Hi all - we just put up a new version on the test branch. It has these changes:
GAMEPLAY FEATURES:
-Greenhouse can now be built from primitive materials - the translucent sheets that cover it are made from the huge gut of the turnip animal. In the greenhouse, a very nutritious vegetable (the finger fruit) can be grown. To sow this vegetable, finger fruit must first be found in the wild.
-Animal hides are now cleaned and tanned using a new structure, the hide rack. Both rawhide and tanned hide can be made from the thunder chicken and used for making cordage and a bellows.
-Fresh firewood can now be chopped from spoak branches. When placed in the new woodpile structure, it will quickly dry and turn into firewood.
-A compost heap can now be set up, it will accelerate decomposition of plant material placed in it.
-Gold can be dug up and made into projectiles for the black powder rifle. (Gold is plentiful on the planet)
-A more advanced smithy can now be set up. With an iron anvil it can produce items such as:
-A blunderbuss, (simple muzzle-loaded shotgun) can now be made. It shoots pebbles in a wide arc, useful against varmint.
-New tools: Spade, trowel, hand axe, pickaxe. Many of them useful as weapons.
ANIMATIONS:
-Characters will now amble about when idling instead of standing in place.
-New animations: Standing up from sleeping. Using pickaxe, shovel, hammer, hand axe.
UI:
-Weapons now have data about efficiency against different animal species. Can be found on the DATA tooltip.
BUG/CRASH FIXES:
-Fixed a crash that happened when the aircraft on Twinkler Island was salvaged
-The field lab and fire extinguisher cartridge is no longer missing from Twinkler Island
-Fixed a bug that prevented the cooled food cache from cooling its contents
-Fixed a crash that happened when claiming Whipjaw remains: http://steamcommunity.com/app/284100/discussions/0/535151589897753768/
-The dog will now only eat the amounts of food that it actually needs
-Animals killed in a trap should now be automatically claimed by the colony.
A new version is now available on both branches. These are the changes:
GAMEPLAY FEATURES:
-On 'Fields of Tau Ceti' there are now 3 specialized start expeditions with loadouts and start locations suited for 3 different activities: Farming, Hunting and Fishing. (Select by going to CUSTOM settings, else it will be randomly selected at game start.)
-Fertilizer is now needed to keep farm plots productive after growing a number of crops. Two types can be used: Compost or guano.
-A specialized tool, the turnip cracker, is now required for butchering the armored turnip animal. Turnip flesh is now edible by humans.
-Turnip hut is now built where the animal was killed via a special action on the shell item. The shell is too heavy to move.
-Changed the landscape around the river to give more room for different camp sites. Also added more fish around the river.
-Rebalanced many food item sizes and nutrition profiles.
-Smoking meat/fish is now done in larger batches.
-Kitchens can now store items such as food and tools used in cooking.
-Cooking pot will now 'contain' the stew and other cooking products that are made with it.
INTERFACE:
-Food item tooltip now lists the satisfied daily needs under the NUTRITION heading.
BUG/CRASH FIXES:
-Fixed a crash that happened when an item was consumed.
-Improvement to production to make it more resilient if something happens to the input materials.
-Fixed a bug so that the new iron arrows can be used with the bow.
-Animation fixes.
-Dog can no longer gather stones and check the fish traps.
-The armored turnip animal can now only be killed with firearms (characters will no longer try to kill it by kicking it).
-The fish weir will now also catch fish.
MISCELLANEOUS:
-Removed music in the Tutorial because of the many stop/starts from the event screens.
-Changed the music tracks on the Fields of Tau Ceti map.
Fields of Tau Ceti (version 0.3.0.0)
'Fields of Tau Ceti' is a new sandbox map that takes place centuries after humans arrived at planet Antheia. Humans have now lost much of the technology that was brought to the planet.
