After 10 months of development, version 1.6 is finalized today. It completely reformed planetary terrain and generation algorithms, overhauled and expanded environmental effects, and added spreading fire and gas. This cycle also included creating 23 damage types for away-team weapons (and making monsters resistant or vulnerable to them), added grenades, gave your officers activated skills, and granted monsters lots of new powers too! It even made your away team members die one at a time (instead of all at once), and introduced "retribution strikes" when you turn against your allies. It even got its own Discord channel!
It was really REALLY *big*.
Now it's done. So let's talk about the final changes:
Uniforms
The final new feature was to expand the selection of officer uniforms from 14 to 79. Now your crew can dress for success (or piracy or casual adventure)...Create a team of color-coded scientists and soldiers, or a rag-tag mismatched group of people thrown together by fate or necessity. Or don't. Uniforms, like many things, are optional. (Disclaimer: They still have to *wear* uniforms, you just don't have to change them if you don't want to.) (Eww...)
Loading a save with the old uniforms will randomize your selection. Starting a new game will provide you with outfits unique to each ship class! There's also a new "closet" screen to more easily adorn them. And 3 new clothing-related achievements, as well as more Steam achievements.
There were also some visual adjustments and last-minute minor bug fixes, but this is it. It's ready!
Sale
Approaching Infinity will be on its biggest sale ever in celebration of this development milestone, and you'll have 10 days to take advantage of this deal. If you're not already part of the AI crew, join up today! (Like many Steam sales, it starts at 10am PST)
Stream
I will be streaming on Twitch, playing AI and talking with whoever shows up. I think that should be you, but maybe you're busy. I love to answer questions, reveal story and secrets, and you might enjoy seeing me either kick alien butt with my near-total game knowledge ;) Follow me to get notified!
I'd like to do 2 streams, one in the morning and one in the evening, and I'm in USA EST zone so make those time conversions if necessary.
One Year on Steam!
Today is AI's anniversary: one year in Steam Early Access. When I started, I thought maybe 6 months would do it, but when I got such a huge positive response from players, I started working towards much larger goals: expanding Approaching Infinity to rival the complexity of some of the other massive real rogue-likes out there. There are now *years* of content additions and other upgrades planned!
The upcoming Version 1.7 will add a plethora of new experiences to the game: lot's of non-combat actions, role-playing, new quests, and deeper social interaction with the game-world. You can check out just *some* of what's planned here in the Starmap.
Thanks for all the feedback and support, I couldn't have made it without you, the Steam community!
AI 1.6P
Final?
Could this be the end for version 1.6? Is it finally time to move on to 1.7 and follow the Starmap?
You tell me.
You have a few days to find bugs, text overflows, whatever, before I finalize Approaching Infinity: One Point Six.
One Year Steam Anniversary
August 5th will mark the one year anniversary of Approaching Infinity on Steam, and what a year it has been! Totally changed my life...
I want to thank everyone who got in early, all the folks who took the time to leave feedback, and anyone who gave it a thumbs up, shared it, made a video, whatever. THANKS!
What should we do to celebrate? I'm taking requests ;)
Fixes and Changes
Fixed some typos
Put text in its place
Settled on a new font (at least for now)
Fixed more auto-explore bugs (asteroids and supplies, I'm looking at you!)
Lead-Lined Suits works again!
Fixed an out-of-bounds error with known effects, and allowed your list to go beyond page 4 (if you know more than 100!)
Eliminated some text overflows.
Tried to make sure that you don't warp into a sector, trapped in an asteroid belt.
Added a sound when selling surveys.
Added "how many of a device you have" in the pawn shop, if you have more than one.
Fixed a bug where away team cargo was displayed on the warp screen.
Added 9 new computer terminals (thanks David!)
New Font
That's mentioned in passing up there, but it's kind of a big deal. The text is a lot more readable now, more uniform, more reliable. I like it. A lot of you like it too. Maybe some day down the road we'll switch again, but for now, I think this is a huge improvement.
New Font Beta 2
I don't often make 2 beta releases in one weekend anymore, but I think this is kind of a big deal...
Another New Font
That's what you'll get by downloading the latest beta. Another new font. But wait till you *see* it. It's got so much more sci-fi character :D
I've also fixed a few other out-of-bounds errors reported by the ever-vigilant Huntroid, and changed some misleading "monster attitudes". But seriously, just come look at the text!
Note: there are definitely some *spacing* errors, I know about most of these, I didn't want to make too many changes until I knew whether you were as taken by it as I am.
Let me know...
New Font Beta
A beta test just for a font?
