Genre: Real Time Strategy (RTS), Role-playing (RPG), Simulator, Strategy, Indie
Stardeus
Patch notes: v0.6.124 (2022.11.10)
v0.6.124 (2022.11.10) - [Feature] Add "Experimental Features" toggle in Settings > Gameplay - [Balance] Swap Recycling and Nutrient Extraction research in the tree - [Balance] Make Nutrient Extraction research a prerequisite for Vegetarian Food - [Balance] Prevent Stock Market prices from dropping below $1 - [Balance] Cat wont ride a Cleaning Bot through a teleporter if it leads to an unsafe area - [Balance] Merchant Stasis Pods can now be deconstructed (at your own risk) - [UI/UX] Mark experimental and unfinished content as such in Research Tree and codex tooltips / popups - [UI/UX] Holding Shift or Ctrl while adjusting 0-9 priorities in UI will move them to 1 / 9 - [UI/UX] Improve Planter grow selection UI - [UI/UX] Improve Refillable storage components UI (Reactors, Fluid Cannon, Pet Bowl) - [UI/UX] Show more information when failing a task due to lack of or unreachable materials - [UI/UX] Prevent big tooltips from going above the top of the screen on small screens - [Bug] Fix unbuilt Telescope would show a scanning progress bar - [Bug] Fix merchant ships could change visual direction too frequently while player's ship is flying diagonally - [Bug] Fix root cause of floors remaining with unbuilt looks (thanks to validation and diagnostics added in previous patch) - [Bug] Fix Merchants could get generated with negative amount of cash if player had excessive amount of cash - [Bug] Fix Tractor Beams would make Stasis Pods miss the ship - [Bug] Fix removing targets from various ongoing tasks would not cancel the task correctly, leading to inconsistencies
Patch notes: v0.6.123 (2022.11.09)
v0.6.123 (2022.11.09) - [Balance] Memory Compression Upgrade will correlate with Uranium in the Stock Market - [Misc] Remove unused assets cleanup in between scene changes (suspected cause for some new crashes) - [Misc] Selecting a pile will validate its availability and automatically fix and log diagnostics if the availability was inconsistent - [Performance] Improve performance of electricity grid rebuild with large grids - [Performance] Fix the bottleneck when dragging a big area with Task Priority / Retry / Cancel tools - [UI/UX] Include known materials with 0 count in Inventory overlay - [UI/UX] Holding Shift will make priority adjustment tool set priorities to either 1 or 9 - [Translations] Update Japanese to 100% (thanks to Taijiro Inagaki) - [Bug] Fix merchant inventories would be extremely low since last patch - [Bug] Fix relocating and object onto a different object of same type would create an invalid relocation task and order an upgrade - [Bug] Fix spawning a material pile in the position of another material pile that was not added to the inventory for whatever reason would merge the new pile into the existing one - [Bug] Fix FTL drive would only show up to 32 drive particle systems at the same time - [Bug] Fix Faction information field would not update icon / text after being displayed for the first time in Starmap - [Bug] Fix Merchants and Probes no longer visible behind the ship in the game view when nearby - [Bug] Fix section detection would occasionally create two almost identical overlapping sections if a lot of floors would be ordered and clock speed was high - [Bug] Fix workers would not shut down after 1h grace period with too little CPU available - [Bug] Add extra validation to prevent some built floors remaining with unbuilt looks when large amount of construction tasks was created - [Bug] Prevent plants from floating in space
Patch notes: v0.6.122 (2022.11.07)
v0.6.122 (2022.11.07) - [Balance] Further adjust how Merchant inventory is generated - [UI/UX] ESC will only close UI by default (won't pause the game) - [UI/UX] Swap C and K bindings. C will Cancel Tasks, K will focus on Ship Computer - [UI/UX] Ctrl + clicking "Change" in Trade UI items will remove them from the trade list - [UI/UX] Show work spots for nearby operatable devices when placing a chair - [UI/UX] Improve Quick Search UI (scroll wheel and arrow keys will work, tooltips will appear) - [UI/UX] Run in background setting will be true by default - [Bug] Fix Esc would show Pause Panel when Quick Search was open - [Bug] Fix updating some settings (like ESC behavior) would not update the settings cache - [Bug] Fix swapping LMB and RMB would still use LMB for UI clicks - [Bug] Fix copy configuration would not update the preview icon for crafters and processors - [Bug] Fix "food on device" story event could trigger for food on regular tables - [Bug] Fix Direct Control would allow assigning tasks to workers who had no skill to perform them - [Bug] Fix winching would not update connector position cache, resulting in incorrect connection previews when placing new tiles - [Bug] Fix adjusting priority on Operate task would not synchronize with the rest of device configuration - [Bug] Fix processors would not update percentage since recent - [Bug] Fix replacing floors underneath a planter would float the plant if ship was moving
