This patch addresses only one bug. Thanks to @Aberzhully for finding it.
Best, -john & pete
Bugs
Can now remap WASD as desired. Previously this was impossible due to a specific use of virtual axes within the game engine (Unity).
Development Notes (v. EA 2.03.001)
Happy Thanksgiving,
This patch introduces draggable UI windows, and several other quality of life improvements. Our community had identified some of these as helpful updates, and other we simply chose to do on our own.
Best, -john & pete
Quality of Life
Can now breakdown items by holding down left control (cursor will change to purple) and then left clicking inventory items.
UI Windows are now movable (they can be dragged).
Added a back button to the tutorial.
Balance
Player can no longer purchase items which they have not researched.
Skill-Based Character System & Post-Game Overhaul! (v. FR 2.03.000)
Hello all,
Two major road map items are complete and included in our latest patch! We performed a complete overhaul of our character \ RPG system, and additionally made some significant game flow changes that are most evident in the post-game info page (this is actually a bonus roadmap item).
Essentially, these changes both cleanup some of the messiest areas of the game, and also pivot the game & the player toward a deeper sense of belonging in the Mugalo Galaxy. There were various elements in the game that were very intense and heavily focused on survival and permadeath. While we like how these elements raised the stakes & excitement, they also were detracting from a really calm & relaxing exploration experience.
These changes also pave the way for the future, allowing us to expand the game vertically using the new character skill system. These skills will allow us to establish a deeper progression into farming, fishing, and potentially harpooning.
Anyway, without elaborating the reasons for every single change, here are the highlights / specifics:
Game-Flow Changes
The player now starts with very few credits and a VFlare ship. New ships may be bought with acquired credits over time.
Scoring has been removed from the game. You will still get a post-game report (see below), but the constant pressure to maintain a score is gone.
Names of the difficulty levels have been changed.
The final game report is now based on clear inputs and a fewer number of inputs, these are summarized in a graphical color bar (see below).
This final rating is primarily based on progressed skills, surviving family members, reaching Lilith, and the initial difficulty level (time is no longer a factor). No rush to reach Lilith!
All of the post-game statistic graphs have been fixed!
Skill-Based Character System
Instead of the six old skills, each character now has only three skills (fishing, farming, and spacefaring).
These skills are dynamic, as discrete actions in gameplay will progress them.
Each skill has seven levels, and each new level will provide the player with new rewards such as new fish, farming perks, and spacefaring perks.
The blood volume and lung gas graphs have been removed.
The sleep and workout sliders have been removed.
Farming EXP can be acquired by researching farming technologies or growing crops.
Fishing EXP can be acquired by catching fish and attempting to catch fish.
Spacefaring EXP can be acquired by researching spacefaring technologies or by flying through the Mugalo Galaxy.
You can read much more about the details of these two updates in our issue tracking system: https://github.com/chaystarjun/LilithCommunityTracker/issues/123 https://github.com/chaystarjun/LilithCommunityTracker/issues/124
The Character Skills Screen
The New Post-Game Report
Best, -john and pete
New Features
Skill-Based Character System!
Post-Game Overhaul!
Polish
Flight UI & raiding screen fonts cleaned up.
Positive health conditions show boosts when hovering.
It's no longer possible to start with a ship that does not have enough signal strength to complete the tutorial.
Roadmap Update
We made a few small changes to the road map. Things are becoming a clearer to us, and so we've adjusted accordingly. "Science & Experiments", for now, is unlikely to ever happen -- there really was no clear vision for that, haha. Therefore, you'll see it is marked "Cancelled". Also, the most recent road-map item, the "Post-Game Overhaul", is a sudden arrival. This was a major change to the game, and we felt it was important to the game's flow, so we added it to the road map and finished it at the same time.
Development Notes (v. EA 2.02.001)
Hope everyone is enjoying the fishing update! This patch adds support for custom key bindings & corrects a few other items.
