This weeks update is packed full of community suggestions! Most of the new features/improvements in this update were suggested by someone from the community. Keep the feedback and ideas coming.
Science changes & new items
We have changed the science menu to make the early game less brutal. We moved defenses down into their own section and added crossbows. That means if you want you can research Basic Weapons right when the game starts and have a ranged weapon and melee weapon with your first research. As well we have added a Bear Hood that offers some protection and warmth without needing any research!
To accommodate all these new items we have made it so that grass is now an item and can be harvested for more than just seeds. As such many recipes have changed to include grass.
Farming Changes
Prior to this update farm jobs were just special building jobs. As such it was hard to make a dedicated farmer for your settlement because they would also build. As such we have added the farming job so you can prioritize farming independent of building!
We have also added the ability to grow grass as it is now needed as a crafting resource and needs to be renewable.
Other fixes/Tweaks & PANDAS!
Continuing our theme over the past couple of updates of adding new animals we have added pandas this update as an alternate skin for Bears. Expect more new animals and some fun animal features next update ;) We spent a lot of time this update getting rid of more bugs and making things run and look smoother. Such as making it so when you click on the controls in the top left it no long will accidentally place or select items on the world. You can read about all of these in the full patch notes below.
Final Thoughts
This was a fun update to do. A lot of what was added and fixed this update came from you guys. I appreciate all the community feedback we get on Rekindling so please keep it coming. Feel free to leave us a Steam review those help us out a ton. Let me know if you guys have any questions see you again with another update in two weeks!
0.64.0
Added Pandas
Added new building: Bowyers Bench
Added Crossbows
Added new Science: "Basic weapons" for Crossbows and Bats
Added new Item: Grass
Added new Equipment: Bear Hood
Added new Farm: Grass Farm
Added scheduling warnings if you don't give them a category
Changed Science menu to be scrollable and tweaked the categories
Changed farming to be its own job type instead of a building job
Changed grass to also drop the grass item and not just seeds
Changed a ton of recipes to now require grass
Changed the intro to allow it to be skipped
Changed added a more building descriptions
Changed so the start of the game has slightly fewer rations/water
Changed Cows to produce more leather when butchered
Fixed popup menu clicking alerts below it
Fixed Rare crash when trying to do a job outside the map
Fixed bug where control mode could allow you to get outside the map
Fixed rare bug where animals and zims could spawn on the map border and wander outside the map
Fixed bug where survivors with the simple trait could get stuck doing research forever
Fixed graphical bug that would make walls/stone connect to non walls/stone
Fixed menu clicking also clicking the world on the top left menus
Update 0.63 One year in Early Access!
Hey guys a special update this week. Today marks one year of Rekindling being in Early access on Steam! As such we have a lot of fun things going on this week starting today with a large update. There is a lot in this one so bear with us.
Redone Tiles
We have reworked the ground tiles from scratch making them look a lot less ugly an repetitive. As well as added more blending between different tile types. A picture of the difference will say more than I can so view below!
New Intro
A short intro Sequence has been added to explain why your survivors are in the middle of a field with a bunch of debris around them!
New City Environment
We have added a new starting option: City. You will have significantly fewer trees and rocks but have a lot more abandoned buildings to explore!
New animals & animal breeding
Again this update we have added new animals. Monkeys and Tigers. Tigers are the best fighting animals in the game they will easy be able to take down a couple Zims before going down. Tigers and monkeys will only appear in the Forest & City Environments. You can now also have sustainable meat without having to run out and hunt! This is because animals will now reproduce if they are adults, haven't reproduced in awhile and have access to the new building: Troughs. You will Troughs with wheat for the animals to eat. You can now and make a tiger/bear/cat pit around your base you have always wanted to fight the Zims with.
Crafting Priority & Crafting Fixes
We have reworked a lot of the core 'behind the scenes action' with crafting. With this you can now set priority on your crafting jobs! Benches will now have a priority assigned to them and changing that will change the craft priority of any items made at that type of bench! Crafting also is now a lot more responsive and accurate. Queuing up 3 bats will ONLY make 3 bats instead of sometime more!
