Summary
With the last of the "local" (relatively easily reachable by rover) facilities now in the game, the Laurion obelisk can finally work the way I originally intended. Rather being an early-game challenge which you can burn through in a couple of loops if you know what you're doing, it's now a mid-game challenge which is helped by each other facility. As always, there's also a long list of minor balances, QoL and other changes.
Obelisk Rework
Due to the scale of the changes, I've reset progress/completions on all actions within Laurion's mining wing, so all players will need to go back there and redo them. This also affects PDA notes and the start-of-loop water bottle logs, so everyone will get nudged that direction. Since you're no longer expected to have the benefit of having completed the obelisk from the start, a number of journey times have been slightly reduced to compensate.
Sand Modifications for Rover
There were two issues with how motors worked on the journey to/around Strabo. Firstly, they were too powerful for that journey. Secondly, and somewhat opposite to that, they were almost not powerful enough when returning to Strabo to collect/scan the propeller. These problems have both been fixed with the introduction of sand mods, much like Pneuma's ice mods. Upgraded motors now give a reduced bonus when driving on sand, making them less powerful when first going to Strabo. Once you find relevant info in Pneuma, you can unlock sand mods at Strabo which boost the speed on sand (at the cost of lower speed on solid ground). When used in conjunction with either type of motors, this makes the rover slightly faster than it used to be with just the motors, giving a more comfortable margin for getting the scan.
Sandstorm Rebalance
Sandstorms have always had the problem of sheltering being somewhat of a trap, especially on the first journey. The logs over-exaggerate how dangerous they are, but sheltering costs so much time that you're pretty much guaranteed to run out of supplies before reaching Strabo. So the logs have been reworded to better present the decision, the time to find shelter has been reduced and the sandstorms themselves have been shortened (with solar panel dps being scaled up to maintain average damage per storm).
What's Next
With this complete, I'll be moving on to v0.7, aiming for a September-October release. As well as the next facility, this update will include new features for combined actions so that you can partially customise them to suit your play-style and an overhaul of the vehicle/travel system to better support multiple vehicles.
Full Changelog
Content
Obelisk rework:
All progress in mining wing reset.
Suits now have heat/cold resistances which multiply the effects of environmental effects. The exact numbers have changed slightly, but overall balance is mostly the same.
Balance tweaks to keep the major travels similar difficulty:
2x Navigate Rocky Terrain 105s -> 90s
Follow Ridge 105s -> 90s
2x Follow Tracks to Astrape 180s -> 165s
Drive Towards Astrape from Dam 300s -> 250s
Total Strabo travel 1140s -> 1080s
Sand Modifications for the Rover:
Enhanced/Mining Motors have lower speed and efficiency on sand
Hear about sand mods at Pneuma (already done if you've completed Pneuma before)
Learn more on Jag's workstation
Buildable at any workshop after that, works much like ice mods but for sand
This makes motors way worse for actually doing Strabo, but makes it easier to get the prop scan
New Actions:
Un/Install Power Artifact in Pneuma and Anchor station
Check Power System in Santorini
Search for Ration Packs at Strabo tower to point you to the weather station
Inspect Air Traffic Logs at Astrape Hangar to point you to both the desert and glacier
New/Alt Logs:
Drive to top of elevator after Santo explodes without seeing crater
Watch Artifact Logs in Santo after climbing plateau
Observe Near Astrape when heading to Astrape
Cycle Astrape airlock with rover after inspecting chargers before vehicles
Inspect Mid-Range Transceiver after agri system dies
Search Glacier at Astrape after finding smuggler's camp
Find Astrape crates post-Pneuma
Drive to Summit after seeing crater or after practicing
Warning when you progress any non-driving action in the rover during a storm
Inspect Emergency System after bypassing it
Unblock Messhall when you know what's inside
New Notes:
Tasks > Astrape Crop Harvest topic
Tasks > Jag's Projects topic
In Artifacts > Santo regarding climbing the plateau
Alt Desc:
Sandstorm event when you're not in the desert
Force GFD after repairing generator
Death Message:
Be >20% through the mining wing door when it closes
Clarified/Reworded:
Log for getting closest crate 1st time
Death message for getting Pneuma's artifact
Print Key Card 1st time
Logs for finding algae 1st/2nd time
Drive to Plateau description
Cleaned up some plateau-related bottle thoughts
Call Tram from 2nd station while blocked
Renamed all Open Vehicle Bay actions to Try Vehicle Airlock
Log for seeing 1st sandstorm, reducing implication of danger and better explaining options
Log for reading Enhanced Motor data in Strabo specifies "no extra cost per distance"
Wording around remote lifting elevator lockdown and Kain's PDA
Reordered bottle thought segments when you've got Strabo's artifact but haven't done everything else
