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Ad Fundum News

Hotfix 1.1.3b & Beta update 1.2.0.beta.4

[h3]Hotfix 1.1.3b includes the following improvements:[/h3]
  • Added a line to the dialogue with Tobias that gives a hint on how to earn his forgiveness if the player makes him angry;
  • Fixed a bug that could cause the player to get stuck while mining crystal on level 3 if they tried to cancel mining (thanks to jaworeq for helping to track down this issue);
  • Addressed an issue where stalactites would continue to fall even if the player had Vibration suppressor 1.0 or 2.0 installed (thanks to SandBag for pointing this out);
  • Resolved an issue with elevator platforms not being displayed on the Terrain Depth Monitor (thanks to Lingluo for bringing this to my attention);
  • Fixed an issue with navigation with controller or keyboard not working in the Shop menu (thanks to Mysterio28 for reporting the issue);
  • Eliminated a visual glitch that caused a blue rectangle to appear above the player's mech after downgrading the thruster from S-tier (thanks to Pico for reporting this issue).



[h3]Beta update 1.2.0.beta.4 includes all the features of Hotfix 1.1.3b, as well as the following:[/h3]
  • Fixed a bug that prevented terrain from shuffling after earthquakes when the Earthquake survival system was installed (thanks to mashtong54 and SandBag for reporting this issue).
  • Fixed an issue where the Treasure detection system would continue to point to ID chips on Level 7 even after they were destroyed (thanks again to SandBag for bringing this to my attention).

Hotfix 1.1.3a & Open beta update 1.2.0.beta.2&3

[h3]Hotfix 1.1.3a (for the main version of the game) contains:[/h3]
  • Fixed an issue where the player could accidentally replace a chassis with a lower-tier upgrade, causing chassis overload (thanks to Pico for the report);
  • Fixed a bug where the Cargo cleanse protocol treated wreckage as the cheapest ore in the game (thanks to Lingluo for reporting);
  • Removed a feature where the weight text increased each time the player tried to leave the Workshop menu with a chassis overload. This was a silly feature that I added as a joke, but it confused many players, so I have decided to remove it.


[h3]Update 1.2.0.beta.2 contains the same fixes as the main version, as well as:[/h3]
  • Fixed bugs with infinite upgrades not updating correctly after loading a previous save or starting a New Game++ (thanks to Lingluo and Sandbag for reporting);
  • Fixed an issue where mech stats would not update correctly after installing an infinite upgrade (thanks to mashtong54 and Sandbag for their reports);
  • Addressed an issue where surviving an earthquake with the Earthquake survival system installed would turn off the earthquakes (thanks to Lingluo for reporting this).


[h3]Another update for Open beta has also been released today. Update 1.2.0.beta.3 includes:[/h3]
  • Once again, fixed an issue with infinite upgrades not transferring from NG+ to NG++ (thanks to Sandbag for reporting this again);
  • Fixed a bug where supercapacitors weren't displayed on the mini-map with Ore Detector installed (thanks to Sandbag for the report);
  • A bug with alternative music for building menus not playing has been fixed.

Update 1.1.3 & New Game+ Open Beta!

[h2]Hey dieselminers![/h2]

It's been a while since the last update of Ad Fundum, and since New Game+ still requires testing and balancing, I have decided to split Update 1.2.0 into two parts. Changes to the main game are be included in Update 1.1.3, and New Game+ is available in open beta.

To join the beta, select Ad Fundum in your library, then go to "Properties" and select "Betas". In the "Beta participation", choose "Open beta".
NOTE: The new Game+ update will introduce new achievements. The game will track your progress using internal statistics and award you with the relevant achievements when you load the game after the 1.2.0 update. However, the list of new achievements has not been finalized yet, so some of them may not be acquired during the open beta.

Feel free to leave your feedback here
Or on my Discord channel in the General discussion section: https://discord.gg/jxTnpxhSgA



Now, what's new in the 1.1.3? This is the biggest update for Ad Fundum so far, as it includes:


[h3]New features:[/h3]
  • Added One-Life mode for those looking for an extra challenge. This mode erases your save file upon game over;
  • 0.5 second time window added to use the extra fuel tank after running out of fuel (thanks to the author of this post for the idea);
  • Mech's temperature has an impact on its visuals, making it easier to see when it reaches dangerous thresholds and use thermal stabilizers before taking damage;
  • Added an option to skip the entire story - useful for players who have completed the game and already know the story.


