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UnderSupernova News

Summay of Recent Updates

[Translation]
Added hundreds of new text translations in English



[Bottom level changes]
Change the size of the celestial body from int to long. The diameter of the sun at 1708 times is 23775 36 million grids, while the maximum value of long is 922 3372 0368 5477 5807

So it can accommodate various stars from afar. To lay the foundation for future universe plots and more gameplay.

Not compatible with archives of 0.6. x and earlier versions.



[multiplayer]
The script can set a base blueprint for new players to use when joining. This blueprint will be randomly placed in the initial block, and initial units, buildings, and supplies can be set in this blueprint to customize battles or crises in accordance with the script.

A new right-click command has been added: Group Follow, which allows the selected characters to follow specified characters in batches, avoiding the inefficiency of requesting to follow one by one, and the "Come to Me" option is not suitable for achieving long-distance follow.

When the target dies, only units chasing it within 100 squares will be added to the pickup action.

Optimized the behavior logic of characters during long journeys, focusing more on responding to team commands.

The server can view all connected users and block them by username/IP.

You can also view usernames/IPs that have been manually or automatically banned to unlock them.
Optimization of Network Communication Process



[Maze Adventure]
Maze monster intensity adjustment, now from weak to strong, they are strange vines, floating mushroom, light fog, ground basket grass, spinning bird, gemstone worm, water tank worm, and magma worm

Fine tune the types and probabilities of items produced in the maze.

The maze is temporarily used as the main production location for healing potions and non player made defense equipment.

New weapons made from maze boss drops: gemworm laser gun, simple air cannon.

Three high damage traps have been added to the maze: fire ring trap, crystal trap, and moonlight trap.



[Ground Adventure]
Expand the danger level to level 10 and linearly measure the damage value of monsters

The default danger level of the initial block is 0, and the default danger level of the northern block of the initial block is 4

Most higher danger levels will bring stronger new monsters

Many materials dropped by monsters can be used to create weapons and armor to enhance characters' combat and survival abilities.

Added a universal coin that can be activated to obtain digitized universe coins.

Added a blind box that can activate the extraction of almost all items.

Universal coins and blind boxes for all things will appear in the ground relics.

Added oil bug - dormant small sting species.

Added oil bug - dormant small weaving species, throwing nets to trap opponents, and then launching long-range attacks.

Added oil bug - dormant bladed netting species, throwing nets to trap targets, and then launching melee attacks.

Added oil bug - dormant medium acid species, throwing larger acid balls and forming multiple acid pools after hitting the target.

Added oil bug - dormant medium sting species, producing 3 automatically tracked spikes per attack.

Added oil bug - dormant high speed bladed species, moving faster than most oil bugs.

Added oil bug - dormant tentacle species, capable of grabbing units within 6 grids and striking them hard, while silencing the opponent by 60 points.

Added oil worms - dormant mucus species, producing a volatile mucus pool that hinders movement every once in a while.

New melee weapons: Oil Bug Short Blade, Oil Bug Sword, Oil Bug Acid Sword, Oil Bug Enhanced Sword, Oil Bug Enhanced Acid Sword.

New long-range weapons: Oil Bug Multi Bow (and Arrow Oil Bug Acid Arrow), Oil Bug Enhanced Multi Bow (and Arrow Enhanced Oil Bug Acid Arrow).



[Dynamic Crisis]
The nutritional requirements of oil insect plants have decreased from 200 to 10. The germination rate of oil bug spores increased from 0.3 to 1.0. To enhance the germination probability of oil bug spores and increase the likelihood of plant like organisms appearing and spreading

When some oil bug species excrete, if there are plant growth conditions under their feet, they will also sow oil bug spores once.

Oil bug plants accumulate 1g of biomass per minute The biomass consumption of various oil bugs has also increased to the level of kilograms (Oil bugs can be produced in about a day)



[Balance]
Remove the overly powerful equipment that comes with the opening game.