Tons of other 'ease of use' Items
We have a ton of smaller features this update as well. Such as being able to click on more notifications on the left bar and have it open the correct menus for that thing, and keeping orientation of a object will starting a move job on it. you can see all of the small things below in the full patch notes
Final Thoughts/ Fun Event
First I would like to say thank you so much for the journey you guys have joined me on in Rekindling's first year. It's been a wild ride from doing this as something I do in my free time to my full time career. I will be doing a Twitch Stream tomorrow at 5pm -8pm(EST) I'll be talking about the past present and future of Rekindling while showing you guys the ins and outs of playing the game. As always let us know what you think, Feel free to leave us feedback her on Steam by leaving a Review (They help us a lot) Or posting in the forums. Also feel free to join us on Discord for more instant conversations!
Full(ish) patch notes
0.63.0
Added: New buildings, Plane debris in the starting area
Added: New Intro sequence while the game is loading for the first time
Added: New ground tiles, Grass and Charred ground
Added: You can now change names on the new survivor screen
Added: Spinning icon on loading menus
Added: New buildings, Troughs to breed animals
Added: New Research blob,
Added: Ability to change priority on crafting jobs via the benches
Added: You can now click most notifications to open the 'Area of interest'
Added: Text to show when you are in control mode.
Added: Scroll buttons on popup menus that scrolled and didn't have the buttons
Added: New Environment, city
Added: New men's 'exotic' hair style
Added: New animals, Monkeys and Tigers
Changed: Barley and Wheat Textures
Changed: Fire will turn tiles into charred ground
Changed: Ground tile textures have been redrawn
Changed: Different ground tiles will do more blending between them
Changed: Select box on creatures are fancier
Changed: Fire texture to be a bit fancier
Changed: Research amounts have been balanced slightly more
Changed: Night 14 is even more less brutal
Changed: Rotation is now more clear on buildings that it are being rotated
Changed: Rotation is maintained when starting a move job
Fixed: Graphical issues with items and equipment fighting
Fixed: Being able to pan the camera off the right side of the map
Fixed: Lots of graphical bugs with tile borders
Fixed: A lot of bugs around crafting feeling wonky
0.63.1
Fixed rare Crash with crafting jobs
Fixed crafting jobs displaying (could not find bench) when it was on a bench.
Fixed lettuce not showing up on farming menu.
Update 0.62 Ducks eating bugs.
Smaller update this week with a lot of little things including ducks and small improvements.
Ducks!
First addition is a suggestion we got during a stream recently. We have added ducks! Ducks are fast and can be aggressive if provoked.
Borderless fullscreen
A long suggested feature of being able to have the game run in borderless fullscreen mode has been added! This should make it easier to play the game in fullscreen when doing other things.
Tons of small improvements
We have a ton of other small improvements we have added. Such as adding icons to the notifications on the activity feed.
We have done other ease of use things such as making it so you can queue jobs to place buildings over items. Survivors will now just pickup the items on the ground if it is in the way instead of not allowing the job to be queued.
Also Sniper turrets have been added. They shoot slower, have more range and do a lot more damage than normal turrets. They are in a new research tier after turrets.
Next Update/ final thoughts
As we go into April we are nearing the one year anniversary of Rekindling in early access on Steam (4/22)! We have a large update planned as well as some community events around this time to celebrate, We will keep you posted. Check us out on Twitter or in the Discord to stay updated about these. As always please keep the feedback coming, feel free to leave us a review on Steam as well, they help us out a ton.
Full(ish) patch notes
0.62.0
Added Borderless fullscreen mode
Added Ducks
Added Alerts for when survivors have low health
Added Sniper Turrets
Added new science tier for improved turrets
Added icons for all alerts
Added Patreon link to main menu
Changed penguins to be slightly buffed
Changed animals killed by zims will no longer drop corpses
Changed so you can now place buildings over items
Fixed jobs not being cleaned up when the become impossible
Fixed some bugs around pickup jobs
Reduced Zim spawn amounts on some harder days (day 14/30/45)
Update 0.61 Find the cure
Finding the cure
There is a now a way to cure the Zims and get fresh survivors! There is a three step approach to each cure trial. After researching and building a mixer and a creature vat you will unlock the cure menu.
