Minor difficulty adjustments. Minor changes at the first level. Additional changes to the controls settings interface. The Ubermatter Capsule and the Empty Capsule can now be stored in a chest (max 1 per chest)
Minor difficulty adjustments.
Minor changes at the first level.
Additional changes to the controls settings interface.
The Ubermatter Capsule and the Empty Capsule can now be stored in a chest (max 1 per chest)
This update mainly focuses on internal system improvements and interface enhancements. The central part of the interface (health bar and special actions) has been redesigned. In some places, the text display format has been adjusted so that small numbers and icons are displayed m
This update mainly focuses on internal system improvements and interface enhancements.
The central part of the interface (health bar and special actions) has been redesigned. In some places, the text display format has been adjusted so that small numbers and icons are displayed more clearly.
The quest modules interface and task list now disappear over time and refresh whenever you make a change or open the inventory, map, or main menu.
Control prompts disappear over time (except in the starting headquarters).
Minor fixes to enemy behavior.
Additional system optimization of storyline scripts.
The island is now available after completing three levels.
Build mode is no longer interrupted by dialogues with characters in the new headquarters.
Translations of upgrade descriptions have been reviewed in all languages; missing color tags have been fixed.
The control settings interface has been redesigned.
Fixed a bug where certain keys would become unresponsive if no key was assigned to the key in the control settings.
System optimization.
The credits have been updated; they are now also displayed at the end of the game.
In the “Old City” level (bridge explosion), the player can now jump into the water. Added the possibility to quickly switch between special abilities while the inventory is open. The default key for Special Ability 2 is now Alt instead of Ctrl (this will only affect new players)
In the “Old City” level (bridge explosion), the player can now jump into the water.
Added the possibility to quickly switch between special abilities while the inventory is open.
The default key for Special Ability 2 is now Alt instead of Ctrl (this will only affect new players)
System changes to enemy behavior. (Enemies can now roughly determine the player’s location based on the sound of a gunshot—even when the player is invisible; the invisibility algorithm has been improved; target tracking has been improved when the character is in a vehicle—previously, no one could see an invisible pilot in a moving vehicle =D)
The transition when a character emerges from water onto a sloped surface has been smoothed out.
Minor changes to the dialogue UI (the trader only says their line once; added the ability to exit from dialogue selection with Esc; faster skipping of speech)
Additional package of fixes for the Chinese and other localizations (thanks to user 布雷尼迪亚Brenidia)
Once again fixed an issue where the character would slide down significantly after stopping on stairs. Fixed a bug where activated slow motion would remain active if the player switched to another special action. If a character sits by a fire and the fire is moved away, the chara
Once again fixed an issue where the character would slide down significantly after stopping on stairs.
Fixed a bug where activated slow motion would remain active if the player switched to another special action.
If a character sits by a fire and the fire is moved away, the character will stand up automatically without blocking the controls.
Minor fixes to navigation and keyboard/gamepad UI functionality.
Hair physics have been adjusted so that hair does not get stuck in the neck during certain movements.
Added some kind of step-by-step objectives and UI highlights on the Island to guide players in establishing a starter base. Added text signs hinting at the island’s availability from headquarters. Added special hit markers when shields are hit with inappropriate weapons. Fixed th
Added some kind of step-by-step objectives and UI highlights on the Island to guide players in establishing a starter base.
Added text signs hinting at the island’s availability from headquarters.
Added special hit markers when shields are hit with inappropriate weapons.
Fixed the behavior of the quantum shift over the network.
This update focuses on balance changes. Player survivability in combat has been slightly increased, and the simplest enemies (screamers and satyrs) have been slightly weakened. Changes to special abilities also make the game even more dynamic. The special ability “Static sectoral
This update focuses on balance changes. Player survivability in combat has been slightly increased, and the simplest enemies (screamers and satyrs) have been slightly weakened. Changes to special abilities also make the game even more dynamic.