Fine tuning the probability of items in the interstellar mall.



[UI]
The character status interface has added a slider to adjust the movement speed.

Added several illogical symbols for easy item classification and viewing: weapons, armor, tools.

The menu and other buttons have been moved from the bottom right corner to the top right corner.

You can reverse search for monsters that will stably drop some items from the item itself.



[Management]
Part of the historical records in the historical monument will be added with location records to the monument. For deaths of non-human entities, if the death prompt is not clicked in a timely manner, the location of death can also be viewed here. Of course, don't forget to add a recorder.



[New Race]
In order to simplify operations and make it easier for new players to get started, a new alien race has been added: rockman.

And use the corresponding script as the new default script.

Rockman do not consume water and can survive within a temperature range of -200 to 500 degrees.

Added rock food for rockman, as well as a building called the rockman spotlight platform for manufacturing rock food.

Added reinforced crystals to enhence rockman, as the building rockman condenser used to manufacture them.

The knowledge/skill learning rate of the species can now be set, and in order to match its short lifespan, the basic rate of rock humans is 100 times that of ordinary humans.

The adult age can be set in minutes, with a lifespan of approximately 10 days for rockman who reach adulthood in 4 days.

Due to the short lifespan of rockman, their chances of falling in love and getting married after falling in love are significantly higher compared to other species.

The lifespan of rockman is short, and the combat power of untrained ordinary humans is far inferior to that of rockman. However, they can obtain stronger combat power through long-term training and the use of weapons.

A new non excretion sign has been added, which rockman possesses, indicating that the creature has no excretion behavior.

A hunger dormancy flag has been added, which rockman possesses. When the diet bar is depleted, it will enter dormancy.

When organisms are in a dormant state, their lifespan will be automatically extended.

For the convenience of management, you can right-click on the grid with dormant rockman to replenish them rock food and awaken them.

Added combat subspecies of the rockman: rockman shooter, ranged unit; giant rockman, with long attack intervals but high damage and health; rockman floater: flying remote unit.

Added the building rockman manufacturing tower to allow for the production of various types of rockman.

The automatic character transformation flag of the recipe has also been effective for non automated manufacturing scenarios. Several recipes for the rockman manufacturing tower have this flag.

The production of ordinary rockman does not require prior knowledge. By default, only ordinary rockman have the prerequisite knowledge to create combat subspecies, while combat subspecies do not.

Accumulated events can be set to add difficulty points based on the total character score of the main player group, and this feature is applied to the default script of rockman.

In the 0-10 level ground area challenge level, the rockman's level is 4.



[Mechanism]
The actions of chopping trees and digging will automatically consume the durability of equipment equal to the highest corresponding ability (note that weapons used for combat may be consumed in miscellaneous tasks due to their ability enhancement)

The ability of held items will be included in the character's ability assessment

Units can pick up and possess items from hostile units now. When attacked and killed by monsters, equipment and other items may be picked up.

Fine tuning of ownership mechanism



[Combat Mechanism]
The damage caused by free projectiles now will be attributed to factors such as the launch device and the relevant skills of the person using the launch device.

The attack method can be set to silence the opponent's points. Units accumulate 48 points per second. When the accumulated points are negative, the attack cannot be launched.

Remote attack projectiles use the repelling attribute of remote attacks

The projectile can be marked with a dropping building sign and place a building at the corresponding grid point

The projectile can set the radius of the falling object, so that all grids within the specified radius will be added the falling object (such as a larger web or acid pool)



[Character Behavior]
When hit by a remote attack, the target will also counterattack



[Simplified substitution]
Adjusted several fast-growing plants. Fast growing oil fruit, fast growing starch fruit, and fast growing fiber fruit plants produce seeds, which are mixed with a large amount of humus to make seed pellets. The seed pellets germinate into plants. The plant produces about 1kg of fruit per day. If these three seeds are not made into seed pellets, the germination time will be significantly prolonged and the germination probability will be significantly reduced.