You first must capture and analyze a zim. After this you must then pick ingredients you want to use to test a potential cure. After creating a potential cure and loading it into the vat, you will get chances to cure the Zim inside! Be careful however as a wrong cure has the potential to spawn in a very strong zim out of your vat!
Zim changes
Animals can now contract ZTD!!
Zims will now attack nearby animals that they hear. If the animals survive the encounter they have a chance to also turn into a Zim.
Zims as well can now live during the day if they are inside a building. This also applies to Zim animals. Be careful with animal pens as you could very well have a horde waiting in your base!
Planning
You can now plan out things before you place them! Want to make sure a space near your base is kept free for a future building? Set down some planning!
Research balance
Research was way too easy in previous updates. Survivors could rapidly get science skill and research a late game research very quickly. This allowed people to get full research tree completion by day 14. We have significantly increased the time to research as well as reduced the amount of experience you get when researching.
Leaderboard Reset
With the addition of new threats as well as changes to research we have reset the leaderboards. Congratulations to MastergamingVR (again) for getting the top spot!
Final thoughts
As always thank you for feedback and support! Tons of the ideas we had for this update game from talking to you guys. Keep the feedback coming. Feel free to leave us a Steam review as well those help us a ton :) This update was huge and has more than what I highlighted here, do let us know if you find any issues with it and we will get them fixed ASAP. Full(ish) patch notes are below
Patch notes
0.61.0
Added Creature Vat building
Added Cure menu
Added 4 new cure related Items. (cure, Red vial, Blue Vial, Green Vial)
Added Zim animals.
Added new research tier for cure things
Added Planning mode.
Added ability to do more things in the control mode
Added ability to capture Zims
Added some more survivor backstories
Changed Zims to take less damage in the sun
Changed Zims to not take sun damage when indoors
Changed Zims to now attack animals more aggressively
Changed Zim spawn rates a bit.
Changed Research to be a lot slower
Changed Research skill to level slower
Changed: Buffed Pigs & cows slightly
Changed some of the health values on buildings (fence nerf wood wall buff)
Changed give job to automatically create an attack job when clicking a zim
Fixed bug where clicking pause would not unpause the game.
Fixed give job text to not be garbage
Fixed massive lag that came with forest fires
Fixed scroll bug in the crafting menu when using the arrows.
Fixed bug that had zim brains go through their hats
Fixed some bugs around refueling.
Update 0.60 Equipment!
Equipment Rework
Equipment such as weapons and warm hats in previous updates was really confusing as survivors would automatically equip them and there was no way to have control over who was wearing what. It was just whoever got to grab it first. We have redone how equipment works as well as added a ton of new things to equip. You can now right click items to tell your survivors to store or equip the item. As well in the equipment menu you can tell them to unequip the items.
New equipment menus
Lots of new Equipment
As Equipment is now more useful we have added a ton of new equipment. We have added a Tannery, a Loom, a Forge and even a workbench called 'the fun bench' (we will get to that later) as such there is now a new category for research with 4 tiers for new equipment!
Research menu with the 5 new blobs and new section for equipment
Equipment benefits
All equipment has different properties. Making warm winter clothing will keep your survivors warmer but will not offer much for defense. However having full metal armor will make you really hard to do damage to, but will slow you down significantly. As such we have added more to the status menu to show how the equipment is effecting them.
New Status Items on the status menu
New way to find Happiness
Prior to this update the only effective way to actively make your survivors happier was to give them beer. As this is clearly not a good sole solution for happiness we have added fun clothing. Wearing this will make your survivors passively more happy over time. As well it will cheer up survivors who see people wearing fun outfits.
fancy suit, and tie
Other new things
We have added some other small improvement and bug fixes such as allowing for infinite orders of items.
New infinity counter on Items
Next update Info (Leaderboard Reset)
It will be a bit longer than usual for the next update (3 weeks instead of 2) but that is because we plan on changing a lot of core things such as how research works and adding a ton more to the survivor direct control mode. As such, the .60 update will be the last update for this round of the leaderboards. The leaderboards will be reset when the 0.61 update comes out. At point and whoever is at the top will be immortalized in the records.
