Update 1.2.1 - All good things must come to an end
[h2]Hey dieselminers![/h2]
It's been a while since the last Ad Fundum update was released. That is because this would be the final major update for the game and I wanted to include as many improvements and fixes as possible - and some of these required significant changes to the game's code.
[h2]So, what’s new in 1.2.1?[/h2]
[h3]Major improvements:[/h3]
[h3]Other improvements:[/h3]
[h3]Balance changes:[/h3]
[h3]Bug fixes:[/h3]
As I mentioned previously, this will unfortunately be the last major update for Ad Fundum. However, I may still release additional hotfixes in the future if any new bugs are reported. This has been a great experience for me, but at this point, I really need to move on to other projects.
That said, the journey of Ad Fundum is not over. Stay tuned for news about the release of Ad Fundum on other platforms!
It's been a while since the last Ad Fundum update was released. That is because this would be the final major update for the game and I wanted to include as many improvements and fixes as possible - and some of these required significant changes to the game's code.
[h2]So, what’s new in 1.2.1?[/h2]
[h3]Major improvements:[/h3]
- The game's performance has been significantly improved, with an average increase in FPS of approximately 20-40% depending on the device;
- The game over screen now includes contextual hints about what killed the player and how they can find a counter-measure to this threat;
- Thanks to Tangcuzhuzhu’s efforts, a Chinese translator, the Chinese localization of the game has been improved.
[h3]Other improvements:[/h3]
- The loading screen now correctly displays the progress of the game loading, so it no longer feels like the game has frozen;
- The visual design of buttons to access backup saves has been revised. They now look similar to other buttons, making it easier to locate and use them;
- Colors for walls and dirt on level 7 have been adjusted to make them easier to distinguish from empty spaces (thanks to Gauche for the feedback).
[h3]Balance changes:[/h3]
- Seismic Charge now has no cooldown, but falling rocks during an earthquake will not drop ore piles if the player has not waited for a "natural" earthquake before using Seismic Charge again (thanks to Gauche for the feedback);
- The mining speed after running out of fuel (with “Running out of fuel leads to game over” option turned off) is now significantly lower.
[h3]Bug fixes:[/h3]
- Fixed an issue with "People's Person" achievement being unobtainable in NG+ (thanks to Pistachio, Besl, and J M for their reports and save files that helped me track down this problem);
- Fixed a bug where several NG+ exclusive special upgrades could be destroyed by explosives (thanks to Hemorrhage for bringing this to my attention);
- Fixed a bug where using Quantum phasing and Harmonized recovery system could result in infinite phasing despite having 0 fuel (thanks to BadSniper for their multiple reports);
- Addressed an issue with the Object 62-0's beacon appearing too far away from the player in one of the game endings;
- Fixed an issue with dirt tiles sometimes displaying incorrectly in the level 5;
- Eliminated a bug where a player's mech could keep moving after fuel ran out and the game was over;
- Fixed a bug where Laser defense system would shoot at chemotrophic plant seeds that were already destroyed;
- Fixed a bug where the cannons of Object 62-0 sometimes wouldn’t rotate during the fight.
As I mentioned previously, this will unfortunately be the last major update for Ad Fundum. However, I may still release additional hotfixes in the future if any new bugs are reported. This has been a great experience for me, but at this point, I really need to move on to other projects.
That said, the journey of Ad Fundum is not over. Stay tuned for news about the release of Ad Fundum on other platforms!