Fog and Foraging Revisions.
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Todays update continues the productive stride of cleaning up existing features and improving foundations for a quality game experience. A new starting location, improved fog and new harvestable items are significant to the game experience while internal engine changes improve the needed foundations for continued development.
Major Revisions.
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*Significant internal engine revision for items and objects.
*Objects and Game Items now have significant category or Types.
*Three major object types are Resources, Structure, & Vehicle.
*Revised item table and Item Descriptions
*Internal engine revisions for improved harvesting and crafting.
*World Terrain shifted for improved scenario development.
*Player inventory capacity returned to 25 total slots.
Rendering & Visuals.
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*Revised shader fog effect for game objects.
*Revised shader and rendering Glass panels.
*Revised terrain fog for matching depths and visuals.
*Fog color changes with day and night cycle.
*Small shader revisions and clean up.
Items & Game Mechanics.
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*Major Item Table revision.
*Added various harvestable mushrooms near starting location.
*Respawn or starting location is now 200, 200.
*Camp Generator location changed to 400, 200.
*Added Prototype Hover Vehicles near Camp Generator
*Removed ability to build or spawn Hover vehicles.
*Removed ability to build or spawn Camp Generators.
*Battery Drains faster when walking on cold terrain.
*Player inventory capacity increased to 25 total slots.
*Reset resource boulders in primary playfield.
New Items or Materials.
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*Added Heat Born Mushrooms. Harvestable Resource.
*Added Cold Born Mushrooms. Harvestable Resource.
*Added Hybrid Mushroom. Harvestable Resource.
*Added Soft Biomass. Obtained by simple processing.
*Added Durable Biomass. Obtained by simple processing.
*Added Oily Biomass. Obtained by simple processing.
*Added Sticky Biomass. Obtained by simple processing.
*Added Tough Biomass. Obtained by simple processing.
*Added Heat Resistant Fibers. Obtained by simple processing.
*Added Cold Resistant Fibers. Obtained by simple processing.
*Added Durable Hybrid Fibers. Obtained by simple processing.
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Notes on intended game mechanics.
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The last point of suit battery can endure randomly between 0 and 10 seconds depending on synchronization with a depletion tick.
*Final point of Suit Battery randomly lasts 0 to 10 seconds.
*Random endurance on Hydration is not implemented.
*Final points of Health will not endure randomly.
*Wall climbing is an intended game mechanic.
*Sticking to platforms from underneath is not intended game.
*Camp generator battery charge radius is a temporary mechanic.
*0 Hydration meter will not cause instant game over status.
*0 Battery meter will not cause instant game over status.
*Health damage caused by 0 hydration is not yet implemented.
*Health damage caused by 0 suit battery is not yet implemented.
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BugFix
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*Bug Fix: Experiment Item stacks could glitch to 65,535.
*Bug Fix: An unused object shader removed and replaced.
*Bug Fix: Hydro stat downtick error could wrap to 65,535