Emergency Air Tank description specifies they're one-use
Log for Toggle Lockdown from lower admin
Log for Inspect Admin Computer in Pneuma to better explain requirements for decrypting codes
Bottle thought regarding reaching the plateau to include the alternative of climbing gear
Equipment Tab:
Added portal charge requirements
CActions:
Return to Rover from Strabo Tower when powered
Open & Enter/Exit Mining Wing
Drive to Highlands (from Astrape)
Drive to Santorini (from Highlands)
Loot Mess Hall
Unblock & Loot Mess Hall
Improved support for learning Strabo from Pneuma
Repair rover actions visible but locked if you inspect rover and watch log
Enter/Leave Mining Wing visible but locked if door is closed and you've entered before
Generator Controller swapped to high/low power modes
UI
Actions with persistent completions have an icon, blue border and tooltip info
Added icons for Storm and Storm Approaching (used for both types of storm)
Added East/West suffixed to Depart for Glacier actions
Park in Top Station with Light Rover visible but locked when lockdown not lifted
Drive to Dam from Santo is visible when combined
Reaching Santorini discovers all 3 compounds (since you see them all from the ridge)
Drive to Quarry discovers start of route to Astrape
Unified Air to always be before Power
Added HidesAllOtherActions flag (global actions will no longer appear alongside artifact actions)
Added total game time to EoC screen
Added non-resource deaths to stats
Resource boost tooltips show remaining boosted time (assuming boost lasts the whole time)
Clarified action tooltips when it's a long action with no other dilation
Added total resource costs to CAction tooltips
Added Saved popup when quicksaving or non-action-based autosave
Equipment in/on a vehicle is listed below that vehicle on the map tooltips
Balance
Sandstorm rebalance (make sheltering less punishing):
Reduced Find Shelter base time 45s -> 35s
Reduced Sandstorm duration 60-120s -> 45-90s
Scaled up sandstorm damage to keep roughly the same
Swapped Strabo's power transfers to use transfers
Increase summit climb base time 660s -> 720s
Swapped the climbing gear and practice bonus (so practice is better)
Can exit the light/rover outside the top station and enter/exit on foot
Return to Rover from Monitoring station is repeatable
Un/Load motors actions are repeatable
Added final Drive Back to Talos to CAction
Added Depart from Dam to Drive to Glacier CActions
Added Drive to Glacier to Drive towards Pneuma from Santo CActions
Can't call tram to Plateau until you inspect it
Hack Quarry Gate is hidden until you learn tram is blocked (MC wants to take the tram)
Try Airlock doesn't count for completion
Long Action threshold 5m -> 4m
Long Action dilation cancelled when vital resource in danger
Grouped Un/Install Power Artifact actions into "facility main generator" and "backup/mobile generator"
Grouped Generator Un/Load actions with Recycler Un/Load
Reaching the dam discovers the start of the route to Santo
Gather Supplies outside Laurion is repeatable
Grouped Pneuma Mess HAll Take Water with others
Remove Last Rover Cell proxies non-last
Added checkpoint save when tram arrives at Astrape
Reduced number of Talos checkpoint saves after first 2 loops (but added one for Leave In Rover)
Ensured all WithTools/Fast action variants are proxying their defaults
Can cut generator from rover anywhere with tools (once you know it's possible)
General
New Option: Reset Action Warnings
Changed action speed/drain multipliers to be stored globally instead of per-action when possible
Reduces size of save data
If new actions of a type get added in a new version, saves with that multiplier will get them on the new actions
Changed actions to save a -1 for "time remaining" if there's 0 progress
So in future if I change an action's base time, it'll auto-adjust
Stopped saving IsAvailable and IsUnlocked (unused)
Bugfixes
Subtly changed how CActions mark sub actions as completed
Fixes Scavenge from Tunnels CAction, but could have unexpected side effects
Corrected Conditions on several actions
An action's progress changing updates CActions even when not at the front of the queue
Crash when shutting off emergency systems while charging rover
PDA button wasn't flashing after loading if you had unread notes
Queuing an event once when it can't start yet (e.g. refine metal before started up) shows 1 charge instead of 2
Removing the VTOL's motor for the drone locks the diagnostics
Entering an area discovers in instead of only its ancestors
Santo locations will flash the PDA/Map buttons when discovered
CActions are more reliably removed from the correct group
AreaMetaFlag requirements are blocked by locked areas when targetting the player
Map doesn't show line to timeworn rover until you find it
Actions which require tools/charger etc only require access to them, rather than being in a descendant of them
E.g. Build personal upgrade actions won't appear before opening the GFD to access the workshop
Accessible areas list updates at the end of effect blocks instead of start of frame
Caused certain CActions to fail sub actions immediately after travel sub actions
Fixed collapsible panel not waiting long enough before updating its height
Rover Storm Display only triggers if you don't already know about the storm
Typos