[Simulation]
Adjust biomass absorption rate to about 90%

Nutrients are allowed, but when the number of seeds multiplied by the number of germinations is less than 1, the germination probability will not be further reduced



[Experience】
Career experiences can now be set up with a series of item pools. When a character extracts corresponding experiences, items are sequentially extracted from these item pools and placed in the character's backpack.

A new experience called "Exploring City Ruins" has been added, which can be extracted by C1 type oil bugs and some other monsters. This experience sets up several item pools composed of items from the town to provide richer drops.



[Document]
When referencing images, you can adjust the display size of the image in the form of [zoomFactor||fileName]



[Bug fix]
Fixed several drag bugs and UI interaction bugs

Updated on March 22

Added an alien species: rockman, and a new default story setting to simplify operations

Recent Updates

v0.6.2.0
There are many incompatible changes.
Some modifications and mechanism additions that slow down the running speed (to be further improved in the next round of centralized performance optimization).

[Scriptification]
The area definition of the blueprint can add preset characters, allowing for customized design of people living in a certain house (such as hermits in a forest hut, blacksmiths in a blacksmith shop, etc.).
In the event effect mapping, it is possible to define demand tasks for characters with specified preset labels.
For example, in RPGs, it is common for players to trigger an event and then take on a new task at a previous NPC.
It will search for NPCs with this tag signature from the set tag name, and then generate demand tasks for each NPC according to the demand task definition. After this effect takes effect (such as triggering an event when a hostile NPC dies), the game can communicate with the NPC again. The NPC will inform itself of the new demand, and then the new task can be seen in the task list obtained by the player's character operation.
The requirement task can also define the events triggered when it is completed.
The impact of the event is unified into the definition of the event effect (removing redundant definition entries) for a more intuitive and readable approach.

Optimized the interaction of requirement tasks, in addition to using dialogue and the 'Get Task' page, tasks can also be understood and submitted through actions.
When right clicking on a grid point, if there are other people with demand tasks within the grid point, alternative actions such as "Inquire about demand" and "Generate a demand that has been completed" will be displayed
If the distance exceeds the distance where sound can be heard, the character will walk near the target character before speaking when performing these two actions.

[Refinement of character presets]
Character presets can define the creation callback events and resurrection callback events. The former will be triggered when creating characters from presets, while the latter will be triggered when characters are resurrected.
Character presets can define their knowledge, skills, and talents. (As for specific knowledge and skill points, they can be given from defined career experiences).
Character presets can set a non-zero preset lifespan to exceed the normal lifespan limit of the species.
The character preset can define the followers of the character. When creating a character from this preset, these followers will also be created and follow him.
It is possible to create followers by defining the preset form of characters in detail, or by specifying species and quantity. (such as triggering the creation of a preset general from an event, and subsequently creating his army)



[Urban decoration]
Added flowerpot items with plants: sugarcane flowerpot, tulip flowerpot, tricolor violet flowerpot, sunflower flowerpot, silver lotus flowerpot, hyacinth flowerpot
Modder can refer to the tile configuration of these flower pots and synthesize flower pots with flowers from the flower tiles.
New flowering plants added: morning glory, violet, lily of the valley, chamomile, marigold, geranium, rose, nocturne, hydrangea, lily. And their corresponding flower pots



[breed]
The default scenario's built-in creatures have added 3 chickens.
Chickens and ducks in the appropriate growth stage will lay an egg to their current position every day (you can roughly determine when the egg will be laid by the next growth status change time in the unit detail page text).
The formula has added an automatically generated character flag, which takes effect when it exists together with the automatic formula flag, converting the automatically generated target object into action units.
(Modder can use this flag to set more conventional buildings for producing action units)
Added automatic recipe for hatching chickens and ducks, both with this flag, consuming eggs/duck eggs to hatch chicken/duck units after 21/28 days.
Added a building constant temperature incubator with hatching formulas for chicken and duck.
Newly added building rapid incubator, capable of incubating eggs and duck eggs at 10 times the speed