In this primitive future, a small community settles in the wilderness. Apart from an old farming robot they have no advanced gadgets and rely on simple methods when working the land. You'll use traps, black powder, smithing, a dog, a robot and much more when managing the colony.
NEW GAMEPLAY FEATURES
- Robots. The 'GOPHER' which can harvest crops and transport materials. The 'ANT' which is for weeding and scouting.
- Dog. The Tau Shepherd will protect the colony from attacking animals.
- Animal traps: Spring snare, deadfall trap, spring trap and land mine. Can be set up as pest control, as protection against predators and for food. Colonists will check them periodically.
- Sentry gun. Will fire on threats from a distance and the colonists will keep it loaded if possible.
https://youtu.be/9g4B_tl7G58
ITEMS:
- Black powder. Can be made from sulfur and the new resources charcoal and saltpeter. Can be used for the black powder rifle, the varmint bomb and for mines.
STRUCTURES:
- Improvised smithy for primitive metalworking. Uses iron ore and charcoal.
- Kiln. Produces charcoal and mud bricks.
- Granary. Keeps vegetables safe from field quadites.
- Huts: Clay hut made from mud bricks. Watercane hut. Turnip hut made from the grown 'Turnip' animal.
ANIMALS:
- Field quadite. These plant eaters have a voracious appetite and any farmers settling on firegrass must protect their produce from them.
- Megapod. A large slug-like animal that lives in the swamp.
- Swamp dendront. A camouflaged ambush predator.
-Bajingan. A scavenging species of thunder chicken found on Twinkler Island.
OPTIMIZATION/BUG FIXES
- The game has been optimized to allow for bigger colonies and more animals on a larger map.
- Many memory leaks have been fixed. These would cause out-of-memory exceptions during save/load or when playing for a long time.
We hope you will enjoy this new update and look forward to hearing your comments!
0.2.0.1 UI layout fix
This is a fix to the UI layout that will help those who play on smaller screens, down to 1200 pixels wide.
0.2.0.0 Farm plots, fish traps, UI reskin, new sound design
Hello! The new update makes the colonists able to grow crops and set up fish traps. We've also given the interface its final look and added environment animations and a new sound design. Many more things have been improved - see the full list below.
To demonstrate the new features we've made a video with developer commentary, watch it here:
https://youtu.be/rf55CB65F6M
UI:
Interface has been updated with the final design of push buttons and panels. Layout of side panel and roster windows has been reworked to make it more functional.
- Improved the way structures are selected when clicking on them.
- A progress bar is shown on unfinished items/structures
GAMEPLAY:
-Farm plot and different kinds of fish traps can now be built certain places on Twinkler Island (You need to EXAMINE to find the places)
-A hoe can now be crafted. It's necessary for tilling and weeding a farm plot but can also be used as a weapon.
-New structure can be built: "Pest repellent" will keep away animals such as binal rats.
-Removed "muckroot sap" and replaced it with "marshcot sap", also changed the muckroot area on Twinkler Island into a swampy area.
-Changed crafting of spoak leaves.
GRAPHICS:
-Added environment animations such as fish and and insects
-Many plants now change appearance when branches and leaves are harvested from them.
-New animation for fishing with hook and line. New "talk" animation.
AUDIO:
- Many new ambient and activities sounds
- Sounds are dampened when they are closer to the edge of the screen
AI:
- Characters will now bring food with them when venturing away from the camp so they can eat while out in the field.
- AI improved so characters should be more likely to take the tasks that are nearest to them
-Characters will bring the spray weapon for patrol tasks. Other weapons have also been prioritised so they will arm themselves with the weapon that is best suited for the task.
- Hauling tasks are prioritised better with respect to other tasks by default.
- A new setting on the task panel can be used to set the priority of hauling to storage. This makes you able to control when characters should haul items to camp site and stockpiles.
MISCELLANEOUS:
-Added younglings to several species.
