 100 to be elected, with a maximum of 2. Similar to guards, player groups do not choose doctors or repairmen. Corresponding professions will set up automatic repair and automatic healing behaviors.

Added universal medical robots.

Universal maintenance robots and universal medical robots have corresponding automatic behaviors by default.








Supported input text filtering for building recipe list

Unified recipe list components for construction and manufacturing, so manufacturing can also be filtered by name




If the upper grid can be mined, the corresponding mining action will also be brushed, thus supporting upward mining.

When setting down characters and landing on the planet at the beginning, we will find a more suitable height to place humans within a 200 grid range to avoid getting stuck in some cavities.




The ,. keys is considered equivalent to the<>keys

WASD also serves as a move method

S original search function changed to h key




Increased stability in some areas at the cost of performance

Optimized drawing refresh mechanism




Fixed bug with drawing priority read in error

Fixed an save record read bug

Fixed a bug where the icon and target archive entity ID were restored incorrectly

Fixed a bug with entity ID recovery, replacing the location during recovery instead of overwriting it

Fixed bug in zone recovery

Fixed a bug where newly game did not clean up temporary directory files

The group's changes are not friendly to existing save records but are compatible

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.



Weekly Update


Support for dragging various panels to facilitate players to adjust the desired interface layout. You can press and drag the mouse at the edge of the panel.



When on the same level and at close distances, the monster may not move loosely along the center of the grid and follow the approximate direction of pursuing the target as they want.

Adjusted pathfinding resources and strategies for many scenarios.



Prohibited the generation of flowing water during explosions and the placement of blueprints, to avoid flooding the CPU by water. Canceled the placement of flowing clean and dirty water in underground cavities to avoid waterfalls on cliffs that consume too much CPU.



Many other optimizations and numerous bug fixes have been made.

Daily Update

Added background music.

After the map is reduced to a certain extent, the characters in the map will be displayed in their normal size, and characters on any floor will be displayed. To facilitate observing the positional relationships of characters on a large map.