Alpha 0.7.0.1 Update Log
Major Update:
1. New Crafting System
The crafting method shifted from Node Based to an Area Based System with brand new UI to let you assemble items in a 3D space and use different crafting techniques to create new items.
• Working Space: You can start crafting at any place, but not all area can be a good working space.
• Working Space Properties: Currently the working space has three properties: Hardness, Flatness and Area. You’ll need larger Area when crafting big items, clothes recipes mostly require higher Flatness and stone related recipes will likely require high Hardness.
• Recipe Mode: All known recipes will be shown here, you only need to gather the required materials and tools to fast craft them.
The left-side panel shows the known recipes. The details will be shown on the right-side panel when you choose one of the recipes. You can also select different recipes for the same product in this panel (if there are multiple ones).
Each recipe will require certain amount of material items and several tools, the system will automatically choose the nearest ones for you if there are enough items around. You also can manually select them by clicking the icons on the requirements.
• Creative Mode: In this mode you can put any items into the working space and change their positions/rotations. You'll have to place the items in correct locations and assign the correct techniques to craft.
The left-side panel shows all available surrounding items, you can either click in the panel or directly in scene to put items in & out of the working space. Right-side panel shows you the progress checking list, currently detected recipes and required techniques.
• Popup Tips: The new crafting system also comes with a rich information system. When you hover your mouse on an item, a button, a check list description or anything else, most of them will show you a popup box with detailed information. Read them carefully if you got confused by the new system. There also will be a detailed tutorial coming in the next update.
2. Game Difficulty: There are 4 difficulty options when you start a new game. Old saves will all be determined as Easy difficulty when loaded. These options now will dramatically affect your game experience.
• Creative Mode: As before, this mode offers all cheating tools, you can fly and use God-Mode. All recipes are known and can be fast crafted. Very good for new players to learn the mechanics of the game.
• Easy Mode: From this level, no cheating tool is provided, but all the recipes are still known so you can fast craft them in recipe mode. You'll be given a shirt and a pair of jeans to keep you warm and provide some storage from start.
• Normal Mode: Most of the recipes are partially known, which means you can see them in the recipe mode and check their details. But no fast craft, you'll have to assemble the items in the creative mode at least once to fully unlock the knowledge of a recipe. You'll only be given a pair of jeans in this mode.
• Hard Mode: Most of the recipes are unknown, you'll have to explore all of them in creative mode first. There also is no start-up clothes, everything will be created from bare hands.
3. Redesigned Metabolism System:
We've enhanced the metabolism system thoroughly. Divided the digesting system into three parts: Mouth, Stomach and Intestines. The nutrition transactions from food to body are also changed, a lot.
• Mouth: The gate for any food to get in the digesting system. Now there are chewing abilities determined by teeth counts. This ability can reduce the digest difficulties of the food, affecting digest efficiency and the health of the stomach.
• Stomach: When food is done by mouth, they'll come to this part to get digested, reduce their absorb difficulty. PH level and bacteria will affect the health of the Stomach.
• Intestines: Most nutrition from the food will be transformed into the character's body in this part. The absorbing difficulty of the food and the absorbing ability of the intestines will determine the efficiency. The intestines health can be affected by the amount of bacteria and the intestinal peristalsis.
• Excretion: now all the un-digested food remains will be counted as excretions. They'll be accumulated in the Rectum and the character will be forced to take a relief if it got full. The Bladder will also be filled through time when you are not dehydrated, so the character now will also need to piss from time to time.
4. Disease System:
Alongside with the new metabolism system, we implemented a disease system to let the character be able to get sick. Now it only contains digesting system diseases, but we'll add more into it in future.
• Disease and Symptoms: Unlike symptoms, diseases will not be shown directly to the player, but different disease can cause corresponding symptoms. Some symptoms can be caused by several diseases, but the combinations of symptoms from different diseases are almost identical, so players can diagnose themselves approximately.
• Disabilities: Some severe diseases can cause disability. Currently we only made one set of walking animations to reflect several diseases, but more are coming. While the character got these kind of diseases, he/she will not be able to run, but walk in a slow pace.
• Severe Symptoms: Some severe symptoms now will act more than a symbol shown beside your health bar. But can force you into actions like vomit. More action-symptoms will be added in the future.
