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Pantropy News

The end of Pantropy.

Today we come to you with a rather sad but unfortunately inevitable message.
The company behind our game is out of money and we cannot afford to upkeep the running costs.
Sales have been miserable across the last 2 years and Pantropy was making low 3-digit numbers per month, which is not enough to pay any of the running costs.
We have been at this point before and decided to put more of our own money into the company and try to save the game but that didn´t go well and we ended up burning even more money.
We want to thank everyone who believed in us during this time and gave us support and say sorry that things didn´t go to plan. We really wanted this to be a good game.
Ultimately, we have decided to remove Pantropy from Steam. We don´t want new buyers to be frustrated by a game that will not be developed any further. Also our company will shut down and will be liquidated.

Thanks for reading this! Stay safe!

The Pantropy team

Bug Fixes 15th June 2021

Pantropy V.0.6.724

[Added] Warning when your mech is being attacked

[Fixed] Incomplete item description in crafting panel
[Fixed] Not being able to click on recipie items in crafting panel
[Fixed] Mobs disappering
[Fixed] Androids became inactive after some time
[Fixed] Camera alignment when entering a hover bike after destroying one
[Fixed] Spawning in the desert when exiting the game in a mech in singleplayer
[Fixed] Floating mobs near POI's
[Fixed] Jetpack not recharging while in a mech
[Fixed] Getting stuck on a hoverbike
[Fixed] Dead crate would sink when dying on water
[Fixed] Needing to restart miningstations after loading game
[Fixed] LMG turret no longer searched for mobs after loading game
[Fixed] Playg

[Remove] Hatchet - had no function

[Changed] Underground hatches can only be placed 50 meters above sea level
[Improved] Expanded entering-area of T2 mech to the front
[Improved] Reduced degradation of miningheads by 30%

Patch 0.6.722 Patchnotes

[Added] Singleplayer
[Added] Androids
[Added] Android Bases
[Added] Android Raids
[Added] Artillery
[Added] Toggle sprinting (double tap shift to enable/disable)
[Added] Sounds to forest warden
[Added] Sounds to nest hatchling
[Added] New animation to nest hatchling
[Added] Creatures finding their way back home
[Added] T1 Scout Mininglaser
[Added] T2 Scout Mininglaser
[Added] T3 Scout Mininglaser
[Added] T2 Mech Mininglaser
[Added] T3 Mech Mininglaser
[Added] Splatter effect to creature eggs
[Added] Dedicated field to drop items
[Added] Dedicated field to dispose items
[Added] Feature to rotate walls
[Added] Hearing capability to creatures
[Added] God mode in singleplayer
[Added] Large worm to desert biome
[Added] placeable window pane
[Added] placeable shutter for window frames
[Added] feedback sound when hitting a player, creature or mech
[Added] Visible hit markers
[Added] Sounds when grabbing ores and fruits
[Added] Sounds when consuming fruits and bandages
[Added] Sounds to hatchlings
[Added] New impact particle effects to bullets
[Added] Creature nest guardian
[Added] Acid attack to nest guardian
[Added] 1% chance of ores dropping a rare mineral that can be researched to gain RC
[Added] Capability to drop one item from a stack by clicking the right mouse button
[Added] A map marker that marks the location of your death
[Added] A map marker that marks the location of your base
[Added] Terrain tesselation
[Added] Optional Motion blur
[Added] Surface wetness
[Added] Wond shader for desert biomes
[Added] Hover Bike
[Added] A limit for how many turrets can be placed on a base
[Added] New Mech health system
[Added] Swimming
[Added] Losing 1% of credits in a credit disk on death
[Added] Toggle running to mechs
[Added] Non-Building area around territory buildings
[Added] Building restrictions around Territory Buildings
[Added] Range attack to desert worm
[Added] Idle sounds to all creatures
[Added] Bird
[Added] Hearing capability to Alpha, Hatchling and Forest Warden
[Added] Toggle run to mechs
[Added] Sounds when creature is dying
[Added] Size and color variations to mobs
[Added] Health bars to creatures
[Added] Ambient creature sounds coming from creatures which are close to a player
[Added] Android reputation system
[Added] New Loot-Table-System for android bases
[Added] Android Drones
[Added] Healthbars to turrets and mechs
[Added] Armor display
[Added] Level upgrade sound and UI pop-up
[Added] Crafting level bonus info in crafting panel
[Added] Research level info in research station panel
[Added] Creatures scream when they hear a player nearby+
[Added] Unload-Ammo-Option when right-clicking guns in inventory
[Added] Icon to Window-Pane
[Added] Blinking light to dropbox for better visibility
[Added] Proto-Pants to game
[Added] Chat messages directed at faction members
[Added] Chat messages directed at group members
[Added] Chat messages directed at specific players
[Added] Chat messages directed at players nearby

