Thanks to all Beta participants! Your feedback is invaluable.
When you’re making a game, the best a dev can do is make educated guesses on what’s fun, intuitive, and approachable. You have to give it to playtesters to find the real issues. So please play and leave feedback, especially on the Discord
Development Tracker
If you didn’t know, you can view all patch notes, known bugs, and what we’re working on here:
Patches will be released on Mondays, this gives us time to fix any major issues that crop up
Patch Notes
New Stuff
Added some Kat cosmetics—door, rug, and plushie
Temperatures in a room now slowly revert to the systems baseline temperature. In normal systems this means that turning off machines will cause the room to slowly cool off
Colonists now have a chance to pass out if on a floor with low oxygen
Trade pods no longer have a 3 day wait, instead, they’ll automatically launch once fully stocked with items (10 item capacity). Players can press a button to launch early at any time. Additional trade pods can be purchased. Pods take 24 hours to return with money
Bug Fixes / Minor
Fixed a bug where monsters dying in an airlock would make it inaccessible
Autonomous colonists no longer hate drones and supreme colonists no longer hate autonomous colonists. But Supreme still hate drones
Items can no longer be abandoned in an airlock
Solar panels will no longer work while broken
Fixed a bug where returning to the main menu would cause naughty behavior
Moved color selection panel to a different area on the UI
Item transfers from a competence fail are now abandoned, which makes the behavior much more obvious to players
Food Brick Factory can now be built an an external floor
Fungus Collector and Ice Rod no longer generate noise
Small battery no longer drains power, but it only stores 100 power. Large battery stores 1000
Removed time of day lighting changes
Fixed a bug where windows wouldn’t refresh their lighting values in null rooms
Fixed a bug where the unbreakable upgrade would still allow maintenance
Flower pots are now selectable
Removed purging
Colonists no longer receive a negative biowaste or carry dead body memory if they like those tasks
Reclamation probe now displays a notification if there’s no where for its stored goods to go
Shelves now display a notification if it’s not set to store any items
Morale now prevents colonists from disliking other colonists, even if they hate the personality type (with a percent chance based on morale value)
Made another improvement to how the data folder is found to fix even more issues on non-windows operating systems
Windows
We added windows (technically they were in the initial beta release). They work almost the exact same as walls, except you can’t connect them on corners
Use windows to create a nice panoramic view, or create a terrarium for zombies or maniacs
Kat Cosmetics
Here’s the Kat cosmetics
Atmosphere Flow
We’re playing around with an atmosphere flow system. If it’s in a good enough state we’ll also include it in Monday’s patch. Otherwise it will be pushed to the week after.
The floor colors are being used for debugging purposes, they don’t reflect the exact atmosphere differences between floors (but they’re pretty close)
Things like fire, atmosphere leaks, and colonist breathing will become much more intuitive. Fire, for example, already requires and destroy oxygen, but it’s hard to tell when the atmosphere isn’t local, because they’re draining atmosphere from the entire station.
Atmosphere leaks will be localized, and only spread if left uncontained.
Too many colonists in a room will consume all local oxygen, so you’ll have to place more than 1 Oxygen Emitter
It also includes a change in the lighting system and will make it possible for us to add placeable lights.
That’s It
Thanks for playing Beta and supporting Starmancer!
The patch will go live on Monday!
- Tyler