Hey!
Episode 13: Apex Predator is now available on Steam.
This Episode introduces Humanzees/Monkeys that can be Tamed. Unlike previous critters, Humanzees are Humanoids and share some of the features that colonists do. For example, Humanzees can collect items or forage resources and even fight and go on objectives with their colonists.
This episode is quite interesting because Humanzee tech is actually going to be used later this year by Androids.
Besides Humanzees, i have tuned some values around and added some new challenges; for instance, each map now has a Rogue Colonist Spawner Tower (ECR Relay Tower) that creates Rogue Colonists. Then there is Humanzee Spawner (Humanzee Tree) that spawns Humanzees and Bananas.
Check the patch notes below to learn more, guys!
*Added Humanzee Tree's Critter Spawners to the maps.
*Added Humanzee Humanoid Critter that can be tamed. Humanzee Critter is the first of its kind as it is a humanoid and is proof of concept for future work when i will be adding Androids (Age of Electricity). Humanzees are weak and die when they receive fatal damage. Their Hunger and Thirst need to be maintained, and you can send them on objectives, but don't expect miracles.
*Humanzee Trees Additionally, Spawn Dark Humanzees when there are at least two basic Humanzees present. Dark Humanzees take leadership of the Humanzees and launch an attack on your colony.
*Added Back To School Objective, which can be unlocked when you research Critter Crafting Table. Objective yields Abc for Dummies which allows your colonists to Tame Humanzees.
*Added three various portable equips that you can make to the Critter Crafting Table.
*Banana on Stick Portable Humanzee Equip: Allows Humanzees to Carry Carts.
*Forager Basket Portable Humanzee Equip: Allows Humanzees to Forage.
*Heavy Duty Container Portable Humanzee Equip: Allows Humanzees to Collect Items (Hauling).
*Added Humanzee Home Tile; this construction item allows you to control where Humanzees spend most of their time.
*Added ECR Relay Towers that spawn Rogue Colonists; these Towers act as Critter Homes, and they need to be disabled; otherwise, they keep on spawning Rogue Colonists.
*Added more pathfinding Nodes to ramps.
Behind the scenes, i am working hard on JUNIPER-5, which is a new map in the making that, when completed, would complete the "Six Shades of Ragnorium" arc.
