[Closed beta 0.10.7.0 + 0.10.7.1] Refinery live in overworld, melee buffs
Patchnotes 0.10.7
Just little stuff for this update
Melee Changes
-Melee weapons receive some all around buffs -Spear hitbox size increase -New VFX for spears -Spear dash can now hit the same enemy multiple times (with a cooldown of 1/10th second) -Projectile-swords now have improved projectiles that pierce multiple enemies -Warsword's "Critical Slash" can hit the same enemy multiple times (with a cooldown of 1/10th second) -Most projectiles can now be deflected by melee weapons - meaning you can make some fun plays deflecting stuff like a megabot's stasis chain attack, etc etc.
Content
-Large jellyfish now drop Gelatinous Blobs, which can be crafted into two new armor sets -Fuel refineries now spawn outside of scenarios
Internal-facing Changes
-Improved handling of various camera/cutscene events and added hidden manual control options for better capture -Creative mode options are expanded and partitioned so flight/invincibility are separate -Fixed some odd behaviors with eggs -Better handling of eraser/paint tool
Bugfixes -Fixed crash on entering space state -Fixed issues with Space side-panel improperly displaying fast travel / land options -Fixed space state issues with resolution -Fixed crash from Jellyfish Juggernaut projectiles
Patchnotes 0.10.7.1
-Fixed issue where player jump state wasn't initializing on survival first-time gen (woops!) -- players can now jump. -Turned on Refinery generation outside of scenarios. Meant to do this in the last patch!
[Closed Beta 0.10.6.1] Softlock bugfix
-Fixed issue where repair cogs would not generate after a broken refinery pump was saved/loaded, rendering them unrepairable
Interesting in joining Minicology's closed beta? Join the discord to sign up!
Patchnotes 0.10.6:
Rolling out the "scenarios" menu. This is a beta-only feature that allows you to test new objectives without playing through the whole game! Right now there's only one option - the "Fuel refinery" scenario. Feel free to give it a spin! You'll be dropped onto a planet with some starter gear and get right into the new objective.
Fuel Refinery Defense
-Link the refinery pumps to the fuel mixer, then fight off waves of jellyfish to obtain fast-travel enabling Rocket Fuel! -Two new jellyfish minibosses -- the Jellyfish Ironclad and Jellyfish Juggernaut. There's about a 50% chance of one spawning during Refinery Defense Events. -New e-corp enemies --E-corp bittybots will swarm the player with fast, short-range plasma blasts. Take care of them before they chip away your health! --E-corp Megabots are a lot tougher - be careful around these guys!
Gunplay improvements
-Several new guns -Fewer issues with ammo UI being obscured by post-processing -Crosshair now follows recoil, making recoil-heavy guns feel a lot nicer to use
Jetpack improvements
-Improved handling, vfx, and audio for jetpacks
Bugfixes
-Fixed issues with save deletion -Fixed issues with contextual music manager playing while muted
Partnership Announcement: Iceberg Interactive to Publish Minicology
Hi Explorers!
We have an awesome announcement to make. Iceberg Interactive is reaching for the stars with Minicology in collaboration with developer Isaac Denner!
Prepare to embark on a journey through miniature planets, where you have the power to control everything, from the weather to whole ecosystems. The captivating world of Minicology is only bound by your creativity, with which you can conquer dangerous predators, and reshape the entire mini-verse!
With this collaboration, we look forward to bringing together our expertise in delivering unique gaming experiences, and Isaac Denner's visionary approach to sandbox gameplay. We’ll allow players to create and manage their own miniature ecosystems, nurturing diverse species and adapting to environmental changes. Players build bases, defend against invasions, terraform worlds, and engineer solutions to challenges like farming and mining.
So now you know what to expect from Isaac and Minicology. What can you expect from us? As time progresses we’ll be telling you much more about the game's development, and the mind behind it all: Isaac.
To stay up to date join our discord, and of course, wishlist now!
-Fixed crash on autumnal planet worldgen -Fixed issue where saving/loading could disrupt 'daily schedule' events such as star showers and auto-saves -Adjusted loot tables for starter planet terraform chest - added "Pipe Printer" back to guaranteed loot pool. This change will not affect existing saves, but will adjust new worlds.
[Hotfix 10.3.2Snapshot] Crash fixes
-Updated Power Powerator's "Automatify" ability tooltip -Fixed crash from saving/loading after interacting with guardbots
[Closed Beta 0.10.3.0SNAPSHOT] Major crash fixes, Turret refresh, Jelly nests
Content Updates
Turret refresh:
Turrets no longer require power. Instead they must be supplied with bullets through their menu or through item pipes.