This spot could be yours
Final thoughts
As always we couldn't do this with without you guys, Thank you for all of the feedback and support here on Steam and in our Discord Keep the feedback coming it helps us a ton.
Patch Notes
0.60
Added: New job type: Equip
Added: Ability to equip/unequip specific survivors
Added: Tannery building
Added: Leather hats/gloves/Vests
Added: Loom building
Added: Warm hats/gloves/vests
Added: Forge Building
Added: Metal Helmets/Gauntlets/Chestplate
Added: Fun Bench building
Added: Ties/Party hats/Fancy Suits
Added: new building: Floor Lights
Added: 5 new Research blobs (4 in equipment, 1 in power)
Added: Speed/warmth info on status page for survivors
Added: You can now say keep infinite amount of an item in the crafting menu.
Changed: Machetes are now made in a forge.
Changed: Some items/buildings are now in different blobs on research menu.
Changed: Zims will now sometimes spawn with Armor on.
Changed: Compactor is now in the food menu.
Changed: Survivors will put down items in their inventory more often when relaxing/Idle.
Changed: Contagious range has been increased when a survivors is infected or has a cold.
Fixed: Bug that made it cost 5 fish to get one cooked fish.
Fixed: Hair extending past hats
Fixed: Sprinklers did not have crafting requirements... They do now.
Fixed: Bug that made the first three control icons be slightly smaller than the rest
Fixed: Bug that had some item names incorrectly showing on science menu
Fixed: Bug that would remove weapons when equipping a new one.
Fixed: Some capitalization errors in the building descriptions
Removed: survivors with no longer autoequip items
Removed: old warm hats that were equipped to survivors. are now gone
Update 0.59 This stuff is fire man.
New textures!
Before we get to the actual changes around fire. We have been working on redoing a lot of the old textures and making things nice to look at in general. We have updated the textures on all of the Trees as well as added Fog effects and some other subtle lighting changes to overall make the game feel prettier, as the hip children say they are more 'fire'.
Fire/Item Changes
Speaking of Fire. We have updated how fire interacts with items left on the ground. We added cows last update, when a cow burns does it turn to ash? No it turns into cooked meat. Items will now turn into appropriate things depending on what is being burned.
Fire Prevention
Fire could be a real nasty thing when you have a big wooden base and lightning strikes in the middle of it. Two things have changed to make this happen less often! Firstly Lightning will no longer start a fire if it is hitting a tile that is 'inside'. As well for your outside storage zones/ crops and forest burnings we have added a new item: the Sprinkler. Firefighter Layla Demonstrates some fire safety with the sprinkler below.
How hot is the fire though?
Another Request we have gotten from our friends not in the USA is to allow for Celsius and Kelvin options for temperature viewing. You can now change your temperature display preference in the options menu.
New Status information for survivors.
We have added a new status menu for Survivors! You can see how many days they have lived, If they are sick, what they are currently doing and what they want to do next. This a non fire related update, my apologies.
Other fun news
This whole Full time Indie developer thing is a bit more expensive than I initially thought so I have set up a Patreon for any of you kind people who want to help see us grow. So eventually I can afford to hire an artist so everything truly does look fire.
As always thank you all for the support! Keep giving us the feedback/Ideas and we will keep building and adding to the game.
Patch notes
0.59
Added: New Research Blob for fire prevention
Added: New Building Sprinklers
Added: Celsius and Kelvin options.
Added: New stats page for Survivors to see current stats and job queue
Added: Graphical help to see the range on ranged buildings (sprinklers/turrets)
Added: Ability to click items in the item list to show where they are on the map
Added: Background information on new survivors.
Added: 1920x1000 Res
Added: Fog
Added: More names to name list.
Changed: Items will now turn into other things besides ash.
Changed: Lighting will now only strike outside. Rain drops won't fall inside
Changed: Grass renamed to Tall Grass
Changed: Bush/Tree/Tall Grass textures to be more fire
Changed: Animals will now sometimes poop
Changed: Human waste is now called organic waste as animals can make it too.