The special ability “Static sectoral shield” has been replaced with “Quantum Shift.” The shield wasn’t very useful, since its main function was to protect against plasma. And the main plasma enemy (the worm) is usually too mobile and could fly right around this shield. Also, once the bubble shield turns white at a high level and also protects against plasma, the current shield becomes more useless.
The new “Quantum Shift” ability allows for quick short-distance jumps.
Enemy scout factories now have a delay before spawning a scout. Captured factories produce scouts without delay.
The plasma armor value of enemy lite shield plates has been reduced from 40%→20%.
The durability of sectoral (white) shield sectors has been reduced from 50→40.
Uber-Alloy Black shields now have less HP 100→80 and cool more slowly.
Gas Screamers' black shields HP has been reduced from 100→40 (the enemy must be more than just a training opponent for this mechanic to support the player’s learning process, so a full-strength shield is not necessary for this purpose).
Regular Screamers' HP reduced 70→50
Gas Screamers' HP reduced 100→70
Basic Satyrs' HP reduced 90→80
Screamers' movement speed reduced by 25%
Heavy Scouts' movement speed reduced by 15%
The maximum number of campfires in an inventory slot has been increased 4→5
The respawn rate of patrolling Screamers has been reduced in the following areas: Abandoned Cliff, Swamp terra, Construction Site, Nuclear Desert, Eastern Block, and Radiolocation station.
The player's hand tremors caused by the cold have been reduced.
Reduced the spread when firing the Scorpion Vehicle machine gun. (will perform better at long ranges.)
Lotus puzzles that were already opened during a previous playthrough of the level now open immediately after loading to avoid distracting the player.
When using a campfire, healing station, or charging station, an additional algorithm now ensures that the used item does not fall through the ground.
In the superterminal control UI, switching the mode to “Self” no longer works. (Players get stuck in a strange loop when repeatedly selecting the same mode when using terminal for the first time)
Damage from satyr shots has been reduced from 9 to 8
Healing (active ability) is now more powerful (7→20 at level 1, 35→40 at level 5)
The base regeneration rate has been increased (6→5 sec.); accordingly, regeneration upgrades will be slightly more effective.
The enemies' accuracy has decreased slightly. (This is actually a pretty difficult parameter to balance.)
Archery has been improved. Arrow speed has been increased (5x). The aim does not turn off after each shot. Shooting sounds have been improved, and a “satisfaction” sound has been added when a shot hits the enemy. The highlight for arrows indicating they can be picked up has been
Archery has been improved. Arrow speed has been increased (5x). The aim does not turn off after each shot. Shooting sounds have been improved, and a “satisfaction” sound has been added when a shot hits the enemy.
The highlight for arrows indicating they can be picked up has been changed. It is now a subtle blue glow instead of a green marker (which slightly ruined the aesthetics).
Small video clips have been added to the Olympic rifle upgrades window.
More than a hundred changes to the English localization/voice, especially in the last sectors of the game. Changed Sofia's phrases in the "Great Gate" level. After the introduction of wing flight, the old phrases were no longer quite relevant. Reduced the crafting cost of RGB set
More than a hundred changes to the English localization/voice, especially in the last sectors of the game.
Changed Sofia's phrases in the "Great Gate" level. After the introduction of wing flight, the old phrases were no longer quite relevant.
Trading Cards have been added! The character can now swim in water. The “South Station” level has been modified/expanded; the shoreline barriers have been removed, so you can now jump into the water. The Quantum Leap now stores 10 items per inventory slot. New building elements:
Trading Cards have been added!
The character can now swim in water.
The “South Station” level has been modified/expanded; the shoreline barriers have been removed, so you can now jump into the water.
The Quantum Leap now stores 10 items per inventory slot.
New building elements: special decorative tiles.
More icons to choose from for the info screen with icons.
Minor changes to the final level.
Additional graphics optimization.