[Default scenario adjustment]
Removed the acquisition method for 'Step into the Planet' and changed it to 'Step into the Planet: Part One'
A light mist has been added to the ancient book ruins to increase the difficulty of obtaining this book. (Of course, you can also lead it away)
Removed the light traps near the opening house, increasing the difficulty of the opening battle.
Added pre-set NPC iron ore merchants and gold ore merchants, who will release tasks to exchange bio oil for gold ore and iron ore.

[Battle Adjustment]
The long-range attack method of oil worms has been changed to creating projectiles, all of which are smaller volume projectiles


[Animal behavior]
When animals move into water, they record the point of entry as the water source. When animals are thirsty, they try to go to the nearby water source they remember to drink water from
1kg of water can be automatically consumed near the water source, but it is ignored because the general water quality is above 1 ton
After hunting, animals will remember the location of their prey's death as a food point. When animals are hungry, they will try to go to the remembered food point to see if there is any food residue
When animals are unable to find their way to a food/water source, or when they find that there is no food residue left at a food point, they will remove the corresponding memory
The behavior of drinking near water sources has been added, and when right clicking on the grid point adjacent to the water block, the corresponding candidate action will be added, so currently water towers are not necessary
Removing the private cognitive symbol, animals also have a perception of private property because they need to build nests, and this symbol is temporarily meaningless
Animals have a low probability of randomly finding a place to build their nests, but a high probability of building their nests at water and food sources


[Biological simulation]
Animals can define their maximum body weight (kg) to avoid exceeding species limits

[UI optimization]
A specific drawing displaying the building has been added. Click on the drawing to select the recipe and enter the installation status panel, which can be triggered through the character status page. (More common forms of interaction in construction games)
Fine tuning of text input box style
Message box style adjustment
Adjusted the interface layout to avoid the interface obstructing the combat field of view, as well as avoiding pop-up windows blocking character status and backpacks.



[information feedback]
Added records of the cause of death for the characters. After the death of a person, the cause of death will be recorded on the tombstone, and the recorder will also record it on the historical monument of the group.
The item details and person details will display the ways in which they can move (such as walking, climbing, swimming, flying, etc.).
Stacking items will additionally display their total mass, making it easier to determine the size of small items (especially seeds).
Added a description of the dropped item in the item details.


[Optimization of mini map interface]
Support left clicking and dragging to move the camera range of the small map, so the button to move half a camera to the east/south/west/north has been removed
For the sake of simplicity and aesthetics in the interface, and considering that the mini map supports right-click interaction, both heading and teleportation can be achieved by right clicking on points within the mini map. Therefore, the 【 Go 】 and 【 teleportation 】 buttons on the mini map have been removed
Other minor adjustments


[Interaction experience adjustment]
A shortcut item bar has been added. Holding down Ctrl and clicking on items in the backpack will add them to the empty space in the shortcut item bar. Holding down Ctrl and clicking on the empty space in the shortcut item bar will clear the slot. Clicking on the slot will hold the items inside. When holding an item, left clicking on any location on the map will use the item for interaction. (Common interaction methods in sandbox games)
The backpack page of the character details page can be configured to automatically pick up items and give up ownership to discard items (Convenient for retrieving arrows, quick cleaning of backpacks, etc.)
When right clicking on a grid, add an alternative action to pick up the first item that can be picked up (this function is more frequently used for grids that do not have many items).



[Battle experience adjustment]
There is a certain probability of encountering monsters when loading the area now, and the 1080 * 1080 block has a fixed danger level.
Each danger level corresponds to a different type and quantity pool of monsters, that is, the danger level of a large block affects the number and types of monsters to be brushed.
When the player controls the character to cross the boundary of adjacent large blocks, if the danger levels of the two large blocks are not consistent, a pop-up prompt will appear to avoid falling into a dangerous pile of monsters.

