Alpha 1-Update 1 - INDOORS AND OUTDOORS!


It's finally here:

THE INDOORS AND OUTDOORS UPDATE! 

Introducing the first indoor building of the game

It's the first time we can get inside a building! And the Animal Barn is the first of many.

This feature required a lot of time spent to work, so you'll surely see more buildings that use it in the future. What other buildings could we create where the player can go inside?

1. THE ANIMAL BARN

Remember you can capture creatures? Some of them will now be very useful when put in the barn.


2. THE FIRST WILD ISLAND

With a brand new quest and brand new resources on it. The island also seems to need some cleaning before you can start building on it...

3. EXPANDED TECH-TREE!!

The progress cannot be stopped. That means new researches, new resources, and new recipes! The products we have can now be processed and assembled so we can access more advanced stuff.


4. AND MUCH MORE...

A new creature, the Queen Birbee. A new improved display of energy consumption, a new quest, and much more!


WE'RE GIVING AWAY 2 STEAM KEYS FOR THE GAME!

Everybody that manages to manufacture a Computer Module will be able to enter the giveaway to have a chance to win.

Come participate with us! All details are on our Discord server:

CHANGES:

- Changing the Solar Panel building cost to require less Modular Bricks
- Improving general game's performance
- Adding the animal production to the logistics the first time the player collects the animal that produces it
- Animals get hungry less often in general
- Capturing creatures now takes a bit less time than before
- Transporter containers are now faster
- Balancing production costs in general
- Added rock, copper and iron boulders
- Added the Ore Authority skill
- Added the Apiculture skill
- More hp to the logistic bot
- Each Water Ball now makes more oxygen than before
- The interaction labels don't show the "INTERACT" word when that's the only available option
- Reviewed the stack size of all the items in the game
- Balanced buildings energy requirements
- Balanced some buildings and recipes costs
- Moved the bot antenna from the production to the utilities category in the buildings bar
- Added the name of items followed by their icons on dialogues and other labels throughout the game.
- Tweaking the loading screen background color
- Removing the unnecessary range limitation applied to the player when building something
- Updating how the energy produced/consumed in an island is displayed
- Made birbees able to collect resources from the animal feeder
- Crabs will produce a resource when fed enough
- Scortixas will produce a resource when fed an alternative food
- Added an animation to the item being eaten by creatures
- Added a “Returning/Turning off” balloon to bots that are returning
- Showing a white outline on the building when the player is hovering an item over it
- Collector bots now show the items they're carrying
- When a hive is attacked, every bee that lives on that hive willl stop everything they’re doing and chase the player
- Items on the buildings inventory will auto drop if not part of the currently selected recipe

FIXED BUGS:

The resources from the extra inventory are not always synced with the follower bot
- If the biome has Berry Bushes planted on farm plots, when you cut the wild Berry Bush a wild one never appears again until you destroy the ones on farm plots
- Items carried by Logistic and Collector bots appear on the wrong z order
- Follower collector bot keeps the previous usable item it had in its inventory if the player uses the item then accesses the bot popup
- Farm plots with fully grown berry bushes shows the water request balloon without really asking for water
- Berry Bush asks for water after it has fully grown and doesn't need water anymore
- Player stays a little bit off the riding position after entering/leaving the moschillar's rooms
- Coal generator's coal consumption feedback is not synced with the popup consumption feedback
- Linked Collector Bot inventory randomly disappears
- The save image has a way newer screenshot than when the save really happened
- All modules of a stack are consumed if they are inside the follower bot's inventory when the player tries to assign one to a bot
- The first time after a while you open the small bot popup it doesn't close again with the 'E'
- If the player destroys a twig on a farm plot that was housing a hive the hive should be destroyed as well
- Buildings are out of power after coal gen. stopped, even when having enough energy on the island
- The milestone pin doesn't count the items the player has when it opens a building and takes items from it
- Permanent plants extraction sometimes fail when the player enters and exits an interaction area
- Creatures aggro should be reset when captured
- Creatures don't play the spawn animation when released from capsules
- The items should always appear in front of the collector bot when it deposits/extracts them
- Hives should play an animation when spawning/receiving birbees
- The player's shadow should be disabled when riding an Antork

Files

NovaIslands-Alpha-1-Update-1.zip 75 MB
Apr 05, 2021

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