Built on a newer version of Unity (which is why the update size is slightly larger than usual)
Olympia: All of Icarus’s equipment items are now marked on the map. New building components: copper smelter, info-screens with icons, info-screens with enemies, and something like road arrow signs. The info screen can now also display the time until the next enemy wave arrives. N
Olympia: All of Icarus’s equipment items are now marked on the map.
New building components: copper smelter, info-screens with icons, info-screens with enemies, and something like road arrow signs.
The info screen can now also display the time until the next enemy wave arrives.
New resource: copper ingots (prices for building components that temporarily used copper ore have also been adjusted)
The slot capacity limit for all building materials and raw materials has been raised to 100. (Only silicon wafers remain capped at 200.) Glass was incorrectly set to 200; it is now also 100.
Olympia: an infinity icon has been added above respawning turrets. Turrets whose respawn depends on the nearest major enemy now have an additional beam indicating which specific enemy they are linked to. Olympia: peak patch has been adjusted; rocks were replaced with flatter ones
Olympia: an infinity icon has been added above respawning turrets. Turrets whose respawn depends on the nearest major enemy now have an additional beam indicating which specific enemy they are linked to.
Olympia: peak patch has been adjusted; rocks were replaced with flatter ones for smoother traversal with less camera jitter caused by noisy surface.
Worms' player detection radius has been reduced by half.
The quest module for sniper shooting has been expanded. After 20 consecutive shots, the effect is no longer reset on a miss.
The duration of wings from Power Platforms has been increased from 15 to 18 seconds.
Matter mining crystals now heat up significantly faster (over-consumption of ammo required to heat them up, especially if player hasn't upgraded plasma heating).
Olympia: A number of changes have been made to simplify the run and reduce its duration: the number of enemies has been reduced, the number of respawning turrets has been reduced, and the Morning Star has been modified—its quantity in the location has been halved. Added another c
Olympia: A number of changes have been made to simplify the run and reduce its duration: the number of enemies has been reduced, the number of respawning turrets has been reduced, and the Morning Star has been modified—its quantity in the location has been halved. Added another chest and leg armor piece from the Icarus set for a better co-op experience; added a Zeus voice line about it. Added portal connections between the peak and all of Olympus after a certain stage of the playthrough for quick navigation. Added Sophia’s comments regarding the path up the peak through the aqueducts and the regenerating turrets near the first key. Changed Sophia’s instructions regarding the construction phase (made them shorter and more to the point); added a quest to build the Spark generator.
Hexa now rotates a little slower.
The new, lighter version of Hexa now replaces the original Hexa in most cases. The original version appears only as a boss.
Pandora’s Temple: The path puzzle has been changed, and more static elements have been added along the path to the temple. Portals have been added between the rings to prevent getting stuck in the wrong place and to make it easier to explore all the floating platforms.
Satyrs with plasma shields have been modified. They now have an Uber-Alloy shield on their arm and look slightly different. This should reduce the need to switch weapons when encountering a group of satyrs.
New building elements: shower, decorative vases, Olympic Replicant.
The construction cost of the Olympic Forge and wheeled vehicles has been changed.
The replicant works differently now. (A copy no longer creates two instances of equipment in a single slot; instead, it uses the second empty slot to avoid potential inventory issues.)
Fixed a graphical glitch where the character's outfit turned black in the shadows.
Optimized network data transmission; minor fixes to network synchronization.
Improved parts of the English translation (text and audio)
Invisibility from sniper boots now has a slight delay after stopping a sprint to enable/disable invisibility in case of interruptions caused by minor animations.
Fixed a bug where the quest module for destroying screamers was not counted if a screamer was destroyed with a single shot.
Fixed a bug where weather effects would sometimes appear indoors.
The mysterious structures on the Island are now active! This update also makes the final level easier to complete and adds new building elements. I hope you’ll enjoy the automation features. There isn’t much resource management in the game, so I wanted to avoid making the automat
The mysterious structures on the Island are now active! This update also makes the final level easier to complete and adds new building elements. I hope you’ll enjoy the automation features. There isn’t much resource management in the game, so I wanted to avoid making the automation mechanics too complicated.