Changed: When quarantined people will now stop their current task
Changed: Quarantined people will move a bit faster to get to Quarantine.
Changed: Colds are slightly less common
Changed: The base lighting is slightly darker.
Changed: Sickness display will be more clear when survivors are potentially lying.
Changed: The numbers on the bonfires and furnaces should make more sense now.
Changed: Automechs have been nerfed. They use more power, move slower and take longer to charge.
Changed: You can now hold down backspace to backspace text
Changed: Pause pane texture has been updated.
Fixed: Graphical bug that made priority highlight hover stick
Fixed: Focus menu on orders menu being confusing and not unfocusing on click
Fixed: Bug that allowed Zims and Raider raids to start within your base.
Fixed: Some clicks on the right menu would also click the background
Fixed: Job texture sometimes overlapping on the heads of survivors while they are doing them
Fixed: Long term lag when the game is open for a very long time
Fixed: Rare crash when a survivor dies at the perfect moment.
Fixed: Grown trees should now be properly autoharvested on reload
Fixed: Tooltip for happiness now only shows whole numbers.
Fixed: Fire animation will now stop when the game is paused.
Fixed: Bug that made animal textures overlap when they are on the same tile.
Fixed: Pickup jobs not working when autopickup is turned off
Update 0.58 Four new items, Three new Buildings and a lot more
I got a little carried away with features this week.. so bear with me we have a ton of new things.
Cows and Butchering
Firstly we have added cows.
But what are cows? Just big hunks of meat? No! They are also a great source of leather. So we have reworked how animal slaughtering works. When you kill an animal now you will get a animal corpse. You must then take that corpse to a new building, the butchers table. You have the choice in your crafting queue to turn certain animals into their respective products. All animals can be turned into meat, but you can get leather from cows and turtle shells from Turtles.
Defenses
We have added some more defensive items! The only defensive item before was a turret, Turrets are expensive and require your survivors to feed them ammo. So we have added some lower level defenses. Barbed wire and a spike trap. They both are able to walked through (slowly) and will do damage to zims that walk through them. They are in their own research blob after metal building.
Another glaring hole in Rekindling, a zombie game, was the lack of machetes. Everyone knows you need machetes during the apocalypse. So we added them.
Food additions
What else are cows known for? Being in burgers. So we have added burgers to the game! With this we have added a new fast growing crop of lettuce. Lettuce provides very little hunger satisfaction, but it is used to create burgers, burgers are by far the most filling food item in the game.
Better management
A long requested feature has been to have single orders for crafting and not just the "Keep in storage" crafting list. Its very straight forward, your orders will be put in and done regardless of how much is in storage until all of the crafting jobs have been given out.
Next we have added additional job priorities. You want your survivors to be able to do all the jobs but prioritize certain jobs? Now you can! Survivors will look for jobs that are high priority for them then normal then low.
As always thank you for all the feedback and support! Keep it coming, a lot of what is in this update came from you guys. Feel free to leave us feedback here on Steam in the Reviews/Forums or on our Discord. Next update is in two weeks with some more fun things and bug fixes.
Full(ish) Patch notes are below..
0.58.0
Added Single crafting orders
Added Cows
Added Butchering job
Added Butchers table
Added Spike Traps
Added Barbed Wire
Added new research category: Defenses
Added new Weapon: Machete
Added new crop: Lettuce
Added new item: Leather (Butchered from cows)
Added new item: Burgers
Added Tooltips for peoples needs in the people menu
Added some more names to name list
Changed animals no longer drop meat/items
Changed how to get raw meat/turtule shells. Its now a butchering job
Changed item names to be prettier
Changed people to be slightly more resistant to catching colds
Changed people to be selected first with right clicks.
Changed job menu to allow for Low/Normal/High priority instead of just do/don't
Changed tutorial screen to say you need seeds for your farm
Changed people to no longer complain mid combat
Changed Guts texture to look less like fish more like guts.