-Updated help section with new images and new section about "Production info"
0.1.5.0 Production and GUI fix
The new version is now available on the test branch. These are the changes:
- Correction to production so the workbench and kitchen can be used together with materials and other tool options. This fixes a problem where some production would not be carried out.
- Corrected GUI so the height of roster panels will adjust to the screen height, and show a scroll bar when appropriate.
0.1.4.0 New critter, structures, weapon effects
A new version 0.1.4.0 was just released on the test branch. Here are the changes:
NEW CONTENT:
The explorers can now build:
-Field lab for analyzing ingredients and produce enzymes to make them edible.
-Improvised kitchen for better efficiency when cooking.
-Workbench for quicker crafting of items and tools.
-A large scavenger, the "Snatcher" now found in the desert south of Muckroot Research Station. It feeds using saw-toothed tentacles that can uncoil from the top of its head where its mouth is situated.
-The spray weapon made from a fire extinguisher now has a large cone-shaped area of effect attack. Also has a particle animation. Bush dragons also have a natural version of this weapon which is very efficient against groups of twinklers.
-Characters will now use backpacks when hauling items over longer distances. (Backpacks are animation only, not part of the simulation.)
-New event where the survivors on Twinkler Island discuss whether to dismantle the field lab and make a weapon.
GAMEPLAY CHANGES:
-New cooking recipes for oil tubers, blackpulp and hexapine leaves (they now need a procedure to neutralize toxins.)
-The anti-twinkler spray weapon is now made by salvaging the field lab and using its components to modify a fire extinguisher.
-The survivors on Twinkler Island are now found and rescued much later.
UI FEEDBACK:
-More tooltips and better UI feedback in the side panel about item degradation (rotten food, broken structures etc.)
SIMULATION:
-New "Integrity" property on composite items and structures simulate how well the parts are holding together. It is displayed in the UI together with the overall condition and the component parts.
-All binal rats and thunder chickens are now able to eat, also the young.
SOUNDS:
-New sound F/X for many activities and weapons such as the coil gun.
BUG FIXES:
-Fixed an out of memory crash/performance degradation that would occur after playing for a while.
-Correction so that the ghosted image of ordered structures are displayed correctly after saving.
0.1.3.0 New creature and new quest
A new version 0.1.3.0 was just released on the test branch. These are the changes:
- Twinkler Island on Hard difficulty now has a rescue mission at the beginning and starts away from the aircraft
- Demon Tree implemented
- Corrected an issue where all the player characters would freeze during combat.
- Corrected an issue where a target would sometimes be killed twice in combat.
- Production info is now available for a wider range of items
- Corrected task panel display of materials
- Corrected missing display of resource sprites after save/load
0.1.2.1 UI and animation improvements
Version 0.1.2.1 was just released on the test branch. These are the changes:
- Improved side panel layout
- Added Opinions tab to side panel to show characters’ ratings of their situation
- Tooltips added to side panel information
- Buttons reskinned
- Corrected a reload rifle animation that played too fast
- Corrected an issue where characters would blend directly into walking instead of first playing a getting up anim from a sitting position
- Corrected an animation twitch when characters were sitting on the ground
0.1.2.0 Eating fixes and UI improvements
A new version 0.1.2.0 was just released on the test branch. Here are the changes:
- New indented UI layout in side panel to show relationship between energy level and needs, as well as other properties
- Fixed an issue that made characters reluctant to eat non-fresh food items. Also made them more inclined to eat at odd hours (Instead of having a fixed dinner time)
- Fixed crash after saving
- Added mouse wheel support to most windows
- Scrollbar is now repositioned at the top every time a window is displayed
- Selecting characters with the mouse now requires more accuracy in order to make it possible to select structures nearby
Gameplay:
-a wooden cooking pot can now be made from the buds of the plant "Giant hollow"
-spears can no longer be made from ordinary sticks (because they are curving and unsuited). Crude spears can instead be made from the "Water cane" plant.
-Twinkler Island: Increased time before rescue happens.