Thank you for playing AI Olympius and helping to make it better with your feedback and suggestions! With every update, the game gets closer to leaving Early Access, though there’s still a lot of work to be done.
Island: A new storyline element has been added, related to the recently introduced mysterious structures. (The tasks involve gathering a fairly large amount of resources and production, but if you already have a well-developed Island, this definitely won't be a problem.)
Island: The rocket launcher now has a smaller ammunition capacity (24→15) but no longer fires a three-rocket salvo at a single target.
Olympus: The crafting cost for EMI explosives has been changed; instead of portable chargers, a simple energy capsule is now used. This will significantly simplify progress through this stage and eliminate the need to build an additional workbench to research the crafting recipe for the intermediate ingredient.
Olympus: The activation area for the hint about the first key’s location has been significantly increased. It’s now impossible to miss it.
Olympus: “Welcome Turrets” are now deactivated using 3 buttons instead of 4. The placement of one of the buttons has been changed so that it isn’t visible to all 4 turrets. The other two buttons have been given additional cover to keep the player safe while they learn the mechanics.
Olympus: An intermediate spawn point has been added after loading, located slightly deeper to reduce the travel distance when re-entering the map.
Island: Fixed a minor issue with resource mining in mines that caused unnecessary concrete to be gained.
New building component: Olympic Forge. (Available after completing the Nuclear Wasteland)
New building component: Rail Manipulator, for automating resource processing and collection, as well as charging generators and rocket launchers. (Does not work with plants, but can collect biofuel.)
The Island Shuttle now trades all 3 resources at once, and the trading rate has also been increased.
The cost of crafting spare parts has been reduced by half (80→40 matter)
The Silicon Station no longer requires an Olympic Shard to build and is no longer blocked in the early stages.
After completing the storyline, a trading terminal appears at headquarters.
The Matter Converter now requires fewer parts to build. (This will also simplify one of the phases of the Olympia.
You can now obtain an Olympic Shard from the core of a destroyed Hexa.
Charging stations generate energy capsules faster (210→150 sec)
Island: Settlements have been expanded with additional houses containing loot; settlements now also have defenses (a dropship with satyrs, drones, or strikers).
The mine and the radio emitter now consume less energy while working.
The Combat Hoverbike is no longer instantly destroyed by its own missiles.
Fixed a bug where items placed inside bookshelves would not drop when the bookshelves were removed.
Harvesting plants from vases now works by holding down a key.
Fix2:
The cutscene on the Island is no longer triggered on the client side every time he connects to a host that has already completed the Island structures quest.
Fixed a bug where teleport settings were not syncing properly over the network.
Potentially fixed minor lag issues that occurred when the first shot was fired, or a rocket exploded.
Most of the changes are focused on the final stages of the game, with the aim of improving the gameplay experience and reducing frustration. Crossroad level: movement during the final phase has been significantly simplified. Eye of the Storm: Minor changes have been made to make
Most of the changes are focused on the final stages of the game, with the aim of improving the gameplay experience and reducing frustration.
Crossroad level: movement during the final phase has been significantly simplified.
Eye of the Storm: Minor changes have been made to make it smoother to play through.
Desert Hunt: number of attacking strikers has been reduced, and the number of scout factories has been reduced by 1.
Heart of Elysium: the stairs leading to the Great Portal no longer require the insertion of unstable Olympic shards to avoid having to exit the level to obtain particles elsewhere.
More Olympic shards have been added to the Great Gate, Central Meadow, Eye of the Storm, Crossroad, and Desert Hunt levels.
The number of enemy turrets on the Serpents has been reduced by 4. (Now, some sectors are free of enemies to balance combat and movement along the Serpent.)
An icon showing what each structure produces has been added to the build list for most structures.
Combat Hoverbike: reduced chance to collide with its own missiles while moving.
