NON-BUGS
- Big changes to the world generation and enemy spawning. The game used to generate the terrain with noise, then plop down subassemblies fairly randomly. NOW, the game creates human "roads" throughout the land, and places subassemblies close to them. It tries to route sub-roads to the subassemblies.
- Non human subassemblies (flowers, goblin relics, etc) spawn farther off the main roads. Humans have tunnels underground. ore spawns more frequently away from the tunnels (as if the humans mined the stuff near their tunnels).
- The humans no longer spawn all over the place. Instead, they primarily spawn in their camps.
- Humans in camps are given roles: Watchman, patroller, etc. If a watchman/patroller sees you, they'll either shout or run to a nearby warning bell to wake the other humans. If the nearby humans in the camp are dead, they'll attack. These get placed by the game, not by me, so I'm sure we'll have some glitchy positioning. Only some camps do this.
- You can sabotage the bell. This will make the human upset when they walk over to it and find it is damaged. They'll likely shout instead.
- Humans now emote to show what they're thinking. Possible emotes are: question, exclamation, dizzy (happens when they just got woken up), thinking/working on something (like the bell), frustrated, shouting
- Humans now sleep. You can attack humans in their beds.
- Humans can call other humans over when they spot you
- Humans will be groggy for a brief period after waking up
- Humans investigate sounds they hear. You can cause sounds by throwing pebbles, attacking, explosions, etc. So you can lure humans out of the camps to attack them individually, particularly patrollers and watchmen
- Humans can't see as far at night
- Humans now have "convoys" that walk along the main roads. You'll occasionally see a group of humans walking between camps.
- It was sometimes confusing when a quest had been assigned or completed. I added a little "quest completed" popup, along with a "quest assigned" popup. Uses the same system as the level up notifier.
- Rebranded the "Diary" system to instead be "Dreams". Elix (desert goblin) shows you how to create "Dream Nets" once you rescue Elder Gore. She explains that Magentite can be used to repel sand, but she's found it has much more interesting uses: it can be used to attract immaterial things, like desires and thoughts. You can place a dream net in the room of a goblin to peer into their dreams and see what they really want. This allows you to improve their houses in ways that give you more friendship. Note: If you already placed a diary on a table in your worlds, this may cause it to bug out a tiny bit. Nothing major. It'll just look weird.
- Magnetite will now spawn in new worlds
- Playtest can no longer access B3 floor via the elevator.
- Changed so Elix and Loam (the desert goblins) have houses at the start again.
- Elder Gore is now lost at the start of the game.
- Elder gore now gives a quest for a new house when you find her. If you do it, she'll teach you about magnetite
- Quicksand now spawns in the desert. It acts just like water, but you move really slow through it. You can fish in it, but you can't see the fish unless you have "sand goggles" that you get from Loam when you rescue Elder Gore
- Gave the desert gobs more dialogues
- Added a little playtest splash screen for when we start open playtesting soon
- Made some QOL adjustments for controller again. I think it actually feels pretty decent now. The "cursor" wraps around the screen horizontally and vertically. Pressing B to close a menu wont' make you dodge (same with emotes and stuff on the dpad)
- I made it so, on controller, you can change the mouse mode between absolute and relative. Press the right stick to try it. I'm unsure how this will feel with the steam deck trackpad thingies
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## BUGS
- Fixed visual bug with the blue mush walls (luminous one didn't have sprites, and non luminous one had numbers on it)
- If you sleep in a bed, it no longer says "Nap by the fire?"
- Fixed a weird visual issue with some of the enemies in the abyss.
- Stopped abyss exploders from dropping black mush
- Abyss is no longer cold, that was a glitch - it now does healing reduction
- Multiplayer listings were still "joinable" even when the host was saving and quitting. Now it'll immediately remove join listingsonce the host initiates save and quit.
- I probably added so many bugs with this update