[h3]UI improvements:[/h3]
  • Added a comparison of the current mech stats with the stats of selected upgrades to make it easier to understand the differences between upgrades;
  • The shield strength is now shown on the HUD if the player has an S-tier hull upgrade installed;
  • Purchased mech upgrades are now highlighted in the workshop menu.


[h3]Sound improvements:[/h3]
  • The sound of Afterburner has been reworked, so it is now easy to tell when it is active;
  • The sound of the laser drill has been adjusted to be less noisy;
  • The sound of the locator has been reworked to make it easier to differentiate from the low fuel warning;
  • New sound alert has been added to indicate low health levels.


[h3]Balance adjustments:[/h3]
  • The cash rewards for finding S-tier upgrade blueprints have been adjusted. On levels 3 to 6, players will receive less money, but on levels 7 to 8, they will receive more;
  • After buying a special upgrade, finding its blueprint will now give a 25% reward of the upgrade's cost;
  • Threat Analyzer has been moved to level 4 and its price has been reduced to 1 million;
  • The reload time of charging stations on level 7 has increased from 5 seconds to 7, and their "charged" state duration has decreased from 4 seconds to 3;
  • Metal spike generation chance on level 8 has been reduced, and there are more ground tiles on the level. These changes only affect maps created after the update;
  • Earthquake duration in deeper levels has decreased to make them more challenging in the late game;
  • Being electrocuted with Electric power accumulator upgradeinstalled now gives much more fuel;
  • The amount of fuel generated by Thermal energy converter has been increased from 0.0075 to 0.025 liters per degree of excess heat per second;
  • Fuel reproduction tank now generates 0.1 liter of fuel per second, up from 0.06 liters.
  • Light energy converter now produces 20% more fuel, and it can also generate fuel in vertical mines connected to the surface. In addition, it generates a huge amount of fuel on the surface;
  • Biofuel production module now generates significantly more fuel from each tile;
  • High level Fixed-Cutter, Dredge, and Laser drills now consume significantly more fuel. This makes it more likely for your mech to run out of fuel in the later stages of the game. However, with the changes to fuel producing special upgrades, it is also easier to obtain fuel while underground;
  • Magnetic field inverter now costs 50 liters of fuel per use;
  • The recharge rate of the energy shield has been decreased from 10 per second to 5. On the other hand, visiting the Maintenance station now completely restores the charge of the anti-gravity engine and maglev chassis, as well as fully replenishing the energy shield;
  • The damage dealt by the Object 62-0 weapons has been significantly increased. Additionally, rotation and reload speeds of the weapong have been slightly improved. However, the health of energy cores has been significantly decreased. Overall, this makes the final battle more challenging, but also less grindy, giving the player a chance to defeat Object 62-0 even without taking out its weapons. The weapons' damage has not been changed for lower difficulty levels.


[h3]Bug fixes:[/h3]
  • Fixed an issue with consumable items sometimes appearing on top of each other when dragged to the 1-9 slots from the inventory menu;
  • Fixed a bug where the player could get hit by Object 62-0's hull while it wasn’t moving;
  • Resolved an issue where the drilling animation sometimes didn't play when damaging parts of Object 62-0;
  • Several spots in level 7 that were previously inaccessible without the S-tier thruster have been redesigned;
  • Player can no longer take damage while falling on the ground and not being able to control the mech due to an earthquake;
  • Addressed a problem where ore messages showed "+0 [Ore]" when using the Cargo Cleanse protocol and automatically discarding the cheapest ore;
  • Eliminated an issue where charging station lamps appeared above a mech when mining through them in level 7;
  • Fixed a bug where players could sometimes access buildings after game over;
  • Fixed a bug where the mech could sometimes get stuck in one of the tiles near the final level of the game (thanks to rOdyNZ for the report);
  • Fixed an issue with the elevator ride price sometimes being displayed incorrectly (thanks to AlexGamingPleb for the report);
  • Fixed a bug that caused stalactites from level 3 to get stuck on the elevator platform sometimes (thanks to Dystopia Dweller for reporting);
  • Fixed an issue where cables would sometimes remain after destroying a bomb;
  • Fixed an issue where bomb fuses would sometimes disappear after destroying one of the bombs;
  • New game settings menu no longer flickers when changing difficulty preset;
  • Fixed a bug where tracks would sometimes keep spinning after game over;
  • Fixed a bug where the money counter sometimes behaved incorrectly (thanks to Dystopia Dweller for reporting);
  • Fixed a glitch with clicking sound and navigation issues after changing VSync settings (thanks to AlexGamingPleb for the report);
  • Fixed a bug that allowed the Expedition headquarters to be upgraded beyond the maximum level;
  • Fixed an issue where the names of some buildings in the Expedition headquarters menu were displayed incorrectly when they reached the maximum level;
  • Fixed issues with refueling and repairing prices sometimes being displayed incorrectly;
  • Fixed a bug where the single-page text would not display after the player switched from a text with multiple pages (thanks to AlexGamingPleb for the report);
  • The "Can't Mine" sound will no longer be played when a player is trying to mine near a reinforcement beam (thanks to Dystopia Dweller for the report);
  • Fixed a bug with item selector sometimes selecting wrong items (thanks to Dystopia Dweller again for the report).