Fixed a critical bug related to scrap mining. When mining, the resource was counted in minimal amount, and sometimes was replaced by concrete instead. At the “Desert Hunt” level, captured factories near activated obelisks will not lose their charged Olympic particle to ensure the
Fixed a critical bug related to scrap mining. When mining, the resource was counted in minimal amount, and sometimes was replaced by concrete instead.
At the “Desert Hunt” level, captured factories near activated obelisks will not lose their charged Olympic particle to ensure the player remains constantly protected from enemies.
The hoverbike’s acceleration speed has been increased; hoverbikes now do not take damage from collisions with the environment.
The “Hunter” hoverbike’s missile launcher ammo capacity has been increased from 10 to 24. Missile damage has been increased from 40 to 50. Reloading and repairs on the platform have been sped up.
The cost of building servers has been reduced. Data blocks: 200→128; Various spare parts: 12→8. This means even less grinding for the “Heart of Elysium” level.
The portable charging station replenishes plasma twice as fast to better match the dynamics of combat.
Great Gates level: second hoverbike has been added to the location on the opposite side of the starting point.
The landscape on the Island has been slightly modified; some forests have been expanded; the graphics for all forests have been improved; and changes have been made to weather effects (no branches or leaves when it's windy; fog has been modified) Additional foliage optimization;
The landscape on the Island has been slightly modified; some forests have been expanded; the graphics for all forests have been improved; and changes have been made to weather effects (no branches or leaves when it's windy; fog has been modified)
Additional foliage optimization; a bug causing bushes to sometimes fly has been fixed.
Certain objects related to the upcoming story have been added to the island. They will remain inactive for now while work is still in progress.
Olympia: In one of the most problematic sections of the renewable turrets (with triggers on the statues’ shields), the turret type has been changed to machine guns.
Olympia: Fixed a technical glitch related to split-screen co-op.
Olympia: Fixed an issue where players could lock their progress using the multitool.
Olympia: Added more sprouts that can be picked up in the garden ring.
Fixed an issue where the character would slightly jump on slopes after stopping.
Fixed an issue in multiplayer where an object could behave unpredictably after being demolished and rebuilt in the same location.
In photo mode, the vertical camera movement speed has been increased to match the horizontal movement speed.
Added a new constructible item: Glass Smelting Station The Matter Converter can now convert universal matter into quartz (at a 5:3 ratio) Introduced a new resource: glass. Prices for all windows have been updated. Improved graphics for horses and chariots. Added a new relic in Ol
Added a new constructible item: Glass Smelting Station
The Matter Converter can now convert universal matter into quartz (at a 5:3 ratio)
Introduced a new resource: glass. Prices for all windows have been updated.
Improved graphics for horses and chariots.
Added a new relic in Olympia.
The radio emitter now transmits slightly less data per block but can store up to 6 blocks of data. The radio emitter also now has an additional light indicator showing when data blocks are ready, which is visible from a distance.
The grid size during construction can now be even smaller. (Toggle between 3 sizes) Angle steps are now 10 / 5 / 2.5 degrees, instead of 11.25 / 5.625, which finally allows for precise building in the data center and unlocks access to the triangular platform. However, many player
The grid size during construction can now be even smaller. (Toggle between 3 sizes)
Angle steps are now 10 / 5 / 2.5 degrees, instead of 11.25 / 5.625, which finally allows for precise building in the data center and unlocks access to the triangular platform. However, many players have already built structures at angles with fractional values. For such cases, I’m keeping the F2 key, which will toggle the angle increment between the old and new values.
Many new building elements have been added. (equilateral triangle, wardrobe, training target, wooden floor panels, carpets, decorative panels made of various materials)
A new building category has been introduced: furniture. All elements of this type have been moved there.
Placing ground-leveling elements no longer lowers the ground level in mines.
Fixed an issue where progress would be locked if a player obtained the Olympic Rifle in co-op mode before obtaining it in solo mode.