First Flight Update

major update

Terraformental · published · build 26346663

The VTOL Update is finally here! This has definitely been the biggest, most complex update, but a lot of really good features made it in. I didn't actually end up doing everything that I'd initially hoped to do, for example I haven't had time to tidy up the Combined Actions outside Laurion yet. But all the groundwork and features are now in place to make that possible, so it'll hopefully make it into one of the follow-up minor patches.

I expect the next few weeks will be bugfixes and minor tweaks, but with how long this update took, I have already started work on planning out the next one, which I'm happy to confirm will be Eos.

But for now, I hope you all enjoy your first flights!

Content

  • As Yet Unamed Facility (referred to as AYUF to avoid spoilers)

  • 3 minor locations (1 at AYUF, 2 in existing areas)

  • Lost and Crushed rovers are now full locations (you have to leave the rover but they show items on map)

  • New Actions:

    • Pressure Regulator can be found on light rover

    • Remove Motor from Truck

    • Read Unstable Cells Research in Astrape (unstable cells/packs can't be made until you read it)

    • Inspect Drone Components after getting Astrape Artifact

    • Melt Rover Ice when you're not in it

    • Lots of new or reworded Alt Logs, Descriptions, PDA Notes, Death Messages etc.

  • New Combined Actions:

    • Fetch & Install Solar from Talos

    • Build & Install Solar on {Vehicle} (in Talos)

    • Drag Recycler/Motors/Propeller from Astrape tram station to hangar

    • Grab RADU from Anchor/Top station (and return inside) without climbing the entire ladder

    • Repair & Upgrade Rover

  • New music:

    • 3 for flying the VTOL

    • 3 for AYUF

    • 1 extra for generic rover travel (driving anywhere except Pneuma or Strabo)

    • 1 extra for Laurion

  • New Equipment Category: Items

Features

  • Routes system:

    • The game now supports multiple vehicles being driven/flown along Routes, so I don't have to manually create/maintain every "Drive" action for every vehicle.

    • For now, this is mostly a back-end improvement, except for allowing the light rover to drive anywhere the rover can.

  • Conditional sub actions:

    • Good examples are Take & Synth Ration Packs in the Gather Supplies CAction in Talos and Santorini. E.g. Gather Supplies works as normal until you Program for Ration Packs, then it also does Take & Synth Ration x5

    • Also Repair Power Systems CAction for the VTOL uses the best packs/cells you have available to reach the 400 capacity requirement

  • Dragging Equipment:

    • Rather than me making individual actions for "Move Recycler Outside Laurion" etc, you just "Drag Recycler", move where you want it, then "Drop Recycler"

    • While dragging, you have a debuff on all movement, and it blocks certain types of movement

  • An action can exist in multiple specific locations:

    • Currently used for some of the glacier elevator actions, so it can be done from the top or anchor

  • Auto Hiding:

    • Rather than an action being completely unavailable, it will often now be auto hidden (placed in the Hidden category), so it can still be seen/completed if you want to

    • E.g. Travel actions to locations which you no longer have a reason to go to, or routes which are now redundant due to a shortcut you found

    • This behaviour can be toggled on/off per-action that supports it via the right click context menu

General

  • Quick saves cycle between 3 slots

  • Added 90 to FPS Limit options (mainly for Steam Deck)

  • Mid action pauses are more consistent, and can be better controlled

  • Loads of optimisations

UI

  • [Mobile Only] Long tap opens context menu

  • Improved tooltips for actions, events and Wait button

  • New Options:

    • Show Controls on Tooltips (defaults to on)

    • Show Auto Pause/Wait-Cancel system messages (defaults to off)

    • New Option: Show "new action" highlights (defaults to on)

  • Added base drain to tooltips for actions with resource drain

  • If you only have 1 item type for a resource and its cooldown is longer than the resources it provides, survival time is calculated better

    • E.g. 5 algae, > 10 water and no other water items

    • Old system estimates water lasts for the full time of your current water + all algae water

    • New system works out how many algaes you actually have time to cooldown/consume, and only includes that many

