Blub Emporium Beta 1O -
Coming to this update are a handful of minor UI adjustments, a bunch of new task tracks and a brand new stock item: Kites! Also in this update is the introduction of the "Puzzle Box"; Similar to processors but require more cycles, more variety, and rewards a special present for completing it! Many more puzzle boxes will arrive in future updates, with each one having considerably varied difficulties.
ITEMS AND RESOURCES:
- Added all dark colours of wooden panels (Emporium Walls).
- Added "Grounded Fan Unit" (Factory Deco).
- Added "Low Brick Barrier" (Divider).
- Added "Brick Corner" (Divider).
- Added "Low Brick Corner" (Divider).
- Added "Neon Table" (Table).
- Added "Opposing Forces" (Emporium Wall Deco).
- Added "Potted Red Roses" (Emporium Deco).
- Added "Wall Lattice" (Emporium Wall Deco).
- Added "Vined Wall Lattice" (Emporium Wall Deco).
- Added "Kites" (Resource Type).
- Added "Kite Display" (Shelf).
- Added "Kite Maker" (Machine).
- Added "Palm Logs" (Emporium Wall).
- Added "Puzzle Present One" (Debris Type).
- Added "Puzzle Box One" (Factory Other).
- Added "Magma Fountain" (Emporium Special).
VISUAL:
- Removed residual pixels present in certain rotations of the mine shaft.
- Updated brick barriers to have a capped appearance similar to that of the brick block table.
- Fixed brick barriers being slightly misaligned.
- Added slight "Growing" animation to any item placed in edit mode.
- Added "Balloon Blub" that rarely shows up in the background drifting through the clouds.
UI:
- Added ability to click on the tab unseen indicator to quickly scroll to the lowest tab that has unseen items. (Idea: CSH Picone)
- The alert box will no longer hide itself to be re-shown if the same task's progress alert is just updating.
GAMEPLAY/BALANCE:
- Player-placed items such as crops and deco no longer count as demolished debris towards tasks and stats.
- Added "Wishing to Soar" task track.
- Added "Recognition" task track.
- Added "Passage to Darkness" task track.
- Added "Twenty Percent Larger" task track.
- Added "No More, No Less" task track. (Idea: Omi)
- Added "Minor Mass Production" task track.
- Increased fruit rate of coconut palms: .3%-.7%/tick (.5%/tick) -> 1.1%-1.5%/tick (1.3%/tick).
- Decreased requirement of Going Coconuts III: 40 -> 35.
- Increased level requirement of the newspaper stack to prevent players obtaining early despite task reward, and to reflect when it matters more: 1 -> 16.
- Decreased interact time of rubber trees to be less tedious to mass collect: 1.5 -> 1.1.
BUGS/TECHNICAL:
- Fixed hindrance zone not being registered and hence not repairing serviceable entertainment to a lower degree when hit.
- Fixed bug preventing pink cake being tracked when made for tasks. (Find: Emeralve)
- Made magic nest and multi/reaper-harvester correctly re-bake the light-map.
- Fixed crash that occurred when a mineshaft was used without rails connected.
- Fixed default sound not playing for non-brick factory walls.
- Corrected Booked in IV registering spanner creation rather than book creation. (Again, thanks Mr. Picone!)
- Fixed multiple empty buttons being able to be bought if they were placed down in between purchases.
- Fixed orange juice resource flux using undiscovered question marks instead of their actual orange juice icons. (Another catch by Mr. Picone)
MISC:
- Added description for neon brick walls.
- Changed fake turf, fake dried turf and flowery fake turf to use the grass placement sound.
- Re-worded several "Sprucing Up" task objectives to be a little clearer: "Tiles" -> "Floors", "Walls" -> "Wallpapers".
- Re-worded Gumballin' I's objective to specify where to win the gum tree from.
- Altered description of radiant dust and added descriptions for basalt and ice to show that they don't have a purpose yet.
- Altered description of analytics clipboard slightly for lore continuity.
- Changed description of spanner rack to better make sense regarding blub behaviour.
- Added master splash screen informing the player of the game's state.
- Changed description of Impulsor to better reflect game terminology.
