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Update 0.9.2.9



Comrades! While we are making the continuation of the game, you keep breaking the stuff that was already made, and that’s cool! In cases when our script writer is frustrated as a vegetable and is communicating with the cosmos (and this happens all the time), the programmer starts picking his nose out of boredom. Such an activity is bad for the shape of his fingers, he still has a lot of code to write, so we try to engage him in doing other things (assembling Rubic’s cubes, embroidery, etc.) With your help, it’s much easier to make the programmer do something useful, because you find very interesting bugs that we try to fix… or try to make you think that this is not a bug, but a feature. We made a small update and here’s the list of some important bugs that we fixed. (Spoiler alert!)

  1. When you were sitting comfortably in a vehicle while installing an oxygen station, a container, or the crap imposed by the developers, they tended to be installed in the point of your sitting in a vehicle (which could happen on the other side of the map). Such magic won’t happen anymore.
  2. When picking up an item’s blueprint that was already researched on the research table, the table got peeved and stopped working. We punished the table and fixed this bug.
  3. When throwing a corpse from a long distance at bare wires in the communication point the quest didn’t count as complete. We fixed this.
  4. After passing chapters 2-3, the marker for Normandy shouldn’t disappear anymore (although, yeah, there’s no use in it at the moment).
  5. When you decreased the radiation 6 times lower and then immediately saved and loaded the game, you didn’t get the task of exploring space. Maybe it was for the better, what is there to explore? But we fixed it anyway.
  6. Your lovingly built space station broke down and holes appeared in it even when you weren’t anywhere near it. This is realistic, however, we didn’t plan it to be like that, so we fixed it. Now the station breaks down as we intended it to, only when you are near it.
  7. The enemy replaced the pages in the encyclopedia and some categories didn’t coincide with the items. You noticed it and we fixed it.
  8. Having magic abilities like David Copperfield you could pass through the closed door of the service module. Unfortunately, you can’t do this now.
  9. The information trigger near Knight-Errant created a marker that led nowhere. We fixed this, so now it doesn’t do that.
  10. Added the discharge cell description. Although it’s quite understandable without a description that a discharge cell is a discharge cell and that it discharges something and you can find it in some place where something discharges. Easy peasy!
  11. Some items in the game cloned themselves and we fixed that. However, if you saved after the cloning happened, the already cloned items will remain, but the new ones won’t appear.
  12. Added a sound effect when you pick up the crap imposed by the developers. We know how “important” that is, but you asked us to add it.
  13. If you loaded right after sending cowchickens to space, the control panel stopped working and you couldn’t complete the quest with the bio module because of that. We fixed that.
  14. Fixed the bug with disappearing showcases with dead hamsters and built-in containers. This fix works only for saves before you noticed the item’s disappearance. Otherwise, you won’t be able to restore the disappeared item — space has devoured it.


So it goes. And as always, we are available for your feedback, suggestions, and bugs. You can send them via anything, but it’d be more convenient for all of us if you join our Discord troops. Although, a good ol’ mail will do as well (if it’s not the snail one).

https://discord.gg/uezQcU7
[email protected]