[Fixed] Doors of android bases were unlocked in singleplayer
[Fixed] Android bases being placed too close to player bases
[Fixed] Mobs attacking player
[Fixed] Sellings stacks to the andorid market
[Fixed] Mobs ignoring player
[Fixed] Nesteggs spawn white androids
[Fixed] Mechs having the wrong guns attached after a server restart
[Fixed] Creatures spawning a wrong 3d model after dying
[Fixed] Dead creatures not appearing after being killed using a mech
[Fixed] Ramp snapping
[Fixed] Solar panels not working
[Fixed] Doors staying slightly open
[Fixed] Creatures glitching and rubberbanding
[Fixed] Savefile got corrupted and loading screen doesnt close
[Fixed] Doors disappearing or not showing up
[Fixed] Mech Armour uninstalls when you take a hit
[Fixed] Android shops would not show up after re-entering game
[Fixed] Creatures not spawning after re-entering game
[Fixed] Selling stacks of items
[Fixed] Refinery Non-Additive mode description
[Fixed] Worldcrates having the wrong 3d model
[Fixed] FPS suddenly dropping due to nearby android-bases and not recovering
[Fixed] Creature movement syncronization
[Fixed] Creatures walking backwards or suddenly turning
[Fixed] Creatures running without moving
[Fixed] Creatures not reacting to players
[Fixed] Mechs colliding with trees
[Fixed] Mobs disappearing after killing player
[Fixed] Mobs disappearing after entering a mech
[Fixed] Being unable to reconnect to a server after a disconnect
[Fixed] Mobs disappearing after killing player
[Fixed] Leaving game while in mech leaves you in the center of the map
[Fixed] Forest warden instantly kills player
[Fixed] Forest warden hurts player without attack animation
[Fixed] Walkers were unable to hit player who was directly beneath it
[Fixed] Creatures following player forever
[Fixed] Forest warden was running around player instead of attacking him
[Fixed] Day/Night cycle was not working
[Fixed] Rocks were flickering
[Fixed] Baseparts were not appearing
[Fixed] Invisible baseparts
[Fixed] Baseparts with the wrong 3d model
[Fixed] Dead creatures having the wrong 3d model
[Fixed] Dead creatures not showing up
[Fixed] Inconsistent shooting when the game ran at more than 60 FPS
[Fixed] Shotgun disappeared when aiming
[Fixed] Creature eggs not breaking
[Fixed] Faction turrets not working
[Fixed] Player turrets not using ammo
[Fixed] Player turrets not finding a target
[Fixed] Player turrets shooting endlessly at dead target
[Fixed] When leaving a mech while holding a shotgun broke the UI
[Fixed] Option to enable/disable ambient occlusion
[Fixed] Not being able to place barricades / half barricades
[Fixed] Font of banner messages did not display numbers
[Fixed] Not being able to grab fruits from plants
[Fixed] Player IK for the shotgun
[Fixed] Door movement was dependent on server framerate resulting in slow doors
[Fixed] Rocket launcher
[Fixed] HE Grenades
[Fixed] Remote charges
[Fixed] Player model had broken hands
[Fixed] Hands of grenades and remote charges were casting shadows
[Fixed] Grenades falling through world
[Fixed] Not being able to destroy creature nests completely
[Fixed] Impact effects were sideways
[Fixed] Not being able to grab loose ore from nodes
[Fixed] Camera direction changed when switching between FPV and TPV in a mech
[Fixed] Stored energy not being displayed in base energy storage device
[Fixed] Repairing an item required more than displayed
[Fixed] The very first basepart in a new world would not show up
[Fixed] Variable market prices of the android market
[Fixed] Item buy panel not closing when hitting the close button
[Fixed] Worldcrates not showing up
[Fixed] Custom player marker not working
[Fixed] 3d model of forest warden
[Fixed] Name of palyer rank not showing up on some monitors
[Fixed] Access to creature denied‘ message removed from all creature drops
[Fixed] Distant terrain shading
[Fixed] Foundations were not removable using C.M.T.
[Fixed] Players falling through foundations
[Fixed] T-2 Doors not working
[Fixed] Outputlogs were too big and created problems on server
[Fixed] Motion blur could not be deactivated
[Fixed] Ores not respawning
[Fixed] Refinery not refining ores when combined input value was greater than 90 *
[Fixed] Refinery not refining ores when input stack had less than 80 items in it *
[Fixed] Mobs getting stuck on creature eggs
[Fixed] Medpacks were not working
[Fixed] Removed any mentions of centrifuge when refering to the refinery
[Fixed] Upgrading parts (i.e. generators) that can not be upgraded removed them
[Fixed] Broken Armor Plates could not be removed from mechs
[Fixed] Mech Mininglasers had the wrong title
[Fixed] Energycells were not rechared unless completely empty
[Fixed] Energycells could be overcharged
[Fixed] Walkers not returning to their spawn point after follwing a target
[Fixed] Window frames still used glass*
[Fixed] The message "Access to creature denied" was still shown*
[Fixed] AA-Turret stated that it needs 120mm rocket instead of 30mm rockest
[Fixed] Player Turrets not going offline when a player goes offline
[Fixed] Zeus Aircraft created a lot of performance issues
[Fixed] ID mismatch issue on the client resulting in item management issues
[Fixed] Dead mobs not having any items in them
[Fixed] Moving items with shift clikck moves them to a previously opened box
[Fixed] Crafting station using items from boxes
[Fixed] Crafting station putting items into boxes
[Fixed] Research station not working
[Fixed] Base not showing up
[Fixed] Base not having any colliders
[Fixed] Anti-Gravity Foundations
[Fixed] Ores not respawning in singleplayer
[Fixed] Anti-Grav Foundations
[Fixed] Worm not coming to surface
[Fixed] Activating shield on Tomahawk blew it up
[Fixed] Turrets made noise when spawning
[Fixed] Player got pushed underground when attacked by worm
[Fixed] Plasma impact sounds were too loud and could not be turned off
[Fixed] Reverse stereo effect of some creatures
[Fixed] Miningstations recharging their energy cells
[Fixed] Hoverbike could not be destroyed
[Fixed] Drone could not be destroyed
[Fixed] T-3 Siege Mech could not be placed
[Fixed] Small lag spikes caused by OnGUI calls
[Fixed] Player weapon sounds sometimes cut off
[Fixed] Turret shooting target when it is not fully turned towards it
[Fixed] Turrets were shooting through bases
[Fixed] Bullets were not hitting baseparts when player was standing on it
[Fixed] Player seeing blood impacts when getting hit
[Fixed] Players being able to open all locked items on the staging server
[Fixed] Nest Alpha sometimes killing players with one hit
[Fixed] Mobs randomly disappearing and reappearing when sitting on hoverbike
[Fixed] Melee creatures walking too far
[Fixed] Mobs teleporting themselves to the player
[Fixed] Map-Marker showing up multiple times on compass
[Fixed] Eggs not disappearing when damaging them
[Fixed] Mech plasma cannon had no sound when fireing
[Fixed] Bug that would spam errors on the server console
[Fixed] Mobs following players for too long
[Fixed] Drills not being used up by miningstations
[Fixed] Mobs not respawning