Yep.
There's a lot of text in the game, and I'd like to make sure it's all working properly. But more than that, I want it to be *readable*. The thing we have the most trouble with is daily codes (is that an eye or an ell or an exclamation?). I'd like to standardize the text.
So the game will look a bit different, but mostly the same. Please let me know what you think.
Mostly the same, unless you play with permadeath *off*. Then you'll probably realize that David remade ALL the interface elements in a nice bright blue (not just the big panel on the right). This is part of the work that I hinted at last week, and it paves the way for future UI expansions and differentiations.
Here are some other changes:
Pressing Control+M will change how messages are displayed in the log (whether new messages appear at the top or the bottom)!
Fixed
another* bug with multi-fire weapons!
Fixed EMP skill not affecting the right monsters. It's more useful now ;)
You will now not pick up supplies on away missions if the ship is already full (save 'em for later!)
Added some new cave floor-tile art.
Added DPT (damage per turn) to ship weapons! It's listed in parentheses after the normal damage number.
If any of those things up there were your idea, well hey, thanks!
OK, so how can you get into the Beta branch? It's no secret, and it's not password-protected. Just go to Steam Library > Manage > Properties > Betas > betafromnowon This won't ruin your saves or anything, and it's just as easy to opt back out of if you want.
Enjoy, and after you've spent some time with the new font, tell me what you think, ok?
Fixes, Preparations, and Thanks
Multi-Fire Weapons
Thanks to a bug report here on Steam, I have fixed multi-fire ship weapons. What? You didn't know that was a thing? Well...
Starting in sector 18, there's a small chance that any ship weapon spawned will be able to fire at all hostile targets in range :D It'll have a name like "Gatling Laser" or "Missile Battery" and you'll see that special effect in the tooltip. Just be careful: every shot uses supplies!
Other changes:
Plasma-lancing someone is guaranteed to make them mad at you!
Adjusted the price and "sector of first appearance" of many devices.
Fixed a bug where you could start fires in space!
Increased intimidate skill blast radius to 5 tiles (from 2), cooldown reduced, and monster flee time increased.
Stopped the floors from being completely destroyed in star temples.
Fixed a bug where asymptomatic diseases were being improperly displayed on the stats screen.
UI Preparation
David is currently subtly altering the existing user interface, and in the process I'm laying the groundwork for further UI differentiation and improvement down the road.
This will include a rework of all existing UI elements, as long as a completely new set for the "non-perma-death" games (currently the right half has a different color, but in the future, I think all interface elements will match it.) These changes probably won't be earth-shaking, but they'll look nice! (I've seen a hint, and yes they do!)
Kickstarter
No, I'm not launching a Kickstarter... I did one years ago.
I just wanted to use this space to thank all my KS Backers, once again. Approaching Infinity might not be here if it weren't for you. I'm saying this now because I've recently distributed Steam keys to all those who are still paying attention (and I found out that some of them had already bought the game, extra thanks for that).
I really look forward to hearing what you have to say, especially since you've seen the game develop from a tiny little alpha-version to the sprawling space adventure that it is now.
THANKS EVERYONE!
Bob
PS: The planned release date for the completion of version 1.6 is rapidly approaching... If you haven't yet, take a look at the roadmap (Starmap 1.7) for some of the exciting changes on the horizon.
Patreon Launch Tour
I'll be warping all over the internet in the next 24 hours on my Patreon Launch Tour, but first let's start off with a few updates:
Reinstated "Thanks" page. (With some new additions!)
Added a 14th cactus. Whoah!
Made lava redder (to differentiate from hydrocarbon sludge).
Fixed a bug where monsters weren't affecting planetary terrain. (worms not eating plants, etc.)
Increased damage reduction on mid-to-late sector suits, so you can explore more planet types!
Get codes to experience 2 new game modes, including "God Mode"!
Get your hands on some flashy new UIs for perma-death games.
Access free and patron-only articles and videos.
Support your local gamedev!
...and everybody gets...
Rescue codes for the entire month of July!
Steam is the very first stop on my Patreon Launch tour, and I have miles sectors to travel before I sleep...
Enjoy,
Bob / IBOL
PS: https://www.youtube.com/watch?v=OnY3H5Xi4wA
PPS:
Morbid Spider Fix Sale
I spent most of the week enjoying the great outdoors ("camping"), so there isn't a huge amount of development to report.
Looting the dead
You won't normally find such a huge graveyard, but I needed to illustrate the point...