Patch notes: v0.6.121 (2022.11.06)
v0.6.121 (2022.11.06) - [Feature] Add Jukebox device and Entertainment research branch - [Feature] Add recreational activity: Use Jukebox - [Balance] Move Treadmill research node under Entertainment - [Balance] Generate Merchants with larger inventory - [UI/UX] Unbind Arrow keys from default UI navigation - [UI/UX] Add multiple small improvements to Merchant Trade UI - [UI/UX] Ctrl + clicking "Select" in Merchant Trade UI will add 100% of the item - [UI/UX] Shift + clicking "Select" in Merchant Trade UI will add 50% of the item - [UI/UX] Alt + clicking "Select" in Merchant Trade UI will add x1 of the item - [UI/UX] Ctrl + clicking arrows in the Research Queue will move the item to topmost / bottommost position - [Bug] Fix Workout would not set the mood effect duration correctly - [Bug] Fix relocating a Stasis Pod would trigger stasis pod story events - [Bug] Fix relocating a Stasis Pod would create the relocation ghost as immutable (preventing the relocation task from succeeding) - [Bug] Add extra checks to prevent generating a merchant with blank inventory - [Bug] Fix Achievements on Steam would only unlock after reloading the game - [Bug] Add extra diagnostics for troubleshooting why some Achievements won't unlock for some players (i.e Joy Ride) - [Bug] Fix newly added stock market items without prior history would end up getting an internal error when attempting to render a chart - [Bug] Fix trying to sell a being without equipment (i.e. a pet) would fail the transaction (since the last patch)
Patch notes: v0.6.120 (2022.11.05)
v0.6.120 (2022.11.05) - [Feature] Workers will now be able to replace and repair floors under large objects without relocating them - [Balance] Strip all equipment from a being before selling it to a merchant - [UI/UX] Selecting one or more Connectors and shift + clicking any electrical device will attempt to create (or break) a connection between the device and selected connector(s) - [UI/UX] Selecting one or more electrical devices and shift + clicking a connector will attempt to create (or break) a connection between selected devices and the connector - [UI/UX] Selecting one or more Teleporters and shift + clicking another teleporter will link the selected teleporter(s) to the clicked one - [UI/UX] Holding Shift and clicking beings will add new beings to group selection - [UI/UX] Holding Ctrl and clicking tiles will add new tiles to the group selection - [UI/UX] Holding Alt and clicking objects (piles) will add new objects to the group selection - [UI/UX] Show icons of crafted / processed / produced items in every device - [UI/UX] Configurable processors (i.e. Furnace) will also have an "Idle Warning" toggle - [Bug] Fix Copy Config would not copy the new "Idle Warning" toggle state on crafter components - [Bug] Fix Copy Config would not copy priority on crafter components - [Bug] Fix adjusting task priority directly would not update the crafting / processing device priority in the controls UI submenu - [Bug] Fix internal error that could lead to game crash when selecting and ordering relocation for more than 1024 objects - [Bug] Fix relocating a device mid-operation would not drop the task correctly (root cause of the beings stuck bug that was fixed in last update) - [Bug] Fix removing a mod that introduced a new material type would prevent inventory history from loading correctly
Patch notes: v0.6.119 (2022.11.03)
v0.6.119 (2022.11.03) - [Feature] Add Memory Compression research branch and Memory Compression Upgrade module - [Balance] Biological beings who just joined the colony will not immediately try to do firefighting - [Balance] Have a 1 hour (in game time) grace period for shutting down workers if there is not enough CPU - [Balance] Increase durability of Teleporters 10x (again) - [Tech] Automatically remove traits added by mods if the added trait is causing internal errors - [Performance] Add major performance improvement for situations with large amount of tasks and workers - [Bug] Fix beings could get their grid position and visual position desynchronized too much, which would cause the being to become stuck until save / load (thanks JDPlays for help) - [Bug] Fix selecting the closest Emergency Siren if more than one was available would cause an internal error - [Bug] Fix humans would sometimes not display body / hair sprites - [Bug] Fix Roaming action could fail to find a valid position and cause a looping internal error - [Bug] Fix Beings could be spawned outside map bounds, causing various inconsistent states - [Bug] Fix Beings would try to satisfy hunger need in mid combat - [Bug] Fix Combat AI would try to create a new Home squad when new raiders were added to an ongoing combat - [Bug] Fix dead bots could be taken under direct control - [Bug] Fix ranged attackers would stand still if target was in range on their weapon (even without line of sight)
