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!
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
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
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
[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
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
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