When you find human remains there is now a chance that they will spawn useful equipment (or cold hard cash!). Just walk over them and see what happens, but try to be respectful about it, OK? That's one more reason to check out those former human settlements...
Spiders
Somehow, there were no spiders. For 8 years. There are now. And their attacks can sometimes trap you in webs, so look out!
New Shipwreck Images
I recently added images for the racial shipwrecks, and when David saw them he immediately set out to make better ones :D They're in there now, including new ones for mercs, narcratu, and sil.
If you particularly enjoy killing intelligent beings in video games, there's an officer skill dedicated to creating more intact shipwrecks. It's an operative skill, and it's called "Crippling Shot". The operative is a social-division class that isn't immediately available, but is easy to unlock by visiting an alien embassy.
Yendor Difficulty
I've been talking a lot lately about the "Amulet of Yendor" victory, and making it more difficult. I had another idea about how to do that, and I recorded my first live development stream about making it happen. Check it out on Twitch and get an inkling of what makes this thing whole thing tick.
And you know there are 8 other ways to win, right? Get out there are talk to those aliens!
Fixed an out of bounds error in the new warp screen.
Fixed the progress bar not going away in the map editor.
Fixed racial offense carrying over from game to game (retribution strikes in sector 1!)
That's it for now. I'm going to spend the week further tidying up version 1.6 and getting ready for some really big things coming up... You know about some of them from the Starmap, but others should still be a surprise ;)
Steam Sale
ENJOY THE STEAM SUMMER SALE!
Big Update and New Steam Achievements
Monster Modifiers
For anyone playing in the beta branch, this is old news. But for the rest of you, hold on tight!
Monsters on away missions can now have more than 60 new stat modifiers and powers. Here's a sampling:
Most modifiers are only valid on certain types of monsters: you won't find any squishy robots or elite plants. But there's already a huge variety of possibilities, and the further you go, the more likely you are to encounter them.
You can easily recognize modified monsters by their red health bar. Then you can mouse over or use the Peer (look) command to get detailed information, including a description of whatever new abilities this creature might have.
All this makes it much more likely that your...
Officers Die Instantly
A few months ago there was a big change to the way crew deaths happen on away missions: when you take enough damage, a crew member dies immediately. That reduces your maximum hit points, but also raises your current total to about 75% of that new max. Temporary healing with a permanent down-side.
But when you were out of crew ("Red-Shirts" specifically) but still had some *officers* left, the next time your HP got low enough, the entire party was killed. But this was inconsistent with the new rules, so...
From now on, your officers can drop one by one, just like your poor no-name crew.
More dire consequences, but possibly longer survival times... we'll see...
Store Restock
When you're visiting a space station, the starship outfitter (equipment store) can be restocked for a small but ever-increasing fee. On the one hand, this sometimes allows you to find that one special item you just can't live without. And I only ever really paid attention to that one hand...
But this was recently discussed here on the Steam boards, and it was pointed out to me that this can often take away from the joy of defeating a powerful enemy and getting an awesome loot drop. Why bother if you can buy something better?
So we're trying something different.
From now on, the cost to restock the store has been GREATLY INCREASED. <- That deserves all caps because, if you're like me, sometimes you just sit there hitting the restock button, waiting for that one thing. Well this just got way more expensive.
'Wait, so what am I supposed to do about equipment?!'
Well,
Loot Drops!
The way enemies drop loot has been completely remodeled!
Each type of enemy that would be capable of dropping a particular type of item can now do so (randomly). Animals don't drop technological items (this isn't Pandora!), but intelligent enemies, as long as they're capable of wearing or wielding items you could use, will now drop them more often!
This is true both in space and on away missions. And there's a tiny new feature inspired by this: you can install ranged and melee weapons that you find (including grenades, but not suits) even when you're not at the shuttle! This is an experiment, so certain parameters might need to be tweaked, but..
THIS IS NOT A SHOPPING SIMULATOR!
It's a space exploration rogue-like.
And speaking of RLs, what's more rogue-like than...
The Amulet of Yendor
As I mentioned last time, I recently started a new Youtube series where I pursue the fabled AoY in my fast and sneaky Stealth Runner. Well, the whole series hasn't been released yet, (playlist here) but, Spoiler Alert...
I succeed!
At the end of my final video, I really started to ask myself, was that too easy?. At first, I wanted to chalk it up to careful planning, preparation, and LUCK. Those things certainly were factors. But I got the feeling that maybe the bugs were actually helping me this time.
They were.
So anyone who has already done the Amulet of Yendor, well, congratulations, but you had it easy.
No more!