  • [Guri] Persistent actions show completions across all loops in tooltip

  • [Guri] Equipment > Artifacts > Matter shows "5/5" once you have all 5 so the player knows they don't need to look for more

  • Added cost/produce info to plateau factory action tooltips

  • Paused events (try to) show why they're paused

    • Primarily supported on the food synth events, can easily start expanding to more if they're pointed out though

  • Resources rates sorted by rate

  • When grouping actions By Type, added group for Artifact Actions

  • When grouping actions by Area, added support for global actions to group into a specific Area which isn't your current location

  • Button on Note Topics (when appropriate) to Show on Map

Balance

  • Familiarity Rebalance:

    • Speed Bonus:

      • 20% partial/first completion (unchanged)

      • 1% or 5% per completion up to x2 (unchanged)

      • 0.1% or 0.5% per completion up to x3 hardcap

    • Time Dilation:

      • Starting at x1.5 speed bonus (30 or 6 completions)

      • Scales identical to speed bonus from there

  • Strabo Routes:

    • While converting Strabo to use Routes, some of its routes were rebalanced.

    • The initial journey is now more broken up to be more similar to other journeys in the game (and be less intimidating for first time players)

    • The initial journey now gains familiarity as normal, instead of having to complete the full journey

    • You can now drive directly between most of the main buildings

  • The Big Water Rebalance:

    • Increase water recycler base time 35s -> 40s

    • Reduced suit heat resistances 25/60% -> 20/40%

    • Reduced Face 4 water drain -2/s -> -1.5/s

    • Reduced Face 4 base time 1680s -> 1560s

  • Strabo's food synthesiser is pre-programmed with ration packs

  • Can now make unstable cells in any facility

  • Increase Specialised Drill speed mult 1.25x -> 1.5x

  • Santo timer visible with Alt Name/Desc once you've seen it once

  • Added initial damage to monitor station's panels

  • Hidden lab actions available after getting 2nd artifact

  • Rover ice doesn't melt when the player isn't inside

  • Santo refinery reduces power when idling

  • Items aren't consumed when in danger unless higher priority items are on CD

  • Lots of familiarity group tweaks

  • Rover Install/Remove cell actions use Tools speed multiplier instead of proxied actions

  • Rover Install cell actions don't allow capacity > 1000

  • Rover chargers charge at 1% of current facility power per second, up to a max of 10/s

Bugfixes

  • Last 10 visible logs save their exact variant (so it won't load showing a different one)

  • Different variations of the same log can be shown one after the other

  • Values of upgraded drill on equipment tab shown from central values

  • Confirming cancel/revert settings closes options menu

  • Improved personal resource consumption displays when drawing from area

  • Reserved resource space is reset on loop (water filler bug)

  • Snowstorms remain visible once you've seen them

  • Installing Strabo panels removes Disconnected x0 multiplier

  • Split Comm Station Locator Signal power drain from Transmitter (they overwrote each other sometimes)

  • Remove Talos Life Support Coupler removes power drain

  • 2nd half of portal artifact drains hidden lab power if you've not collected it yet

  • Corrected Conditions:

    • Inspect Mayor's Computer after touching artifact without Inspect Warnings

    • Call/Unblock Tram at Quarry/Central locked if you Inspect Tram Systems at Plateau

    • Inspect Obelisk after Inspect Equipment, before Inspect Computer

    • Log for adding fuel to gen in rover parked in Laurion

    • Death message for trying to reach Astrape removed after reaching it

    • Prepare Power Systems only available if you have a full cell

    • Bottle thought for drilling a face without looking inside or inspecting computer

    • Desc on Finish Cooling Unit after reading the files

    • Alt Logs for Search Lost Rover before/after learning about motors

    • Dam Crates Washed Away event only shows if you've actually seen the crates

    • Monitor Outpost -> VTOL route locked if you don't have vehicle beacon codes

    • Drive to Strabo Comm Station not hidden as soon as you get PDA (you don't have codes yet)

  • Modify Rover for Ice locked if you have sand mods

  • Too many little bug fixes to list

  • Typos