Patch notes: v0.6.118 (2022.11.02)
v0.6.118 (2022.11.02) - [Misc] Add diagnostics and validation of teleporter pathfinding issues - [UI/UX] Add pathfinding system debug UI to Walking Difficulty overlay - [UI/UX] Add more information and tools to Being Navigation component UI - [Bug] Fix Stasis Pod Raid story events not working since last patch - [Bug] Fix giving a Direct Order to go somewhere would always immediately show a "cannot go there" tooltip afterwards - [Bug] Fix Socializing being would get stuck in a pathfinding loop if the target was operating a device that move the worker inside it (i.e. Research Station) - [Bug] Fix teleporter catching on fire could cause an inextinguishable fire that would make firefighters get stuck - [Bug] Fix linking teleporters via UI would work slightly differently than via drag-connect (could lead to inconsistent behavior)
Patch notes: v0.6.117 (2022.11.01)
v0.6.117 (2022.11.01) - [Balance] Reduce the size of monetary reward for completing "Find a Habitable Planet" quest - [Misc] Add Worker CPU cost section to Codex - [Misc] Skip the "Explore Codex" suggestion if the player has at least 5 unlocked achievements - [UI/UX] Show a popup when a Merchant ship offers a trade - [UI/UX] Lists with pagination in-game can now be scrolled via mouse wheel - [UI/UX] Show worker CPU cost in Managed Worker UI - [UI/UX] Add extended controls for modifying wanted amount when configuring crafting devices - [UI/UX] Show more details in "Device Idle" notifications - [UI/UX] Add a toggle for disabling "Device Idle" notifications in crafting device UI - [UI/UX] Add a toggle for disabling "Auto Haul" on items - [UI/UX] Add shortcuts to Codex > Blueprints and Codex > Materials in Inventory overlay (F2) - [UI/UX] Allow closing the "New Quest" dialog without opening Quest UI - [Performance] Fix story generator checking event preconditions could produce a lag spike / dropped frame - [Performance] Add several minor performance optimizations - [Bug] Fix combat UI would allow switching enemy AI from combat to work - [Bug] Fix workers would have a mass-shutdown if Ship Computer suffered an electricity deficit - [Bug] Fix opening too many popups would prevent save confirmation popup from opening when exiting the game - [Bug] Fix Combat AI and Emergency Siren systems would fight for control over human colonists - [Bug] Fix relocating anything with a built-in storage on top of itself would duplicate the storage contents - [Bug] Fix relocating a processor on top of itself would duplicate all items in the processing queue - [Bug] Fix Starcreds mining would stop working after having an excessive amount of Starcreds
Patch notes: v0.6.116 (2022.10.29)
v0.6.116 (2022.10.29) - [Bug] Hotfix for ship unable to reenter the current Galaxy in Starmap - [UI/UX] Ensure that trade ui closes any open item lists when closing itself
Patch notes: v0.6.115 (2022.10.28)
v0.6.115 (2022.10.28) - [Feature] Add explicit Direct Control button to managed workers UI - [Feature] Allow controlling multiple workers at the same time - [Feature] Direct controlling a Cleaning Bot will do manual floor cleaning - [Balance] Solar panels will produce much less power during dust storm (even when clean) - [Tech] Improve floor cleaning AI to search for nearby dirt first - [UI/UX] Add extra common actions related to direct control of multi-selected workers - [UI/UX] CTRL + click will both order going to position and taking the task (no more Shift + click) - [UI/UX] Reposition tooltips vertically if they go out of screen area - [Bug] Fix direct order to perform a task would show "0 workable" if task was reserved for someone - [Bug] Fix workers would needlessly use Repair Stations and Charge Stations - [Bug] Fix forcing a worker to go somewhere would show a broken path as worker moves along - [Bug] Fix hungry biological beings would not go through danger to reach food - [Bug] Fix people trying to eat at a table while almost dying from hunger - [Bug] Fix beings would get stuck in place for extreme periods of time if there was no safe path to food - [Bug] Fix entering a star system would spawn the player's ship too far away from all planets - [Bug] Fix Raiders would stop fighting if there was a fire, causing game breaking state - [Bug] Fix space objects sometimes not registering as close enough after traveling there