Changed the text on the build menus to be prettier
Changed Fisheries to not be a starting research
Changed survivors to have slightly more room in their stomachs
Changed scroll on popup menus to be a lot faster.
Changed some of the buildings to have more descriptions.
Fixed menu clicks clicking world in the top right
Fixed bug with build/pickup jobs being linked on job menu
Fixed cooking job not being respected from the job menu
Fixed click clicking the world on the build menus sometimes
Fixed capture still capturing when there is no pasture zone
Fixed rare crash with jobs being wonky.
Fixed graphical bug that had people go under farms/floors when building them.
Fixed graphical bug that let animals hide under farm tiles.
Fixed pumpkins not providing any nutrition.
0.58.1
Fix rare random crash related to pathing
0.58.2
Fix occasional crash when all possible crafting locations are destroyed for a crafting job
Update 0.57 Scenarios, Steam Workshop & More!
It has been almost a month since the last update, so we have a ton of stuff for you in this one.
Scenarios & Steam Workshop
The largest part of this update is scenarios you can not only play yourself, but make for others to play.
We have made a nifty guide for anyone who would like to learn how to make and share one Here No programming knowledge or technical knowledge required!
So you don't have to wait for your friends to make scenarios we have included two pre-built scenarios you can play though. 'Overpopulation' where you start with a large amount of survivors in a small area and have to build a colony to sustain and grow them even further, And 'The Wrong Side of Town' where you find yourself berated by raiders for multiple nights in a row and must find a way to live 10 days before they kill you.
New and improved modes
In order to help in the creation of scenarios we have expanded Sandbox mode to let you summon new survivors and trigger events. As we are transitioning sandbox mode to a more of a 'god mode' experience we wanted to also add a easier game mode than survival were you still have to work for your survivors. We have added a 'Leisure' mode that is basically a easier version of survival. Your survivors will need less food and water and you will be attacked by fewer raids and zims.
Manual jobs
For those of you that have been around awhile you know that a few updates back we added the ability to manually give jobs to survivors. Well the problem was the interface was confusing and really the only way you would find it was by accident or if you read the post. So we have made it simper by adding a button on the survivor dropdown menu
Improvements and bug fixes from you guys!
As always we spent a lot of time watching you guys play and listening to feedback you had about the game and we managed to fix a lot of bugs reported by you guys. Such as people getting stuck on high priority jobs that couldn't be accomplished or small things like the metal ore looking too much like the stone and scraps. As well usability things such as the hover effect being the same as the selected effect on the science menu. Overall I love interacting with you guys and seeing what you have to say about Rekindling. Keep it coming.
Next weeks update
There will be another update on the 28th of February with whatever feedback you guys give on Scenarios and the other new things, as well as some long awaited crafting queue reworks & job priorities per survivor. Hope to see you then, Let us know what you want to see in the game, and I am excited to see what scenarios you guys create and put on the Steam workshop!
Full(ish) Patch notes
0.57.0
Added Scenario mode
Added Steam Workshop Support
Added Leisure mode
Added new Sandbox mode tools
Added give job button/interface to survivors
Added new stat that tracks scenarios completed.
Added Seed compactor building.
Changed orki berries to be edible before being processed for small healing
Changed so the tutorial forward buttons can be clicked
Changed Science menu hover effect to not be the same as the select
Changed metal ore texture
Changed Red alert mode to make everyone drop their current job.
Fixed bug that could get survivors stuck being idle behind undo-able jobs.
Fixed bug that kept 'sickness particles' keeping animating when the game is paused
Fixed bug that would sometimes make people in quarantine get stuck.
Fixed bug when loading saves sometimes messing with the day/night cycle
Fixed bug where people would sometimes try to repair trees that were being harvested
Fixed Trashcan alignment on load game screen
Fixed Autopickup not always triggering
Fixed temperature view mode showing temperature outside of the map.
Fixed bug that could make build jobs disappear when you are low on resources.
Update 0.56 New hairdoo & bugs squashed (News about next update too)
This update
We are back from the holiday break with some fun new things. 'Head'lining our new updates we have added some new hairstyles. Mainly the lack of mustaches was a glaring hole in Rekindling. This has been resolved.