When selecting a group of people and right clicking to move, if a character is in a sleep state but their stamina bar reaches more than half of its full value, it will wake them up.
Units that are enclosed in walls or solid blocks due to various reasons, if they automatically sleep, will immediately sleep.

v0.6.1.3
It will be included in the item details as knowledge and skills exempted from formula by the building, or as knowledge and skills inherent to the species.

v0.6.1.2
Adjusted the placement of some decorative buildings to align only along grid points for the convenience of blueprint decoration.
A new initial town blueprint has been added as a flatter village, with each household having a separate room.

A new explosion-proof sign has been added, and the grid with this sign will not cause monsters to explode when encountering explosives. A new explosion-proof box building has been added with this sign.
The default opening comes with an explosion-proof box to reduce the difficulty of the opening.


v0.6.1.1
When editing blueprints, just like when adding construction tasks, follow the mouse to display the transparent tiles of items and buildings
The area rules in the blueprint can also define the number and probability of households generated, and according to the design purpose of the area, it will automatically belong to the corresponding households generated.
(Players can directly edit a small town, then place an area rule for each house and set the number of households to 1, thus obtaining a small town with residents during initial placement.)

近期更新汇总

更新日志
v0.6.1.0
移除了一些很早期的逻辑, 可能造成部分存档不兼容, 增加一个大一点的版本号
新增了 1-4型体力药剂, 用于体力补充
减少移动体力消耗为原来的约三分之一。(普通人满值体力可以移动的格数从约600提升到约2000)
许多油虫现在每6天产出0.5kg食物和0.5kg生物石油。
v0.6.0.29
大部分手工制造的配方都加到了通用手工机器内(地形建设除外)。
默认禁止了医疗机器人和维修机器人的大部分普通工作, 专注于医治和维修。
新增了一个微型太阳能机器人, 重量微小, 无法攻击, 但不耗电可以永久行动。
战斗无人机自带手枪射击的攻击方式, 只要背包里有弹药即可发动攻击。
v0.6.0.28
v0.6.0.27
新增了不可进食, 不可阅读标志, 具有该标志的单位无法执行相应动作,给机器人和载具添加了对应标志
优化了交易界面显示, 方便看到具体是谁和谁交易(便于区分 个人与个人, 个人与团体, 团体与个人, 团体与团体, 个人向团体购买, 团体向团体购买, 个人向商船购买, 团体向商船购买 这8种情形)。
可以收藏小地图当前位置了, 并且点击该收藏项即刷新小地图调转到对应的位置。
修复若干bug
v0.6.0.26
对于人物目标型任务在管理页支持移除冷却时间了, 从而可以移除冷却然后立即指派。
招募现在同一目标间隔60分钟才可以进行一次, 驯养间隔30分钟。
增加了人物接取了人物目标型任务的信息显示。
驯养任务执行一次后会放回了, 且驯养会以建立所属认知结束, 即动物最终会加入玩家团体。
调整了马,骆驼等动物的标准体重和负重能力。
增加了一种巨型滤食鱼, 血量10000,体重10吨。

右键格点时, 第一个被遍历到的可食用物品会直接出现食用它的备选项, 不必到物品详情页交互。
全图人物列表可以输入文本按名字筛选了。
管理页可以直接指派人物阅读某个文档指定时长了。
(不推荐)可以在安装目录运行脚本覆盖默认配置, 从非全屏窗口启动。