Turrets that fire for sustained periods of time will overheat. Overheated turrets cannot fire until they cool.
Water can be supplied to turrets in order to prevent overheating.
"Automatify" Woperator ability now grants turrets significantly higher fire rate. This also means they overheat faster, so make sure to hook them up to a rain barrel or water pump!
Extrusion Machine:
This is a new crafting station that'll test your mastery of Minicology's automation mechanics. Extrusion machines use three inputs - water, power, and ingots - in order to manufacture tempered metal bars that can be used as in the creation of advanced mechanisms and weapons.
Jelly Nest:
This is the first of many additions to Minicology's Point of Interest pool. Jelly nests feature a Jellyfish Psion miniboss. This psion commands an army of buffed jellyfish, and can target the player to inflict Psionic Ruin - suppressing your ability to heal and deal critical damage. Defeating the Psion will drop the "Ascendant Tentacle" accessory, granting you the ability to hover.
Misc Changes
-Craftsmen's notebook has been deprecated and is no longer obtainable -New muzzle flashes for several E-corp guns -New sounds for turrets and guns -New sounds for several enemies -Changed tutorial-triggered button highlighting to be more obvious -Removed unobtainable items such as shrumlogs from 'equivalent items' pool for wood. This should make reading wood-based crafting recipes a little easier. -Invasive Plant enemies can no longer drop offshoots, which was letting them ignore the enemy spawn limit and crowd out planets. -Adjusted damage threshold for Puffer Shield accessory. -Added prompt for right-click-based research menu navigation
Stability Fixes
This update fixes several major crashes and issues. Sorry about any trouble caused by these! -Fixed crash related to loading fuel extractor base -Fixed crash related to researching helixes -Fixed crash related to loading save event data -Fixed crash related to Anvils connected to automation -Fixed rare crash related to viewing certain systems on spacemap
-Fixed issue where dead Psionic Jellyfish could still inflict Psionic Ruin after saving/loading -Fixed issue with text formatting in research menu -Fixed issue where saving/loading with 0 XP, then dying before gaining XP, would set your XP level to (-2147483648). Good luck financially recovering from that one.
[CLOSED BETA 0.10.2.2] Hotfix - research bookmarks, chest automation fixes
-Fixed research bookmarks only appearing after players 'cleared' the research tab -Fixed an issue where chests could hold request and hold water -Fixed issue where pufferfish would accelerate upwards while stunned -Adjusted (?) marker mouse/click hitboxes to cover chests - this prevents players from viewing unnecessary info about chests until they've activated the tutorial.
[Closed beta 0.10.2.1] Hotfix soda crash, gear-framerate issue
-fixed crash related to drinking space soda -fixed gears turning faster at low framerates
In this week's snapshot, Furnace and Steam Engine UI has gotten a bit of a facelift. Both operate slightly differently (but more consistently with each other!).
Fuel rework
Fuel now runs a structure for a set period of time, which is consistent between structures. (i.e, placing coal in a furnace activates it for 100 seconds... placing coal in a steam engine activates it for... wait for it... 100 seconds). This clears up some issues with how fuel was working before.
Furnaces and Steam Engines still consume fuel, even when they're not being used. This is part of a set of changes that - especially as more content is added - are meant to encourage a small amount of logistical planning for automation - and also encourage players to optimize factories for the fastest + most fuel-efficient use of power and furnace materials.
Very generally, the per-ingot cost of fuel is significantly lower now. Under optimal conditions, a furnace can now smelt dozens of ferrite ingots on a single piece of wood. However, if you don't plan how your furnace will be activated and your ingots crafted, fuel cost will be higher.
Steam engines no longer operate at lower efficiency when connected to multiple structures. This change means that a Steam engine powering 4 structures at 100% uptime is significantly more fuel-efficient than one occasionally powering 1-2 structures (again, meant to make you think a little more about how you configure your factories!)
Bugfixes
-Fixed chest issue where whole stacks of items were consumed by automation when only 1 item was requested. -Fixed issue where "system objectives" menu wouldn't show after being opened the first time. -Fixed issue where "protected tiles" under key stationaries weren't properly freed after structure were destroyed. -Fixed issue where tutorial would behave erratically on saving/loading in creative mode. -Fixed issue where automation menu wouldn't be accessible in creative mode until tutorial was complete -Fixed issue with auto-turret default alignment on non-starting quadrant of planets -Added coal deposits to non-temperate planets