[h3]Other changes:[/h3]
  • The locator no longer detects collectibles inside the vaults unless they are opened during an earthquake;
  • Elevator platforms now appear broken until the player upgrades the elevator to the required level;
  • Some dialogues in level 7 can no longer be triggered after visiting level 8. This dialogues are not required for the "People Person" achievement and make no sense story-wise after visiting level 8;
  • A new in-game timer has been added. It displays the time spent in the current playthrough, including time in menus (but excluding the pause menu). The timer can be accessed by pressing the ~ button. NOTE: the timer is only accessible in runs started after the update, and the time displayed is different from the ingame time shown in save slots and statistics menus;
  • The response time for radio calls has been increased from 20 seconds to 40;
  • Magnetic field inverter and Threat analyzer can now be used from the inventory or assigned to slots 1-9 for easier use;
  • The player can no longer purchase upgrades which lead to chassis overload (thanks to Dystopia Dweller for the suggestion).

What's coming with the update 1.2.0: new upgrades, new game modes and more

Hey dieselminers!

It's been a while since the last update for Ad Fundum was released and I'm still working on the New Game+ update. So, I wanted to share some details about update 1.2.0 with you.

[h2]What will this update include?[/h2]

[h3]New Game+[/h3]
What could be better than starting a new game, saving all your upgrades, items, and most importantly, the profits? Starting over again! In 1.2.0 update, you will be able to start New Game+, then – New Game++, New Game+++ and so on. The game will adapt to your mech with each new playthrough. Yes, just like in Dark Souls!



[h3]Infinite upgrades[/h3]
Of course, it wouldn't make sense to have endless restarts without anything to spend your hard-earned money on. After starting a New Game+, you'll unlock infinite upgrades for your mech. Progress has no limits!



[h3]New special upgrades[/h3]
And what is the point of starting a new game if there is nothing new to discover? That's why in New Game+, you will be able to find 8 new special upgrades. Some of them have insane effects!



[h3]Finally, there are small improvements, such as:[/h3]
  1. Ability to use extra fuel tanks shortly after running out of fuel;
  2. New sounds for the treasure detector and for taking damage when your health is low;
  3. New visual effects to indicate when the mech is overheating or overcooling;
  4. One-life mode for those looking for an even more challenging experience;
  5. Option to turn off all story dialogue for those who know the story of the game already.

And many other minor improvements and fixes to make the game better!

[h2]When will the update be released? [/h2]

Everything is ready, but there's still a lot of balancing and testing to do. It should take me 7-14 days to finish everything, but as you may know from my previous messages, I'm quite bad at predicting release dates :)
So I can only say the update will be released soon, but time is relative.


P.S. I would also like to apologize for the delay in releasing the update. Some issues in my life have distracted me from working on the game and, since I am a solo developer, progress has been halted for over a month. However, I am devoting as much time as possible to improving the game.

Hotfix 1.1.2b

[h3]Bug fixes:[/h3]
  • Fixed an issue where the player's current money balance could be displayed wrong due to incorrect rounding (thanks to Dystopia Dweller for reporting);
  • Fixed a bug that caused the "Continue" button to become grayed out after deleting a save file (thanks to Dystopia Dweller for reporting);
  • Fixed an issue where navigation in the Collections menu could stop working if the player had not found an Ancient vase before finding any other artifact (thanks to Dystopia Dweller for reporting);
  • Fixed an issue where charging stations at level 7 sometimes stopped working (again, thanks to Dystopia Dweller for reporting);
  • Fixed an issue where the number of Reinforcement beams item was sometimes displayed incorrectly (and this was reported by Dystopia Dweller too, thanks again);
  • Fixed an issue where chemotrophic plants at level 5 could continue attacking the player even after they left their attack range;
  • Fixed an issue where the Automated air deceleration system could activate right before hitting the elevator platform, even if the player was pressing the S button;
  • The damaged save check system has been improved to prevent the "Load save" menu from breaking if the save file is empty.