v0.6.0.25
v0.6.0.24
物品/攻击方式/知识/技能/书籍 没有主动点开的必要, 关联页面会有跳转链接按钮。所以移到设置窗口里。
让财富统计, 教程和文档, 在线wiki等的按钮更明显。让玩家可以更专注于重要的交互项。
教程和文档同时在界面顶端和界面右下角显示, 让它更显眼方便玩家找到。
合并了调整后的几个状态栏, 精简界面。
拖动窗口的时候, 不再连带拖动地图。
v0.6.0.23
UI微调。
绘制速度略微优化。
增加一个高配置机器下, 可选配置双加载线程的选项, 进一步加快区块加载。
v0.6.0.22
并行解析配置文件
v0.6.0.21
v0.6.0.20
并行载入配置, 便于后期Mod大量小文件载入
压缩的蓝图规则不直接存数值, 而是对数值转字符串后存储
延迟并并行解析压缩蓝图规则的延迟字符串。以加快对批量生成的大量巨型蓝图的载入。
重新生成100个3*27*27的迷宫房间, 调整了地下城蓝图, 以应用此延迟并行解析特性。
v0.6.0.19
绘制略微优化
寻路优化
内置文档载入异步化
v0.6.0.18
在许多物品池里添加了破损的机器人生产线物品, 它可以豁免知识, 使用原料制造少量机器人, 但是使用次数有限。
调试菜单增加了一个手动导出日志的按钮
给大型聚落的房间随机添加了许多家具
无敌模式传送不消耗一次性传送器

v0.6.0.17
右键获取地点信息时, 除了当格的人物, 还会显示附近1格的人物, 避免不熟练时不好选中对应的人物。
加回来了人物头顶的当前动作和进度文本同步, 但是仅限本地游戏, 或者开启游戏的主机才会同步这些信息。以减少联机时数据传输量。
加大了一点人物头顶的文本字体
分离了装备物品, 食用物品, 安装组件对单位移动方式影响的配置。(修复了装备碎石就可以飞行的bug)
可以配置收到攻击的时候进行主动分泌了。蜘蛛在收到攻击的时候如果在主动分泌时间间隔内, 就会立刻制造一张网保护自己。
吐酸型油虫每隔5h可以主动分泌一次, 同样也会在收到攻击时立刻主动分泌酸液池, 制造有利战斗环境。

v0.6.0.16
右键菜单未显示的时候, 不随角色移动而获取右键菜单数据。
v0.6.0.15
增加了对以左下角对齐形式绘制的瓦片的点击判断
v0.6.0.14
人物详情页增加了一个数据刷新按钮。
右键一格时, 如果附近8格内的一个建筑任务的半透明图标和鼠标点击位置重叠, 那么它也会显示在右键菜单里并可交互。
同样, 右键一格时,如果附近8格内的一格物品或建筑的图标和鼠标点击位置重叠, 那么它也会显示在鼠标右键菜单里并可交互。
v0.6.0.13
v0.6.0.12
调整手动移动的时候人物移速
v0.6.0.11
修复了卸下装备未刷新的bug
修复了缓存导致存储完毕立即读档看不到人物图标的bug

v0.6.0.10
新增了塑料袋, 消耗塑料和燃料制造, 可以提升5kg负重。
装备可以定义对应穿戴分类的限额, 任一已穿戴计数超过对应分类限额, 都无法穿戴上。
装备穿戴上的时候, 给它所有具有限额的穿戴分类都添加1的计数。
(如塑料袋限制分类为Bag的最多10项, 那么最多穿戴10个塑料袋或者其他限制Bag的装备, 就无法再穿戴塑料袋了.)