[Improved] Shadows
[Improved] Walkers were rarely hitting player
[Improved] Decreased maximum shadow render distance
[Improved] Shadows overall
[Improved] Animationspeed of nest hatchling
[Improved] Decreased oil generator brightness
[Improved] Creature network performance
[Improved] Building part placement
[Improved] Performance of creatures
[Improved] Nailgun was shooting too straight
[improved] Pigs were running too slow and not far enough
[Improved] Attacking behaviour of hatchlings and the forest warden
[Improved] Balancing of all miningtools across all values
[Improved] Laser effect of player miningtools
[Improved] Ore break particle effects
[Improved] Ore break sounds
[Improved] Hitting ores with pickaxe
[Improved] Bullet spread of all player weapons
[Improved] Texture of fruits
[Improved] Selection of items in toolbar
[Improved] Reduced screams of pigs
[Improved] Crosshair of the AR
[Improved] Reduced size and glow effect of bullets
[Improved] Bullet drop of all weapons
[Improved] Footstep sounds on sand
[Improved] Blood particle effect
[Improved] Meelee creatures trying to attack a player in a base
[Improved] Reduced volume of pigs walking sound
[Improved] Reduced damage of scout mech LMG
[Improved] Simplified refinery by removing the ADDITIVE mode
[improved] Creature eggs now only spawn on the terrain
[Improved] Reduced research cost of coal generator to 170 RC
[Improved] Reduced research cost of electric smelter to 150 RC
[Improved] Reduced research cost of refinery to 120 RC
[Improved] Player now loses ALL items from his inventory when dying
[Improved] Reducing health of pigs from 60 to 30
[Improved] Increased health of forest warden from 120 to 160
[Improved] Increased the amount of iron ores on the map from 1000 to 1800
[Improved] Getting more falldamage and from shorter heights
[Improved] Shadow quality
[Improved] Ambient lighting
[Improved] terrain rock performance
[Improved] terrain rock shader
[Improved] foliage textures
[Improved] Moon light color
[Improved] Grass shader
[improved] increased Cost of T2 Mininglaser for T3 Mech
[Improved] Mobs losing aggro after 20 seconds instead of 60 seconds
[Improved] Loading times
[Improved] Performance of server Version
[Improved] Performance of pathfinding
[Improved] Reduced noise while loading
[Improved] Walkers no longer spawn in groups of two but spawn alone
[Improved] Sounds of all creatues
[Improved] Swimming animations and added sounds
[Improved] Meelee attack of Alpha, Hatchling and Forest Warden
[Improved] Find target function of Creatures and Turrets
[Improved] Pathfinding System
[Improved] Loading times of server and singleplayer
[Improved] Performance of server and in singleplayer
[Improved] Melee attacks of creatures
[Improved] Hearing capability of all mobs
[Improved] Melee attacks of creatures
[Improved] Hearing range of alpha, hatchling, nest-male and forest warden
[Improved] The selected view angle is now saved when exiting a mech
[Improved] Small Medkits are now stackable
[Improved] Rare minerals now have an increased chance of dropping from ores (6% chance instad of 2%).
[Improved] Player now spawns with a better pickaxe when joining a server for the first time
[Improved] Grid lines of map no longer change when lowering tecture resolution
[Improved] Refinery now processes 10 ingots at a time
[Improved] Cursor now locks to the screen when you click back into the game
[Improved] Healthbars of creatures now activate when they target a player
[Improved] Reduced light intensity of chest light