All those aliens that are supposed to be hell-bent on destroying you? They're coming for you now. And have you ever met a "retribution squad"? Well, you might now :D The amulet affects your warp drive and cloak now too...and they're not positive effects.
But hey, the Bankers are super happy you're doing this. They might even give you a discount...
What do you mean, "Amulet of Yendor"?!
What, you didn't know there was a hidden way to win Approaching Infinity? Yep. And there's absolutely no mention of it anywhere in the game. So where is it?
Let's talk about that: The Amulet of Yendor is located on a planet in sector 20, at cave level 5.
Today I added 2 new Steam achievements related to the AoY: "ROGUELIKE!" and "Is it an amulet or a ring?". I'm the 0.1% of players who has that first achievement. AFAIK, no one has the second one yet.
So get out there and find that Amulet!
You'll have a few options when you pick it up, so choose wisely (or in one case, choose very unwisely but selfishly). Who can be the first to get the other achievement? How many wins can we record in the next few weeks before 1.6 is finished?
Ooh, and Steam achievement bonus: the game will now retro-check that your Steam achievements match up with your local ones. (Note that not all Steam achievements have been added yet.)
Twitch
I'm going to start streaming on Twitch! In a year, I'll probably know what I'm doing. Laugh at me (or with me) as I figure out broadcasting, play AI, and (try to) fix bugs LIVE ON AIR...Follow me! https://www.twitch.tv/ibol17
BUNDLES
Months ago, someone asked me about creating an all-IBOLOGY bundle. At the time, it sounded like a good idea, but I didn't know how it worked, and I was way too busy just doing my day-to-day dev to give it much serious thought.
Then a few days ago, the world renowned Space Game Junkie pinged me on his Discord, where lots of other space game developers were talking about putting together a bundle. After talking with them I decided to join, *and* I learned just how easy it is to put one of these things together.
I'll be going camping in Pennsylvania soon, we'll see whether I can still handle that... Have a great weekend, and let me know of any bugs *before* I leave :D
Monster Modifier Beta
Get ready to meet venomous gnashers, disappearing Narcratu, and blinding eye-balls (Yes, really!)...
As what is probably the last big new feature of version 1.6, monsters encountered on away missions will sometimes have different varieties that change their stats and behavior. There are over 60 of these right now, and they're called "Monster Modifiers".
(This is only for those bravest of captains who spend time in the beta branch...)
Not all modifiers can be assigned to all monsters. All creatures are broken down into 6 groups: animal, plant, slime, robot, intelligent, and undead. Each modifier applies to a subset of these (some are for all types, and a few are only for one). Further exclusions are made for breeders and stationary monsters. There's also a hidden 7th group that basically says "don't alter this monster"... things like the outsider and transcendent horror won't get modified. They're already too powerful.
Monsters won't have modifiers until sector 4, and they start off being pretty rare. The rate of occurrence tops out around sector 60, at which point about half of all monsters will be modified in some way.
Take note of monster's names in your targeting information or tooltips: that will be your first clue you're facing a modded monster. The 'burrowing slime' and 'sturdy tusker' are sure to be modified. So get out there and explore, find some modified monsters, and let me know how quickly they kill you ;)
Other Changes
Added webs on away missions. They take a turn to break.
Fire, acid, and nano destroy webs, and so do the skills cleanse and grav pulse.
Being trapped in a web keeps you from moving or attacking. You must break the web before doing anything else.
Added monster power: "Weaver": leaves webs behind as it moves.
Added monster
cooldown* power "Ensnaring": their attack traps you in a web.
Added monster power: "Drain XP" : attacks drain officers' XP
Added monster power: "Induce Terror": being terrified makes your attacks miss half the time.
Added monster power: "Regenerate": monster heals 5% per turn.
Added monster power: "Disruption": adds cooldown to a random cybernetic skill.
Many monster mods give bonus xp rewards.
Decreased the number of grenades in a bunch for most types.
Increased the damage of sonic, seismic, and scrambler weapons.
Reduced the damage of toxic and monofilament weapons
Letters A-Z and numbers 1-9 that are not already assigned are listed on the key rebinding screen.
Removed item price scaling based on how much money you have.
Added storage rooms to shipwrecks...
Officers who are injured on away missions will automatically be returned to the away team when they heal!
Want to see some of this stuff in action? Check out my new video series, "Stealth Runner to the Amulet of Yendor". You'll notice this is my second attempt. Yes I'm bitter.
https://www.youtube.com/watch?v=Yo91OOr23Bc
And now I'll leave you with this convenient...
