Open World Sale
Greetings Captains! Approaching Infinity is proud to be a part of the Steam Open World sale and celebration! I know there's already a lot of universe to explore, but have you seen the Starmap? (It's like a roadmap, but in space.) It outlines where the game will go in the next major development cycle.
And I can tell you, it's definitely new territory for this space roguelike.
Version 1.6 is winding down, but there is still some work to do, and I have one more new system planned so 1.6 goes out with a bang. What is it?
Right now, a gnasher is always a gnasher. It always has the same hit point and damage curves, and the same powers. But really, shouldn't creatures that evolve in different environments have unique abilities, even if they fulfill the same ecological niche wherever they're found?
Of course.
That's why I'm developing monster modifiers. Long time players will remember planet monsters used to have randomly assigned "flavor" modifiers, like "grumpy", "purple", and "vicious". Well those didn't actually *do* anything.
From now on, they will!
Take for instance an "Ironhide Gnasher". It will have the same general abilities of the base creature. But "Ironhide" will grant resistance to piercing and +20% hit points. But it will also grant weakness to corrosion. Most modifiers will be simpler, like "hungry" might increase their aggression radius, or "sluggish" would decrease their speed.
But you get the idea. These sorts of things won't show up in the very early sectors (you've already got enough to deal with). I expect this, in addition to some other planned fixes and tweaks, will take about 2 weeks. And then we will well and truly wrap up this whole "1.6" thing :D
This interstellar journey still has a long way to go... Join me!
And I can tell you, it's definitely new territory for this space roguelike.
Version 1.6 is winding down, but there is still some work to do, and I have one more new system planned so 1.6 goes out with a bang. What is it?
Monster Modifiers
Right now, a gnasher is always a gnasher. It always has the same hit point and damage curves, and the same powers. But really, shouldn't creatures that evolve in different environments have unique abilities, even if they fulfill the same ecological niche wherever they're found?
Of course.
That's why I'm developing monster modifiers. Long time players will remember planet monsters used to have randomly assigned "flavor" modifiers, like "grumpy", "purple", and "vicious". Well those didn't actually *do* anything.
From now on, they will!
Take for instance an "Ironhide Gnasher". It will have the same general abilities of the base creature. But "Ironhide" will grant resistance to piercing and +20% hit points. But it will also grant weakness to corrosion. Most modifiers will be simpler, like "hungry" might increase their aggression radius, or "sluggish" would decrease their speed.
But you get the idea. These sorts of things won't show up in the very early sectors (you've already got enough to deal with). I expect this, in addition to some other planned fixes and tweaks, will take about 2 weeks. And then we will well and truly wrap up this whole "1.6" thing :D
Recent Changes:
- Fixed a bug where starter quests were not given after doing the tutorial.
- Fixed several display errors when trying to identify an artifact with another menu open.
- Increased the life of "movement particles" that show where an entity has been.
- Added particle effect to "rock plow" removing asteroids.
- Added particle effect when an officer is ready to level up.
- Added description and image for the new "tradio" device.
- Updated various device and skill descriptions to show that they "Allow asteroid mining."
- Grenade boxes can now boost your total above your max ammo!
- Fixed a crash when pressing "ALT" during key rebinding.
- Fixed a repeating sound error on the new warp screen.
This interstellar journey still has a long way to go... Join me!