[Changed] Increased hatchling melee damge to 18
[Changed] Increased nest-male melee damge to 30
[Changed] Increased nest-alpha melee damge to 49
[Changed] Increased forest warden melee damge to 25
[Changed] Reduced walker shots from 8 to 4
[Changed] Increased desert worm's health to 800
[Changed] Reduced 7.62mm Ammo Damage per hit from 12 to 8
[Changed] Reduced bullet speed of LMG turrets by 50%
[Changed] Reduced search and attack ranges from LMG turrets
[Changed] Turrets of friendly bases are now attacking players who deal damage to their base
[Changed] Reduced health of LMG turrets from 2000 to 500
[Changed] Reduced health of Forest Warden from 160 to 140
[Changed] Reduced health of Nest Alpha from 350 to 250
[Changed] Reduced health of Nest Male from 250 to 150
[Changed] Reduced health of Hatchling from 100 to 80
[Changed] Armor bar now only represents the amount of armor pieces the player is wearing
[Changed] Reduced energy consumption of Standard-Refinery from 31 to 25
[Changed] Removed random damage output of pickaxe and set damage per hit to 8
[Changed] Healthbar of turrets activates when it targets a player
[Changed] Added more spread to turrets
[Changed] Added 4 sec. delay before a turrets starts fireing at player
[Changed] Added limit to the amount of android bases (128)
[Changed] Android bases now decay after a certain amount of time
[Changed] Android bases no longer repair themselves
[Changed] Decay time is reduced on all bases


[Removed] Damage of guns was dependent on value of weapon
[Removed] Sunshafts
[Removed] Screenspace reflection
[Removed] Base decay in singleplayer
[Removed] Window pane from all window frames
[Removed] Some plants that caused performance issues
[Removed] Decals from all ores

Taking the staging content public

Hello,

the time has finally come to push our countless fixes, additions and improvements to the public branch. We have been actively working on the staging branch since sebtember of 2020 and tested 492 internal patches since the last public patch. We are now at a point where the game is running stable and relatively bug free thanks to the help of a lot of community members who helped us testing the game.

There are so many fixes and additions that i can't possibly address all of them in one post so let's break down the most important changes.


Singleplayer

The first change that you are going to notice is in the main menu. You can now choose between singleplayer and multiplayer.
Whe singleplayer does not differ much from the multiplayer experience besides the obvious fact that there are no other players.
However we introduced AI players(Androids) to the game to make up for the lack of players in singleplayer and on low population servers.


Androids

Androids are part of both factions and will claim territories over time and build their bases around the world.
Some of these bases are heavily defended but have a lot of loot in them. Androids will keep you alone as long as you don't agrevate them by killing them or raiding any of their bases.
If you do decide to raid one of their bases for the sweet sweet loot in them you will lose reputation points and they will come to raid your base.