...complete list of the (current) monster modifiers:
Weak : Does 50% less damage than normal.
Deadly : Does more damage than normal.
Precise : Firing range increased by 2.
Sluggish : Moves slower than normal.
Swift : Moves much faster than normal.
Aggressive : Increased aggression radius.
Docile : Just not that into you.
Sturdy : Has a 50% bonus to HP.
Feeble : Has 50% less HP.
Burning : Attacks can set the away team on fire.
Freezing : Attacks with extreme cold, slowing the away team.
Venomous : Attacks cause poison status effect.
Electric : Attacks cause energy-damage status effect.
Piercing : Causes suit puncture and oxygen leak status effect.
Perplexing : Attacks cause confusion.
Acidic : Causes corrosion on anything it touches.
Blinding : Attacks can temporarily blind the away team.
Vampiric : Hurting you heals this creature!
Thieving : Attacks cause the away team to drop things.
Grabby : Pulls the away team closer from up to 3 tiles away.
Pushy : Melee attack pushes away team.
Jumpy : Jumps long distances to attack.
Flighty : Jumps away when threatened.
Virulent : Attacks can give you disease!
Disappearing : Able to become invisible!
Camouflaged : Can hide in foliage.
Slimy : Leaves a sticky slime trail behind.
Imprisoning : Attacks trap the away team in slime.
Scavenging : Picks up items as it moves.
Sympathetic : Calls for help when attacked.
Draining : Attacks drain XP!
Disrupting : Attacks add cooldown to cybernetic skills!
Asphyxiating : Steals your oxygen!
Forceful : Ranged attacks have knockback.
Deflecting : Chance to deflect ranged attacks.
Dextrous : 33% chance to dodge any attack!
Regenerating : Heals 5% per turn!
Terrifying : Chance to induce extreme fear.
Weaving : Weaves webs as it moves.
Ensnaring : Attacks catch the away team in a web.
Bulletproof : Takes half damage from all ranged attacks!
Asbestos : Immune to incendiary damage
Insulated : Immune to cryo damage.
Rubbery : Resists smashing damage.
Fearless : Immune to fear-inducing weapons.
Alert : Immune to stun weapons.
Grounded : Immune to shock weapons.
Galvanized : Resists corrosive damage.
Flammable : Weak against incendiary damage.
Shivering : Weak against cryo damage.
Hearty : Resists toxic damage.
Sickly : Weak against toxic damage.
Deaf : Immune to sonic damage.
Brittle : Weak against explosive damage.
Squishy : Weakness to smashing damage.
Ironhide : Lifeform has a thick metallic skin.
Hulking : Bonus HP and damage, but slower.
Leaden : Resists radiation damage.
Elite : An experienced combatant.
Champion : The best of the best.
Sniping : Powerful long-range attack.
Join me for a drink...
At the
HEALTH BAR
Tired of doing math to figure out how hurt your enemy is?
Forget that. No more targeting, mouse-over-ing, or guessing. Approaching Infinity has entered the 21st century (which is actually backtracking, right?), and put quick-and-easy-to-read health bars on all entities.
Quest XP Rewards
Another common simple feature AI has gone almost 8 years without is displaying the XP reward from a quest. Seriously? Yep. Well, here you go:
Totally new:
New message reveals how long until natural healing begins for away team.
Reduced the chance that artifacts will have a bad effect.
Improved the phrasing of tutorial messages.
Greatly increased the Giant Squither's HP, because it's not deadly enough.
Increased the XP cost to promote officers after level 6
Killing certain monsters now gives bonus XP to everyone on the away team.
As suggested here on the Steam forums, you can now hold CTRL and use the arrowkeys to move diagonally. These are
not* rebindable.
And these changes were previously released into the beta branch:
Artifact ID is more friendly: you are no longer forced to choose!
Auto-explore will now pick up blood samples when you have the right skill.
The first time you enter a star temple or see a hypno-flower, you get a warning...
Repair skill can now fix holes in shipwreck floors, if they are surrounded by proper floors.
Each race now has its own shipwreck image.
Monsters now activate traps!
Killing Narcratu ships can make you more popular with other races in the sector.
I'm tying up lots of loose ends, trying to finish up this dev cycle so we can move on to all the amazing things outlined in Starmap 1.7
And...
You folks are in some real trouble, because the "Monster Modifier" system is coming along very nicely. Just imagine: Narcratu soldiers who can turn invisible, carnivorous plants that are immune to fire, and yenogs whose ranged attacks can hold you in place... I've seen all these things (and more)... and they're coming to Approaching Infinity next week :)