We are continuing to do small tweaks to make the game easier to use and understand as we watch more and more people play. A ton of small things such as, being able to cancel jobs that are already accepted, have been added based on feedback from you guys.
You can now assign beds directly to survivors. No longer will Rick be forced into the cot he picked on night 2!
Next update
The break between this update and the next one will be the longest between updates we have had since launching. There however is good cause for this. The next update will also be the largest since launching as we will be adding scenarios for you to play. This will give you a new way to play, by having an actual goal! Our goal is to add higher replayability by having a constant stream of new Scenarios made by us and you guys (Yes you will be able to make them by yourself for your friends and strangers!) With this the game price will be going up very slightly after the scenario update, so if you have just been lurking and haven't bought it yet, now is the time! The update will be coming out on the 21st of January.
Final thoughts & patch notes
As always thank you guys for all the support you have been giving Rekindling we have a lot of fun things planned for the new year. Hope to have another great year of killing Zims. Keep letting us know how we are doing, all the feedback helps a ton.
Full(ish) patch notes below..
0.56.0
Added ability to cancel jobs that have already been accepted by survivors
Added ability to change ownership of beds
Added some ease of use things when controlling survivors.
Added more male and female hairstyles
Changed gamespeed to be preserved through pauses & saves
Changed hit speed when controlling to not be as fast as you can hit the spacebar.
Changed turrets to do more damage
Changed survivors will now empty their inventory more frequently
Changed Zims will now attack animals
Fixed select box showing when going into control mode
Fixed some layering issues with the pickup icon when controlling survivors
Fixed bug that made people fall in love way to quickly
Fixed bug that would show negative time till update if the update is late
Fixed crash when you have a lot of mechs
Fixed lag caused with large bases and mechs
Fixed mech's jobs not counting when repairing
Fixed mech's jobs not counting when crafting
Fixed leaderboard scores getting put in as 0 sometimes on startup
Fixed autopickup not being respected if the items were on floors
Fixed Fisheries to no longer work when you build floors below them
Fixed overlap issue with automech health bar
Fixed Zims trying to attack automechs
Fixed animals/automechs not making noises when walking
Fixed sleep "Z"s still happening when the game is paused
Update 0.55 Robotics!
Update this week has a big new feature, Automechs. Automechs Require a lot of resources and power but are able to do non combat jobs.
With the addition of Automechs. We have also added a new Zone: Robotics. The Robotics zone function similar to the Residence zone for people. Automechs will go here to recharge in their station and when they do not have work to do.
We have made even more minor tweaks to things we have updated recently, such the survivor display and temperature. Temperature is now influenced more by things such as heaters. Survivors, Mechs and Animals now also have body heat that will add small amount of heat around them.
Lastly updates will now not always be every week from here on out. We are doing this as the game is getting closer and closer to release and larger features are being completed. As such we have added a timer on the main menu showing when the next update is coming.
A lot of exciting things are coming very soon, Such as story scenarios (coming late January) and Mod support (coming soon after that).
Hope you guys are enjoying Rekindling. As always let us know how we are doing here or on our Discord.
Full(ish) Patch notes below. (I wasn't great about recording all the small things this past week but this is most of them)
0.55.0
Added Tooltips on building jobs showing how much of things you have and need
Added Tooltips showing what job survivors are currently doing
Added peaceful AutoMechs
Added AutoMech Station
Added Robotics Zone
Added People will now claim beds as theirs and sleep on in their own bed
Added some more descriptions for world objects.
Added countdown timer to next update.
Added some more names to the Random name list.
Changed how strong heaters/coolers are
Changed temperature calculations for temperature slightly.
Changed animals, AutoMechs and people to all produce heat
Changed to allow for '_' '-' '+' '=' in names
Changed text for 'old saves' to be smaller
Changed display for crafting to show numbers if there is more than 5 items
Fixed Bug with clicking on the bottom menu also clicking behind at some spots
Fixed zims not having the proper health based on type
Fixed display issue when jobs don't have enough of a material, not updating
0.55.1
Removed Debug command that could spawn mechs for free