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Upgrade to Version 1.6c3

Thanks to everyone who nominated Approaching Infinity, and welcome new players!

I've been busy the last few days... Here's what happened:

[h3]Fixes:[/h3]
  • Added some pretty new space backgrounds.
  • Tried to remove invisible monsters that were killing people in star temples.
  • Fixed the spawning of black hole data for the Tentaculon quest.
  • Fixed a bug where players always start at 1,1.
  • Grenades now spawn as loot.
  • Improved geode caverns with gemstones and glow-cubes.
  • Limited oxygen warnings when you have >60 oxygen.
  • "Chainsaw" skill now hurts Allikudzu monster, since it's a plant.
  • When you die in a non-perma-death game, you will no longer see all the information screens that you get when you actually lose your character (or win the game).
  • The printing speed of scans and hails has been increased.


I also made some preparations for a secret new feature that I think will kinda blow your minds a little...


[h3]Changed Monster Threat Display[/h3]
There is no "threat" percentage readout anymore. You see the monster's HP and damage when you target it. Compare that to your own numbers and decide for yourself how threatened you feel.


[h3]Area Level-Locking[/h3]
From now on, the first time you visit an area (sector, planet, wreck, etc.) its difficulty level is saved. This should make backtracking easier: if it's too hard now, it will be easier later, with better equipment. That has always been the *intention*, but this method should ensure it.

The game will also give you warnings about particularly dangerous (or easy) areas when you enter them.


[h3]Tac-Nuke Launcher[/h3]
Many of you have found tac-nuke grenades, and I've heard complaints about the fact that they explode in such a large area that there's no way to use them safely. And that makes sense. It's a weapon of last resort. And I'll tell you now: one probably won't kill you.

There's only one other possible tac-nuke weapon (right now), and that's a launcher. I found one of these in my game, and when it just exploded like anything else, well, I had to make some changes.

So nukes are even worse now. They set fires and create swaths of radiation. And the tac-nuke launcher will definitely get you with proximity damage, and induce painful status effects. But with a range of 5 or 6, you should be able to avoid it.

Oh yeah, and using a tac-nuke weapon increases your infamy.

Every. Single. Time.


[h3]Reputation Advice[/h3]
When you dock at an alien embassy and go to their "quests" section, if they don't have any quests available, and if your reputation with them is too low...

They'll give you advice on how to get on their good side. Often, having a high "fame" is desirable, but that can take a while. Another good bet is to attack that race's enemies. But the specifics are now in the game, for all to see.





[h3]Modified Planet Scan Output[/h3]
Planet scanning is great, but it does have its limits. And thanks to player feedback, it's being improved. Now, once you've picked up the source of the "alien signal", it's not reported anymore. And if you kill all the monsters on the surface, the read-out changes to "no life signs". Progress!

But even better, the most important data from the scan is now added directly to the planet's tool-tip, so there's no need to re-scan all the time.

This will cause some text overflows for now! But I think it's worth it to have all that information easily at hand.

You can toggle "tool-tip everything" in the settings menu or click the middle mouse button any time. You can also hold [SHIFT] to get selective tooltips, or you can use the "look" function. Enjoy!


[h3]Thousand, Million, Billion[/h3]
I've changed the readout of long numbers in equipment to use K,M,B notation, meaning "183,472" is now displayed as 183K (*IF* you can find a weapon that powerful!)



[h3]What's next?[/h3]

The rest of this week will be spent working on the roll-out of the secret feature, and preparing for the officer skill remodel.