Hey!
Episode 11: The Price of Freedom is now available for download. This episode continues with some fundamental improvements, and i am super happy that you can now enjoy this episode. Let's see how thing will go :)
Here are patch notes:
*Added Colony Maintenance SystemUI to the Quantum Computer. Your colony now has a maintenance milestone that you need to reach daily that scales with Commander Level. The dropship will pick up items from the new Maintenance Zone. (Part of ongoing fundamentals revamp.)
*Added Ability to Snap Quantum ComputerUI to the bottom left section.
*Added Ability to hide completed Research Items.
*Added Journeyman Science Table, which allows you to craft items that help with Research.
*Added New Item: Journeyman Scientist Vest increases Research TH Speed.
*Added Crafting Booster Objects that can be attached to existing furniture to increase Crafting Speed.
*Default Crafting Speed has been decreased by 50%.
*Hunger and Thirst values tick about 15% faster now.
*Reduced Cost to create Decorative Trees.
*Improved Homeopathy Table, Primitive Crafting Table models.
*Retextured Wooden House Construction Elements.
*Reduced height of the Base slightly so that houses are closer to the ground level.
*Added New Objective: Gatewell Battle.
*Added New Mini-Boss: Colonel Rust.
*Added New Portable Equip: Insomniak Device, this device negates energy loss and allows carrying colonist to work 24/7.
*Colonists will now smooth to the furniture interaction slot.
*Fixed a lot of bugs, a few notable below:
*Fixed issue with Critter Homes were miscalculating their dynamic collider bounds, resulted in colonists getting stuck sometimes.
*Fixed Soft-Lock where Landing UI would show fuel warning despite this system being deprecated.
*Fixed few bugs associated with the pause menu where models would not load when scrolling the camera to a new location.
*Fixed bug where Trader Visitors would not Spawn.
I can't wait to transition again to the content production phase and pump epic new stuff. I did not plan to add content in this episode, but because i was able to finish MaintenanceUI sooner than expected, i wanted to squeeze in some extra stuff.
I don' really speak about near-future content as a lot of my work is done on the impulsive level or when i sleep during the weekend. It's probably too soon to speak about Episode 12 when Episode 11 was just released, but this is just because i am excited.
I don' really speak about near-future content as a lot of my work is done on the impulsive level or when i sleep during the weekend. It's probably too soon to speak about Episode 12 when Episode 11 was just released, but this is only because i am excited.
To give you something to look forward to, i will say this; Episode 12 will have either Carts or/and Resource Transfer Zipline that will utilize Wheels that will be a significant transitional resource...
Again, folks, i will be delivering the next Episode next Week, and remember that Ragnorium is an evolving game where your feedback does have weight. Should some issues arise with this Episode, i will be doing some light fixes on the weekend as part of the "Weekend Fixes" routine.
Have a good one!
