Build 25263967

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Pipe or Die Playtest · public · first seen

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Patch notes · published by the developer

September 11th Changelog

On Steam

Added

  • The magma level. Some jobs now send the elevator down into a magma level instead of the mine. The rooms are caves carved out of dark rock, and each one is a different shape. There are pits of lava in the floors and lakes of lava under the deep rooms. The air is orange, embers float up through it, and it shimmers near the lava. Stalactites hang from the ceilings, and stalagmites and loose rocks are scattered around the caves. You do not know which level you are getting until the elevator opens, and it never happens on a crew's first day. The rent, the monsters and the clock are the same as in the mine.
  • Lava. A lava pit is about one jump deep. If you walk into one you fall in, and you have to jump to get back out. While you stand in lava you take damage in pulses, and the screen flashes red with each one. A lava lake kills you on contact. The map marks every pit and lake.
  • The Canary. A new monster. He is an old miner carrying a caged canary, and he is always the last monster to arrive on a day. The bird sings while he is fresh. He is slow at first and easy to get away from. When the bird goes quiet and starts to ruffle, he is speeding up. When the bird dies, he is at full speed and will chase you until his own time runs out. Then he collapses where he stands and leaves the gold cage behind. The cage can be carried to the elevator and sold for a lot of money.
  • Clear Voice. A new accessibility setting on the Voice tab. When it is on, your teammates' voices reach you uncompressed, without the radio crunch. Your own mic sounds the same to everyone else. It uses more bandwidth, so the host can only send it to two people at a time.
  • Brightness. A new slider on the Video tab. It goes from the normal game up to about a third brighter. It lifts the darkness without thinning the fog.
  • Monsters can get through a door you opened. Once a door is open wide enough for you to fit through, monsters can fit through it too. A half open door still blocks the way.
  • Six new contracts on the job board. Rush Order: get the rent's crates into the elevator before the timer at the top of the screen runs out. The timer goes from green to yellow to orange to red, and if it hits zero the company writes the crew off. Decay: unlimited pipe, but laid pipe rusts through after a while and has to be replaced. No Survey: no map, no pins and no crystal trail. Fresh Air (a bonus): the fabricator never vents gas. Abandoned (a bonus): a previous crew left a half built pipe line for you to finish or tear up. Cold Start: you start the day with yesterday's supplies. No new filter, no new lamp, no heal, and anyone who died comes back with 1 HP.
  • Bonus cards. A job can now come with one bonus that makes the day easier. It shows under a BONUS tag in the board's own colour. The danger meter counts the bonus against the hazards, so a job with a bonus is a little more dangerous for the same pay.


Changed

  • Some items are too big to pocket. The bird cage is carried in your hands and never goes on the belt. Scrolling away from it puts it down.
  • When the Puddle grabs you, you see it happen. The camera pulls out behind you while the hand drags you under. The screen goes dark once you are through the floor, and you come out at the other pool ragdolling before you get up and the camera goes back to first person.
  • The mine is laid out on a grid. Rooms line up, tunnels run straight or turn one corner, and a pipe line runs straight from the ore to the fabricator with no zigzag. Some routes ramp down to a second layer. Maps are more regular and easier to read.
  • A level holds twelve crates and the rent is four. There are three deposits of four crates each, and one deposit pays the rent. The smog starts making you cough on the fifth crate and turns toxic on the ninth, so the whole first deposit is mined in clean air.
  • A Scrap Run is eighteen hunks. Five of them cover the rent.
  • You walk a little faster, and the pipe pouch starts at fifty pipes.
  • The pipe bomb snaps to a port from much further away. Aim at a port from up to sixteen cells away and the run is laid from the port toward you, so you can see where the line will go while you walk to it.
  • Prospector's Pockets is a scrap upgrade now. Two hunks per slot, and pocketed gold weighs half. Crates cannot be pocketed any more; the fabricator pipes them to the elevator instead.
  • The mine is a little less dark. Your headlamp, the Lighthouse's beam and the tunnel lamps are all a bit brighter.
  • The Warden will not run you over on her way out. After a catch she leaves at walking pace while anyone is in her path. Bumping into her while she leaves pushes you aside instead of killing you.


Fixed

  • Dying to the Angler now says so on the loss screen. It used to just say RUN LOST.
  • Monsters no longer get stuck in the elevator. The elevator counted as the best hiding spot on the map, so monsters walked in and paced between its corners while you waited outside. It is never a destination now, and a monster already inside walks straight out.
  • Monsters no longer pace back and forth before wandering off. A leaving monster was re-picking its hiding spot several times a second. It picks one and keeps it.
  • The Lighthouse could spot you before it had finished powering down, and the instant it powered back up. Both now wait for the animation.
  • Bear traps could be placed inside a pillar, armed. Traps, scrap and pipes are now checked against the real shape of a rotated room and moved out of walls and pillars. A trap with nowhere clean to go is removed.
  • Weather events were not showing up. A weather day rolled on the way down was building on the previous level, or on nothing at all on your first level of a session. Both weather types now wait for the level to finish building.
  • Voice chat had extra delay and a chop on every phrase. Silence was being sent as sound, which kept every listener's buffer full. Silence is not sent any more.
  • The dirt lump in the doorway between two joined rooms is gone for good this time.
  • Pipe skins now rotate with the floating pipes around the mine instead of staying still while the pipe spins.
  • A locked pipe finish shows its real pattern when you hover it on the customization page.
  • Fairy night crystals no longer use the ore colours, so a tunnel full of fairy blue crystals no longer looks like the trail to the blue deposit.
  • A pipe bomb could lay pipes inside the elevator when the host or a solo player threw it. It cannot any more.
  • A pipe bomb thrown at a wall or off the edge of the mine no longer starts a pipe run inside the wall or under the map.
  • A crate coming out of a pipe over a drop fell forever. It now lands on solid floor next to the pipe mouth.
  • A friend joining during a job vote could freeze the job board. Only players who are in the level get a vote, and stray clicks no longer count.
  • A job's Max Payout could promise a little more than the level actually holds. It rounds down now.
  • The furnace's two buttons and the macerator's valve had their prompts facing sideways.
  • A macerator or furnace on a one-ore day showed two input rings. One of them was a dead end no pipe could feed. Only the working ring shows now.
  • Teammates carrying a finished crate now hold it instead of swinging their arms through it.
  • Resource rooms had a gap in the wall collision at both ends of the long walls.
  • A pipe placement that timed out and then got confirmed late gave you the pipe back and placed it anyway. It only charges you once now.
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