Fixed a bug due to which in the mode without enemies, some upgrades were always available.
The arrow pointing to the scanner button during training has been correctly point to the scanner button.
Fixed an empty description on placeable Repair and Mining Bomb objects.
Fixed an issue where enemies might not spawn after starting a new game with enemies if you had previously played in no enemy mode.
All units have been transferred to the new pathfinding system (now the pathfinding takes place in a thread separate from the game)
Experimental build
Added a new branch with an experimental build of the game (if you want to play it, switch to the experimental branch in the game properties on Steam).
A new pathfinding system for all units was added to the experimental build, now the pathfinding is processed in a separate thread from the game. Also, the old path system got rid of snapping to the grid, therefore, the game world can now become completely open, but not in the current game mode, but in the future, which I work on a couple of hours a day due to lack of light. We'll talk about the new mode later. The saves of the game in the experimental build are the same as in the main one, when it becomes dangerous to play on the main saves, I will inform you about it.
Patch Notes v160.35
Translucence of buildings has been added, now it has become even more convenient to build, because now you can see what is behind the building object. Hooray!!
Fixed some item icons in text looking like a question mark.
The sprite of the Task Center has been replaced, it can still change outwardly, a little.
Oscar nomination and discount!
Hey guys! I know that the game is only two months old on Steam, but it's time to give it an Oscar already :D In the meantime, you're thinking about what to choose, I'm doing something :P
Thank you!
Small shift edit
Now if you specify for example a shift as 100, and another time in a new game or someone else specifies the same shift then you will have identical worlds.
Patch notes v.156.35
Added the ability to see the missing resources in the crafting terminal (if an item appeared here, then it is not enough to create a recipe). As usual, the amount you have is displayed above the icon of the missing item, and the missing amount is displayed below the icon. If the icon is red, then you do not have this resource at all.
A new toggle button has been added that turns on and off the check for the maximum that can be created based on the available resources. This function should be turned off when you want to see, for example, how much raw material is needed to create N-amount of the current recipe.
Great gif here:
Patch notes v.155.34
The main feature of this update is an improved crafting system, now you do not have to create additional materials yourself, these materials will now be created automatically, you need to have enough raw materials with you. Right now the required amount of raw materials is not displayed anywhere, this will be added in the next update. When you create a thing, for example, these are plasma cells, then you need to have only 3 pieces of aluminum and 2 pieces of copper with you, the new item creation system itself will create wires 8 pieces, because the ionizer recipe requires 5 pieces of wire, and the wire recipe creates only 4 wires at the output, respectively, 3 wires will remain in the container of the craft terminal as an extra product. The system will then create an oxygen ionizer, and then plasma cells. As before, you can specify the number of pieces you need when creating. The maximum that can be specified is 1000 pcs. The system saves the creation and tracking status of created recipes in the queue. If your old game save has a saved process of creating something on a crafting terminal, then the first time you load the current version of the game, your terminal will stop and return the previously reserved materials to its container. While the item is being created, you will see the current item being created by the system inside the terminal interface.
Fixed a bug that caused a different recipe to be selected when switching to the crafting terminal tab
Changed the direction of rotation of the mouse wheel to control the range of the camera
Changed trash icon to destroy unwanted items
The game version is now written on the top right side of the screen
Enemy mortar fix
Enemy mortar can no longer attack you if it is in an inactive region, this was a bug.
One more thing.. as usual!
Fixed a bug due to which some robots could have targets after calling them to a position or to themselves.
Fixed a bug due to which sometimes a new unit was not created from the unit producer (but maybe not!).
Now the allied combat robot has a more advanced logic for returning to its spawner, if the bot has moved away from the spawner twice as far as the radius of the spawner, and the robot's target is relatively far away, then the robot resets its target and returns to its spawner.
Now the robots basically send their signals to the position of the one who attacked them. This allowed the robots to find their target more efficiently.
Increased the number of dropped infected chips from enemy combat robots from 1-2 to 1-4 (from 1 to 4 pieces can fall out of one robot)
The most beautiful GIFs are attached:
Small fix
Now the selection is removed from the object when pressing Esc
The cactus extraction machine has moved to Tier 5 rewards