Polish
Players can now create custom key bindings using the settings menu.
In addition to every 5 minutes, autosave will now occur when beaming up and beaming down.
Fish can now be broken down for resources.
Mugalos of the Deep! (v. FR 2.02.000 - Fishing Update)
Hello all,
We were able to complete our fishing system, "Mugalos of the Deep"! Right now there are ten fish that can be caught throughout the galaxy, but once players get a feel for the system we may add a greater variety of fish. Caught fish have various weights, qualities, and values. Caught fish may be eaten for rations or sold in the small goods marketplace. The fishing system advances us toward our goal of providing a deep explorable galaxy.
Featured Fish: The Great Willay Great Willays are thought to be ancient minds and stewards of the seas. Vital marine life, they may be, but they are frequently poached for their scales.
Post the name of a cool fish, and we will consider adding it to the game!
Best, -john and pete
New Features
Mugalos of the Deep (Fishing)!
Bug Fixes
Sliders should no longer be automatically controlled by extraneous input devices (this has not yet been confirmed though).
Menu Music no longer cuts off abruptly when beaming down to the first planet.
A Spu Fishing
An Inventory Full of Fish
Roadmap Update
Development Notes (v. EA 2.01.002)
Hey all,
We were able to address one major community desire (autosave), and snuck in a few other updates. Regarding the "color corrections", the game was originally developed on monitors with a rare gamma setting -- so during development, to us, the game appeared bright, more colorful, and more of a pastel palette. But, we later realized how rare our monitors were, which means that about 95% of our users were experiencing a much darker version of the game. This patch delivers the game colors as we intended with the help of some color correction scripts. We also added autosave which will occur every five minutes. There is no option to turn autosave on or off, it will always be on. There is also no in-game notification of autosave, but if you go to the main menu, you should see that saves are being established every five minutes.
Additionally, with the release of Proton, we believe our game is now compatible with Linux -- so we'll be relying on that avenue for Linux support instead of making a dedicated Linux build.
Finally, for those who are not aware, our Soundtrack was released a while back and can now be downloaded from our store page. I believe users who already bought the game will get the soundtrack's cheaper bundle price as if they had bought the two together.
Best, -john & pete
Features
Lilith Odyssey now has Linux support via Proton.
Soundtrack Released.
Autosave (occurs every 5 minutes).
Bug Fixes
All game colors corrected to match original artistic vision.
Planet view menu buttons have been moved to the center of the screen to avoid overlapping clutter.
Roadmap Update
We've moved to Full Release!
Hey all!
We have stepped ahead with transitioning Lilith Odyssey to a full release! For those wanting more content and larger scale mods, we’re sorry for any disappointment. While we don’t have any plans to add more to the game at this time, well, as the young Justin Bieber once said, “never say never.”
Please know that your support, and the community’s, really did carry us across the Early Access and into the feverish debugging that followed lol. We’re still compiling all feedback we get, in case our hearts return to the Mugalo Galaxy.
In Early Access, we were able to resolve 64 bugs \ issues \ quality of life features \ new features (in addition to many subtle undocumented changes). Those are listed here on our bug tracker: https://github.com/chaystarjun/LilithCommunityTracker/projects/1
As of this message, we are working on two different games. Jedizebra (john) is working on a relaxing golf game, and together (john & pete) we’re working on a narrative-based idle game. As these projects make notable progress, we will announce any news. Hopefully both will be shway in their own respects.
Lastly and most importantly, thank you. Thank you for your enthusiasm. Thank you for your feedback. Thank you for your weirdness. Thank you for your time. Thank you for giving us a chance. You’ve all given us a confidence in game dev that wasn’t there before. This is by no means a goodbye. It’s just a check-in to let you know where we’re headed. I hope you’ll still tag along!
best, -john & pete
P.S. Give us some time to adjust the version numbers. For now the in-game version number & label still indicate "early access".
Development Notes (v. EA 1.02.002)
This patch corrects a small store bug, and updates the title screen with some more pertinent information.
