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Starmancer test
Starmancer test







starmancer test
  1. Starmancer test for free#
  2. Starmancer test update#

Added memories when colonists sees friend, best friend, enemy, and "best enemy" Colonists now automatically take off their helmets if they're in a liveable atmosphere Improved performance of obstruction checking during pathfinding Improved performance of noise and comfort calculations Improved performance of calculating player item counts Improved performance of finding nearby floors (for fog-of-war purposes) Increased max colonist cap from 7 to 15 Improved colonist performance, allowing us to raise the max cap from 7 to 15 (doubling the amount of colonists you can grow)

Starmancer test update#

Patch 0.2.11 - Performance Update April 3, 2023 More outposts/buildings/stuff around the player's base.Fixed a bug where colonists would get stuck in a loop of attempting to withdraw an item, and being unable to do so, and then they'd just keep on trying until they got hungry.Colonists will now stop researching (and generic using) when canceling their current command.Fixed snakeman-a bug where dead colonists would keep doing stuff.Fixed a bug where a colonist's helmet would not revert the "mouse over" material if the colonist was moused-over when the helmet was equipped.Fixed a bug where puke restored hunger instead of draining it.Fixed a bug where virus symptoms weren't unlocked.Fixed a bug where colonists would get stuck in the airlock if you cancelled their current command while they were in the airlock.

Starmancer test for free#

Fixed a bug where you could cook food for free if you manually deposited the raw ingredients into the oven.Fixed a bug where chef would take items from fog of war tiles.Fixed a bug where the starmancer lights couldn't be recolored.Unity took too long to quit, so the Quit button is now similar to Alt-F4.Low construction skill no longer prevents you from building, instead, the construction duration is longer if a colonist is underleveled.If they get attacked by other colonists, they'll start attacking those colonists instead. If they don't attack their target for 30 seconds, they'll stop fighting. Added a basic "aggro" system for monsters.Puke and slimes now generate more germs.Colonists now flee when taking damage from any source if it brings them under 50%.Colonists now flee from monsters when undrafted and under 50% health.They'll first try to use a medkit, if none are available, they'll eat any food. This is temporary until we create a better, in-game tutorial Added a memory when context eating a dead body.Added Starmancer core customization and "collectables" to unlock more variants in stations.

starmancer test

We're also improving colonist behavior so that they'll try to solve their own problems (hilarity ensues?) Starmancer core customization has returned! Find new cores in dungeons and change your core appearance (and name) at any time!









Starmancer test