Changes:
- Fixed an issue that would sometimes cause poles between surfaces not connect due to connection limit. Current solution is not ideal as power loss can still happen (since some poles will be forcefully disconnected), but poles between surfaces are now guaranteed to be connected.
Changes:
- Revamped cave island: more biter nests/worms, more narrow caves (mainly to ensure starting location connected with caves).
- Disabled default coal liquefaction research.
- Dock upgrades now repeat later on (like rockets/merchants) if people haven't bought them.
Changes:
- Delayed pump and red-splitter item as requirement appearance for quest structures (now they shouldn't appear on 2nd or 3rd islands).
- Increased amount of fish caught by all fishing classes.
- Made disband crew button disabled by default
- Disabled instant concrete research and enabled crafting of it (this means nuclear buildings are now craftable and obtainable).
- Blue belts in mazes (and other minor structures) now can be rotated.
- Removed discord message "Difficulty changed to ...".
- Added explanatory text that deckhand and boatswain classes don't generate ore while at sea.
- Increased respawn speed boost duration from 17.5 -> 20 secs (This change mainly targets cave island, but a welcome change to other islands too).
- Fixed rocks giving far more ore than intended in cave island.
- Fixed cave island always having the same layout.
NOTE: Some changes mentioned here are from "test_commit"
Changes:
- Cannon upgrade is now more expensive and appears less often.
- Rocket/merchant upgrades are now on fixed location (600L: rockets, 760L: merchants).
- Fixed an error that would upgrade cannons when buying rocket/merchant upgrade in dock.
- Fixed power upgrade appearing in dock.
- Fixed an error when player killed itself.
- Fixed derp emoji not working on discord.
- Fixed respawn speed bonus not working.
Changes:
- Radioactive island now has green water (as well as small green brightness that's only seen at night slightly).
- Reduced base amount of resource count quest item requirement by 10%.
- Fixed research tech unintentionally printing to discord when crew disbands.
Changes:
- Reduced worm and spawner density in Poisonous Fens island by 33%. Reasoning: since this island is very big, there are naturally more biters there and it's a bit too dense with bigger crews.
- Reduced spawner density in Walkways island by 25%. Reasoning: in late game these islands become too hard, so this should help a bit.
- Reduced spawner density in Radioactive island by 20%. Reasoning: defending multiple structures can be difficult.
- Increased coal amounts in Frozen pools by 2x. Also amount now also scales with leagues.
- Added construction bots to findable roboport structure. Also robot amount scales with leagues and is slightly randomised.
- Sulfuric acid amount in Poisonous Fens now scales with leagues.
- Added loot to ship wrecks in Sandworm Caldera.
- Increased ore amount in Sandworm Caldera by 3x. Also amount now also scales with leagues.
Changes:
- Chests with cliff-explosives in holds now explode after 5 second delay.
- Changed the price of cliff explosives to cost 1000 coins for 5 (4x cheaper than before). Reasoning: This is an experiment to shift the coin spending meta.
- Players now can find explosives and cliff-explosives in chests in the wild.
Changes:
- Changed static fuel consumption formula, which scales less aggressively with each additional crew member. For comparison, previously 3 and 6 crew members increased fuel consumption 2x and 3x respectively. Now 3 and 6 crew members increase fuel consumption by 1.24x and 1.44x respectively.
Changes:
- Changed quest item count formula using new philosophy: start lower, scale slightly faster. This results in ~30% on average smaller requirement for items to open the market in early game. The reasoning: it was observed that new players rarely complete the market quest, since they don't make items as fast as needed. As well as when players progress, they can craft items much faster (due to speed modules)
Changes:
- Cleaned up code that checks for player's class and changed to get_class() where possible
- Deprecated /setclass command (it was equivelant to /unlock + /take command as well as slightly outdated since class GUI was added)
Changes:
- Classes that generate ore now generate a constant amount (independent of crew size). Idea behind this is, that it's not fun being "punished" for having more members in your crew, as well as, with bigger crew you spend less time in islands.
Changes:
- Players now can create private runs protected by a password. This run becomes public if the crew is empty or inactive for 24 horus (Limit is currently 1 private run at a time).