修复一个基因特性有关字段导致的存档bug
修复一个单位位置缓存未更新的bug

updates

更新日志
不定期停更一段时间

v0.6.0.9
可以在基因里定义额外的移动方式, 额外的速度, 额外的属性(如生命上限加值),额外的能力了。
物种基因池里所有基因总权重超过10000时, 会必定抽取到一个特殊基因。
新增了一个水下呼吸的基因, 提升憋气时长为100年。
新增了一个提升力量的基因, 会提升人物的负重能力。



v0.6.0.8
被陷阱限制移动的时候, 无法发起攻击, 且同时会消耗尝试攻击的行动点。(大幅强化蜘蛛的战斗力)

新增了初步的基因机制,子代会随机挑选亲代的染色体从而发生选择性遗传(仅机制支持, 尚未填充内容)。
基因有偏好的染色体号列表, 基因被抽取时也会随机抽取它出现在的染色体编号(人类染色体编号共46个, 注意成对的染色体其编号也应当成对出现否则不便于遗传)。
基因位于染色体上, 且有其取值, 其不同取值表示它的不同表达, 但是整体的表达需要遍历所有的染色体统计其上的所有基因才能确定。
类似于职业经历池,物种也会有一个加权的常见基因池。
从蓝图创建的亲代人物会从物种的基因池抽取基因(子代则直接从亲代选择性随机遗传)。
地表的动物也会从物种的基因池抽取基因。

v0.6.0.7
新增了一个清理区域的指令, 会让当前框选的一群人里, 有足够负重余量者去清理区域规划范围内负装饰度的物品(如污水).
(不用再为动物混进居住区而烦恼了)

部分解耦了无线充放电的逻辑。
具有可无线放电标志的物品(如可充电电池)可以通过激活获取其电量。
具有可无线充电标志的物品(如可充电电池)可以向其中无线充入电量, 不再仅限机器人充电激活。

物品可以定义其每次使用需要消耗的电力, 如果它内部的电力不足时, (不管是持有使用还是装备使用都)会无法使用, 可以从物品详情里的自动化页充入电量。
装备的武器需耗电使用时没有电量会自动卸下, 且充电前无法装备。
持有物品和装备武器作用时都会消耗耐久, 耐久耗尽自动成为组成原料。

新增了一个吃东西的默认动作类型, 物品没有默认动作, 且是可以吃的的时候, 持有的默认动作是吃掉。

满体力消耗体力到无体力会提升0.3的体力上限, 最多提升900


v0.6.0.5
物种可以定义主动分泌时间间隔,需要比被动时间间隔短才有效。
新增了一个主动分泌动作, 超过分泌间隔时, 右键人物所在格会出现。(可以控制蜘蛛吐丝织网)

v0.6.0.4
移动方向不可继续前进的时候, 如面向墙默认上爬, 面向空气默认下爬。从而自动攀爬适用范围更广了。

v0.6.0.3
陷阱可以定义其主动攻击方式, 会产生从它的位置投射向激发位置的弹丸。
新增了飞石陷阱,毒液陷阱,火球陷阱,和飞箭陷阱,会安置在迷宫,地下城和地表遗迹内,它们没有图标,不可见。
陷阱每次激活主动攻击方式, 和它的普通作用一样会消耗陷阱建筑的完整度, 直到建筑损毁。
物品可以定义其陷阱触发范围, 从而人物经过时会激活指定半径内的所有陷阱。
新增了陷阱触发半径逐渐增大的 小型,中型,大型陷阱触发器,同样会安置在迷宫,地下城和地表遗迹内。
它们每次触发消耗20%的完整度。

新增了一个不可占有标志, 具有此标志的物品无法从无主状态变成有主状态。
但是如建造和制造获得的它们从一开始就是有主状态, 可以发生有主状态的转移。
给新增的陷阱和陷阱触发器增加了此标志。


v0.6.0.2

添加了一个关闭机器人的动作, 会让机器人恢复物品状态从而不耗电。
可以通过充入0电量来唤醒有一定电量余额的机器人。


人物收到击退攻击发生位移后, 如果处于攀爬位置, 那么会没有抓牢发生坠落。
坠落到的地方如果是水填充那么不受伤害,如果坠落高度只有1米也不受伤害,否则受到 (5 * 坠落高度)的重击伤害。
(可以用这个机制, 装备高击退的工具在比较高的悬崖处把敌对单位打下去)