Thanks @Cutter & @ghostface for finding this one.
Polish
The title screen now displays the game's latest major updates.
The title screen now displays the game's development road map.
The title screen now shows accurate & numerical scoring criteria (for those interested).
Bug Fixes
When the user selects a new store, the actions scroll window will automatically scroll to the top. Without this feature, it can be hard for users to find the available actions, as one can scroll past all of the actions.
Development Notes (v. EA 1.02.001)
This patch corrects a small store bug, and updates the title screen with some more pertinent information.
Thanks @Cutter & @ghostface for finding this one.
Polish
Moved the "R" to Rotate key note so that it does not overlap with the de-materialize text.
Balance
Production times for farms and fuel rigs were adjusted (see below).
The standardized price of FLORP was increased from 75 credits to 100 credits.
The standardized price of Batteries was increased from 40 credits to 60 credits.
Food items are less valuable (see below).
Fuel cells are less valuable (see below).
Updated Production Rate Table
Bug Fixes
When the user selects a new store, the actions scroll window will automatically scroll to the top. Without this feature, it can be hard for users to find the available actions, as one can crol
The IGG Small Goods Marketplace (v. EA 1.02.000)
"Citizen. Register your inventories at the kiosk. Exchange your goods, and then exit the trading floor. All transactions are monitored and sanctioned by the IGG."
This latest update is another large update to the game. The IGG Small Goods Marketplace is available at all stores & stations throughout the galaxy. Within the small goods marketplace, a variety of items can be bought and sold at market prices. The items that players can buy and sell are listed below, but essentially, the market only allows for transactions on about 20 common items such as Florp, Ammo, Potatoes, or Fuel Cells.
Our goal with this change is to provide a market for future commodities that will be arriving in our upcoming roadmap items. For example, both fishing & farming will provide the player with goods (fish & crops) that should be sellable at a common market. Additionally, this market increases the fluidity & usefulness of money. Players can now use their banks more tangibly to improve their journey to Lilith. Players can also reliability sell fuel cells or farmed items at market prices -- which opens a variety of new play styles.
We also took this opportunity to heavily adjust the prices & resource costs of our mid-game and late-game items (see below). Generally speaking, these mid & late tier items were increased in cost -- we were noticing that the late game items were far too accessible at an early stage.
Roadmap Update
Welcome to some new community members :D @HEDGEHOG, @PotatoTheScourge
IGG Small Goods Marketplace Items
Sap (Sell Only)
Logs (Sell Only)
Sticks (Sell Only)
Leaves (Sell Only)
Ore (Sell Only)
Dirt (Sell Only)
Coal (Sell Only)
Quartz (Sell Only)
Impure Gems (Sell Only)
Pelt (Sell Only)
Bones (Sell Only)
Flesh (Sell Only)
Poop (Sell Only)
Aluminum (Sell Only)
Circuits (Sell Only)
Bolts (Sell Only)
Plastic Fibers (Sell Only)
-----------------------------------
FLORP (Buy & Sell)
Battery (Buy & Sell)
Protium Fuel Cell (Buy & Sell)
Deuterium Fuel Cell (Buy & Sell)
Tritium Fuel Cell (Buy & Sell)
Potato (Buy & Sell)
Warp Root (Buy & Sell)
Nitrocorn (Buy & Sell)
-----------------------------------
Ammo (Buy Only)
Bandage (Buy Only)
Medkit (Buy Only)
Polish
When starting a new game or ending a game, the player will be warned before their save-game is erased (via a popup message).
Balance
Doubled (2x) cost of researching mid-game technologies in tech tree.
Quadrupled (4x) the cost of researching late-game technologies in the tech tree.
Doubled (2x) the costs of mid-game items (this also effects store prices).
Quadrupled (4x) the costs of late-game items (this also effects store prices).
Bug Fixes
Stores now sell large amounts of Ammo (instead of tiny amounts).