![]() We’re looking for ways to make this less random, but it’s not super easy, because there’s no terrain/floor around the outside of the station. Right now the spawns are completely random. Visitors spawn on external floors, and prefer floors near Trade Pods (to prevent cheesing) Shambler - Colonists turn into this if they’re outside during a system warp. Drops Goolerium randomly (this is a new item that is used at the Chemistry Table. If fed anything it will be passive until it gets hungry again. Warm rooms greatly increase the hatch chance Mysterious eggs now have a chance to randomly hatch. ![]() A mysterious egg erupts from their chest, killing them. Once the drain is finished, it drops loots and vanishesĬuddler - Infects colonists. Power Moth (this name is tentative) - Seeks an active wire. Most visitors drop DNA Fragments, Upgrade Modules, or Recipe Caches if you kill them. We’re still finishing up the art for some of them (so enjoy the placeholder art during Beta). The world felt a bit empty, so we added some visitors. The Chills - Colonist is very cold, and must be put into a warm roomįood will decay faster in the presence of germs. The current diseases are:įever - Colonist is very hot, and must be put into a cold room If colonists are on a dirty floor they can get sick. The sanitizer removes germs, but must be stocked with Cleaning Solution, created at the Chemistry Table. Colonists track germs around the station. ![]() The sandbox should have enough interesting systems in it that the player can do whatever weird things they want to do.īiowaste now creates germs. We think of Starmancer (and games like it) as more of “sandboxes in which interesting things happen” and less as games. There are a few new “systems” in the game. ![]() Multiple Personality - Acquires a random perk each day Incontinent - Randomly poops, even in space Germaphobe - Extra morale penalties from Biowaste. This gives us way more perk freedom (previously, it wasn’t fun if your random colonists had really bad perks).įaint Hearted - Extra morale penalties from seeing blood Since the player can now buy colonists, they consent to whatever weird traits everyone has. At the start, the player can have 3 active colonists.Įvery colonist has a unique cost, based on their perks and task preferences. The player can buy as many as they want, but the active colonist count is limited based on Player Level. They also despise all lower Egos and will never positively interact with anyone beneath them.Ĭolonists can now be directly bought. But they will not stand for any sub-standard station conditions. Their success chance at everything is much higher. They have a boost to both research time and skill experience gained. Autonomous colonists can socialize and form friendships and enemies. They’re also creeped out by Drones, because Drones are creepy. They’re neither good or bad at anything, but they get upset if they eat Biowaste. Drones will eat the same food every day and never complain, but it might take them a few tries to do basic tasks.Īutonomous colonists can be thought of as “normal” humans. I’ve covered this before, but the system has now been simplified into:ĭrones receive almost no morale penalties, but they never socialize, have low competence, are incapable of most free-time activities, and their skills are capped at level 3. This can be upgraded by spending DNA Fragments. To the point that they’re hardly even the same thing that that they used to beĬolonists now have an ego level-basically their overall “intelligence”. Probably we did other UI stuff, but there’s more to coverĬolonists received many changes.
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