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Containcorp News

v0.1.14

[p]> Added "Sub Anomalies" section to database[/p][p]> Fixed "Save For Later" button putting grants in the wrong dropdown section[/p][p]> Fixed unavailable grants from being selectable and being able to be accepted[/p][p]> Changed behaviour of S-0010 "Gate to Hell". Gate now absorbs power from its surroundings and automatically turns on at night if sufficient power is absorbed, turning off during the day. Gate can still be powered manually.[/p][p]> Containment regions no longer need to be indoors[/p][p]> Subanomaly instances leaving containment cell now cause a breach[/p][p]> Issues are visible in top left corner of game UI[/p][p]> Removed duplicate title from contract display box in contract menu[/p][p]> Added "subobject" and "exports" sections to anomaly database entry page[/p][p]> Le Fishe now lays eggs[/p][p]> Eggs hatch into "fishlings"[/p][p]> Fishlings magnify le Fishe's negative effect[/p][p]> Issue Jumptos can now run arbitrary logic[/p][p]> Added event for when S-0010 turns on.[/p][p]> Fixed bug where fallback context on contextual menu was overriding all contextual options[/p][p]> Fishlings killed if outside of containment cell. [/p][p]> Anomalies can collide with each other[/p][p]> Changed first contract containment goal to accept any anomaly[/p][p]> Time and date now visible on construct menu[/p][p]> Fixed bug with incorrect anomaly coliision calculations[/p][p]> Containment Class now visible on contracts[/p][p]> Added difficulty rating to anomaly contracts[/p][p]> Extinguishing fires now reduces heat level as well as fuel level[/p][p]> Added gas state and liquid state to fluids[/p][p]> S-33 propulsive brick now boils fluid[/p][p]> Gases now move through pipes[/p][p]> S-33 becomes docile when exposed to fluid[/p][p]> Added new "Gas Inlet" object that moves gases into pipes[/p][p]> Improved pipe outlet math, conservation of mass is respected[/p][p]> Removed lost shipment event[/p][p]> Added new "Steam Generator" object[/p][p]> Added new "Export Substation" object[/p][p]> Improving visual sorting for fluids[/p]

v0.1.13

[p]> Overhauled database menu[/p][p]> Added new database entries for existing anomalies[/p][p]> Removed unnecessary grant prerequisite for anomalies[/p]

v0.1.11

[p]> Machine translated all content files[/p][p]> Added daily stipend to anomaly detail UI page[/p][p]> Increased daily stipend[/p][p]> SAFE anomalies now generate money[/p][p]> Added visible floating text to anomaly stipend[/p][p]> Fixed bug with modal not closing when overwriting saves[/p][p]> Containment procedures are now saved properly[/p][p]> Fixed null error with battery slider display[/p][p]> Added save file validation step to protect against file writing misses[/p][p]> Added modal for terrain layer generation[/p][p]> Accounted for construction hauling edge case where building resource is on top of an object of the same type as the object to be built[/p][p]> Janitors no longer attempt to clean positions that cannot be reached[/p]

v1.0.10

[p]> Fixed issue with delivery store stocks being too low and restock time being disproportionately high, leading to construction softlock[/p][p]> Corpses are less annoying to inspect[/p][p]> Fired staff are forcibly removed from the site at the end of the day[/p][p]> departure shuttle bus no longer spawns for fired staff, to avoid the issue with infinite bus spawning[/p][p]> Optimised audio system with lazy sound sources, and sound object pooling[/p][p]> Nuggets regularly take mugshots[/p][p]> Fixed bug where containment breach message wouldn't disappear[/p][p]> Fixed bug with duplicate containment breach messages[/p][p]> Revised containment procedure handbook tutorial[/p][p]> Fixed issue with slow loading with many generated floors[/p]

v0.1.9

[p]> Translated settings[/p][p]> Modified classic scenario starting items[/p][p]> improved navigation notifications[/p][p]> rewrote tutorials[/p][p]> Adjusted sorting order of ghost wall and floor objects[/p][p]> Fixed price of razorwire[/p][p]> Added easy way to fire staff via new "fire Staff" menu[/p][p]> Fixed store page navigation bug[/p][p]> Fixed visual issues with nugget mugshots[/p][p]> Fixed issue with research tree nodes being unlocked too early[/p][p]> Fixed issue with ceilings being built even if not supported properly[/p][p]> Fixed squished UI on custom haul modal[/p][p]> Fixed memory error when loading save whilst pathing calculation process was running[/p][p]> Nuggets will try to unstuck themselves from glitched jobs after 10 ticks of being stuck[/p][p]> Added event for anomalies being assigned containment cell[/p][p]> Storage regions now accept all items by default[/p]