Resource Gathering

We refined the whole mining experience by balancing the amount of ores each tool can mine and we split the mech mining lasers into T1-3 tools for a more linear progression.
The latest addition brings collectable ores to the game that lay around the world and can be picked up.


New Vehicle

We added a hover bike to reduce time spent walking around the map while gathering resources or killing animals for research credits.


Movement

The player movement was improved by adding swimming capabilities and adding a function to toggle running.

Creatures

We added the desert worm and a bird to the game and added a lot of new sounds to our creatures.
Creatures are no longer as laggy as they were in the past and they now differ in size and color.
We also added health bars to every creature, mech and turret. Corpses of animals will now show up every time a creature gets killed. We improved the performance of the pathifinding massively so creatures are no longer standing still for a long time while trying to find a path.


Base System

We fixed some major issues with the base system. Base parts are no longer vanishing and can be upgraded or removed without any issues.


This version of the game is a much needed improvement to the current public version. We are not done yet since there are still bugs to fix and features to implement.

But at least I hope you have fun playing our game and wish you the best.

- Julian and Sebastian

Androids are now live on the staging branch!

Hello,

it is finally ready – the androids are now live on our staging branch.
In this post I want to go into detail on how the system works and the thinking behind it.

The initial idea was it to have an AI controlled opposition that is a little smarter than the forest warden. We want to make the game gripping and fun even if the player is playing in singleplayer or on a low population server.

To acomplish this goal we introduced ‚player-like‘ robots which are part of the faction called ‚Androids‘.

These androids:
-claim territorys
-mine ores
-build bases
-and raid players with a bad reputation.


I differentiate the android system into two main categories: macro and micro.
The macro level of gameplay is controlled by the grand strategy sytem (GSS). The GSS is responisble for finding the next territory an android should claim (this search is performd every hour of gameplay).
Whenever the GSS has found a territory it sends out an aircraft with a few androids in it that lands in the territory and claims it on touch down. Initially i had an android run to the faction building, destroy the turret and go into the building to claim the territory but that cost way to much performance and was causing too many bugs. So i removed that detail and just claim the territory on touch down.
Once the aircraft has landed the builder-android gets to work and starts building an outpost or a fort. An outpost is placed when the territory was free and a fort is placed when the territory was claimed by another faction.
Every android has a primary and a secondary weapon so the builder might hold a C.M.T but he can pull out a pistol when you attack him or his base.
You can find encrypted data and some other tier-1 items in the outposts but forts have tons of encrypted data and high-tier loot but are very well protected.

The GSS will place an ‚Economy-Base‘ every 90 minutes in a friendly territroy. These economy bases hold mining or smelting equipment and accommodate mining- and builder-androids.
These economy bases hold a lot of useful loot and come in different sizes. Bigger bases hold more loot than smaller ones. You can find encrypted data, ores, ingots and miningtools in thses bases.

You will loose ‚Android-Reputation‘ when you raid any android base. This stat can be found under the faction tab beneath the player rank. Every 30 minutes the GSS finds the player with the worst reputation and raids him. The Reputaion is cut in half when a player is raided and you will gain one reputation point every minute.
Based on the value of your base the GSS determines how many androids to send to you.
Every raid party consists of one or more ‚Rocket-Raiders‘, one or more ‚Rifle-Raiders‘ and one or more ‚Android-Drones‘.
They will get shipped to you in an aircraft that lands near your base and they will try to destroy every active-basepart (generators, smelters, turrets, lights etc.) on it.
You will not be attacked if you are offline but when you go offline while your base is being raided you might not have a base anylonger when you get back on.
So you will be let alone by enemy androids as long as you are not attacking them or get to close to their bases.

Now, the micro level of gameplay is what happens when you raid an android base or get raided by androids.
If you start raiding an android base you will not only be attacked by the androids surrounding the base and the turrets that might be on the base but also by waves of android-drones that spawn over the base. The amount of waves of drones that you have to fend off is determined by the value of the android base.
These android-drones are a new mob and are equipped with a laser that fires for two seconds and can be outmanouvered if you are quick on your feet. Stand still and you will get roasted. These drones are difficult to hit and will drop no loot (this will probably be changed later). But you will find plenty of loot inside the base.

These drones are also part of every raid-party and will attack your base from above while the androids attack your base on the ground.

Android bases that have been damaged will repair themselves and restock their loot over time. The androids in the base will only respawn after a server restart or when loading the gamefile.

We will improve the android system over time and expand on it but we have to focus on polishing and bug fixes for now.
I hope you have fun testing the androids and if not, then please let us know your thoughts through our discord channel.


- Julian