1. New Crafting System
The crafting method shifted from Node Based to an Area Based System with brand new UI to let you assemble items in a 3D space and use different crafting techniques to create new items.
• Working Space: You can start crafting at any place, but not all area can be a good working space.
• Working Space Properties: Currently the working space has three properties: Hardness, Flatness and Area. You’ll need larger Area when crafting big items, clothes recipes mostly require higher Flatness and stone related recipes will likely require high Hardness.
• Recipe Mode: All known recipes will be shown here, you only need to gather the required materials and tools to fast craft them.
The left-side panel shows the known recipes. The details will be shown on the right-side panel when you choose one of the recipes. You can also select different recipes for the same product in this panel (if there are multiple ones).
Each recipe will require certain amount of material items and several tools, the system will automatically choose the nearest ones for you if there are enough items around. You also can manually select them by clicking the icons on the requirements.
• Creative Mode: In this mode you can put any items into the working space and change their positions/rotations. You'll have to place the items in correct locations and assign the correct techniques to craft.
The left-side panel shows all available surrounding items, you can either click in the panel or directly in scene to put items in & out of the working space. Right-side panel shows you the progress checking list, currently detected recipes and required techniques.
• Popup Tips: The new crafting system also comes with a rich information system. When you hover your mouse on an item, a button, a check list description or anything else, most of them will show you a popup box with detailed information. Read them carefully if you got confused by the new system. There also will be a detailed tutorial coming in the next update.
2. Game Difficulty: There are 4 difficulty options when you start a new game. Old saves will all be determined as Easy difficulty when loaded. These options now will dramatically affect your game experience.
• Creative Mode: As before, this mode offers all cheating tools, you can fly and use God-Mode. All recipes are known and can be fast crafted. Very good for new players to learn the mechanics of the game.
• Easy Mode: From this level, no cheating tool is provided, but all the recipes are still known so you can fast craft them in recipe mode. You'll be given a shirt and a pair of jeans to keep you warm and provide some storage from start.
• Normal Mode: Most of the recipes are partially known, which means you can see them in the recipe mode and check their details. But no fast craft, you'll have to assemble the items in the creative mode at least once to fully unlock the knowledge of a recipe. You'll only be given a pair of jeans in this mode.
• Hard Mode: Most of the recipes are unknown, you'll have to explore all of them in creative mode first. There also is no start-up clothes, everything will be created from bare hands.
3. Redesigned Metabolism System:
We've enhanced the metabolism system thoroughly. Divided the digesting system into three parts: Mouth, Stomach and Intestines. The nutrition transactions from food to body are also changed, a lot.
• Mouth: The gate for any food to get in the digesting system. Now there are chewing abilities determined by teeth counts. This ability can reduce the digest difficulties of the food, affecting digest efficiency and the health of the stomach.
• Stomach: When food is done by mouth, they'll come to this part to get digested, reduce their absorb difficulty. PH level and bacteria will affect the health of the Stomach.
• Intestines: Most nutrition from the food will be transformed into the character's body in this part. The absorbing difficulty of the food and the absorbing ability of the intestines will determine the efficiency. The intestines health can be affected by the amount of bacteria and the intestinal peristalsis.
• Excretion: now all the un-digested food remains will be counted as excretions. They'll be accumulated in the Rectum and the character will be forced to take a relief if it got full. The Bladder will also be filled through time when you are not dehydrated, so the character now will also need to piss from time to time.
4. Disease System:
Alongside with the new metabolism system, we implemented a disease system to let the character be able to get sick. Now it only contains digesting system diseases, but we'll add more into it in future.
• Disease and Symptoms: Unlike symptoms, diseases will not be shown directly to the player, but different disease can cause corresponding symptoms. Some symptoms can be caused by several diseases, but the combinations of symptoms from different diseases are almost identical, so players can diagnose themselves approximately.
• Disabilities: Some severe diseases can cause disability. Currently we only made one set of walking animations to reflect several diseases, but more are coming. While the character got these kind of diseases, he/she will not be able to run, but walk in a slow pace.
• Severe Symptoms: Some severe symptoms now will act more than a symbol shown beside your health bar. But can force you into actions like vomit. More action-symptoms will be added in the future.