1: The Android was fairly severely broken and his upgrades weren't working. This has now been remedied and he's doing pretty well now.
2: Solar technology is now implemented, as are the pulse laser and another ingenuity combination or two.
3: Knives now can perform some of the tasks that Tools can, namely those that require cutting.
4: Pebble-use has been improved for non-throwing means, and Brown Claws have acquired a significant boost, they can now be used alongside pebbles in those self-same weapons, giving a serious boost in killocity.
5: Green plants are now easier to prepare, and have further cooking applications.
6: Simple food items are now consumable with hotkey "N". The least nutrititive food will be consumed first. This doesn't account for raw corpses, but covers basic gathered edible plants, cooked meat, and rations. Naturally snacking like this isn't quite so rewarding as cooking a proper meal, but when you're on the go...
7: Minor balance tweak - Food consumption lowered, greatly. Android's Energy consumption on Easy mode lowered slightly, thirst has changed also, and all three non-vital bars (fatigue, thirst and hunger) have had their visible numbers removed.
Don't worry too desparately Venom, just if you spot it happening again, slap on the quicksave, I'd suspect it's just because food items aren't giving much back unless you gorge right now.
Chances of spawning next to a Reaper in the starting area have been reduced to 0.5%, with a minimum distance now being enforced from the spawner and the player.
8: Railgun complete. It, unlike the sniper rifle (which will be long range single target damage), penetrates like a fiend. It will be better against larger enemies, where its penetration can lead to multi-hits.
This does rather leave me with a quandary however - would it be a bad thing for anyone if sniper bullets *didn't* use special ether lubed shells? With the sniper rifle using single regular bullets I have:
Pistol/Gauss: Bullet Clips
Machine Pistol/Assault Pistol: Bullet Magazines
Railgun/Sniper Rifle: Bullets
All neat and tidy, and a lot more user-friendly than manufacturing the things.
Your call, if you want it harder, I can make it harder, otherwise I'll make Sniper Rifles use standard shells.
9: F-Pistol complete. Now if you're the frugal sort, like me, you'll be able to trade off the chance for a powerful gun and go instead for a cheap and cheerful application of brute Force.
10: Quick charge complete. Now, so long as you have a blue plant, a power unit, or an energy unit, you can Charge your batteries with C.
11: The Jungle spawner, at least, is now difficulty mode compatible. Now difficulties should have serious differences in play; Hard will play as a slightly easier version of what was seen in v0.2, Medium will effectively limit the spawn number of enemies from 10 down to 7.5, Easy will drop it rougghly down to half. They'll get an accordingly higher number of random spawned drops as well, making the three difficulty settings quite different from one another.
Since I'm far too manly to play on easy mode, fingers crossed this actually works. It certainly does on Medium.
12: Electrical weapons are implemented - the Tazor and Stun Laser, and the Warp Gun.
The Warp Gun is slightly different from its Default equivalent.
Rather than sending things flying, the Warp Gun makes them disappear! After they reappear a few seconds later, they're usually dead from the unprotected, uncontrolled trip through warpspace. Those that do survive the initial trauma will be slowed and suffer further injury from shock over the next few moments. In total, targets (it pierces multiple enemies for maximum doomsday potential) hit by the Warp Gun are taken out of action for about five seconds. It does however guzzle more energy than anything else to date, including the laser pistol on max output, so try not to spam it.
13: Laser Shotgun completed - This completes all laser weapons.
The laser shotgun creates a rapid series of short-range beams that will wreck absolutely anything in front of you. It can potentially lay out over three times the damage of the laser pistol (FYI the laser pistol is capable of 100 damage per second if aimed perfectly, the laser shottie could theoretically top 333 damage if you somehow hit with all five beams). It will also take 16 energy per second, sorry Warp Gun, you were the most energy hungry for all of an hour.
Still to do:
- Flame Weapons
-The blowtorch family (and related android torch upgrade), as well as extinguishers so you can pretend to be Smokey the bear.
- Finish pistols.
Still waiting on opinions from everyone for the Sniper Pistol. If I don't hear anything within a few hours, I'll default to using regular bullets, I can always switch out to the other kind later if people enjoyed that feature.
- Launcher weapon.
- Dragon breath
- Explosive shell
- Bullet/Pebbles variable quantity spawner.
- Add props.
Once these are in place, I'll be taking a look at the votes and we'll see what I'm working on next.
Final Update for the night:
Alright, I've implemented the Escape Pod (though not yet the crater in which it will lie). Though the pod is irreparable after its trip through the lower atmosphere, you might manage to salvage something of value from its battered interior. Whether you try and do so immediately or wait is up to you of course.
Once you finish searching, the fruits of your labour are deposited at your feet, ready to be checked and collected.
There will be one or two other such crafts across the planet once the game's finished, so keep an eye out for them.