Beta Update
Greetings Pilgrims;
I have been bust working on new visuals, but many others have been playing the beta and providing feedback. A big thank you to everyone for the feedback as it has raised some great ideas and changes that are now implemented.
Change List;
- Fixed the rec-room pre-placed visual to match the final building
- Fixed an issue that could prevent ice from melting at the correct percents
- Fixed an issue that caused the mounted rail-gun when used manually that caused shots to go through aliens not triggering a kill and the attached achievement from doing do
- Added some extra slots to the liquid processor
- Added a new facility that auto generates filtered water. This facility only functions after 25% terraforming (when rain starts)
- Added the workshop which is a large 2 tiered empty space that is perfect for organizing machines and or storage boxes
- Fixed an issue that prevented the colonist achievements to not correctly fire when adding 8 and 12 colonists
- Reduced the normal level difficulty for drains related to air, food, and water. Some players found it a bit strict so it has been reduced. However, the highest levels of difficulty are still the same, only the lower difficulty settings where changed
- Added a toxic effect to the alien caves you can explore to acquire high end loot. There was not many ways to lose hit points so this change will enforce creating health potions. It is not to drastic of a damage over time, but it will make players move a little faster when inside the caves
- Added a warp type intro to starting a new game that makes the initial launch feel more spacey.
- Added and changed a few icons for certain items and materials
- Reworked the "Basic Base Constructor" visual. It is now better looking and smaller
- Added the workshop to the players starter inventory and reduced how many HUB's you start with to one
This is it for this small patch. I will continue to work on visuals, polish, vfx, sfx, and other aspects to bring the experience to life. Please continue to enjoy the beta and or demo while providing critical feedback that will be used to improve the game. Thank you for your time and support.
I have been bust working on new visuals, but many others have been playing the beta and providing feedback. A big thank you to everyone for the feedback as it has raised some great ideas and changes that are now implemented.
Change List;
- Fixed the rec-room pre-placed visual to match the final building
- Fixed an issue that could prevent ice from melting at the correct percents
- Fixed an issue that caused the mounted rail-gun when used manually that caused shots to go through aliens not triggering a kill and the attached achievement from doing do
- Added some extra slots to the liquid processor
- Added a new facility that auto generates filtered water. This facility only functions after 25% terraforming (when rain starts)
- Added the workshop which is a large 2 tiered empty space that is perfect for organizing machines and or storage boxes
- Fixed an issue that prevented the colonist achievements to not correctly fire when adding 8 and 12 colonists
- Reduced the normal level difficulty for drains related to air, food, and water. Some players found it a bit strict so it has been reduced. However, the highest levels of difficulty are still the same, only the lower difficulty settings where changed
- Added a toxic effect to the alien caves you can explore to acquire high end loot. There was not many ways to lose hit points so this change will enforce creating health potions. It is not to drastic of a damage over time, but it will make players move a little faster when inside the caves
- Added a warp type intro to starting a new game that makes the initial launch feel more spacey.
- Added and changed a few icons for certain items and materials
- Reworked the "Basic Base Constructor" visual. It is now better looking and smaller
- Added the workshop to the players starter inventory and reduced how many HUB's you start with to one
This is it for this small patch. I will continue to work on visuals, polish, vfx, sfx, and other aspects to bring the experience to life. Please continue to enjoy the beta and or demo while providing critical feedback that will be used to improve the game. Thank you for your time and support.