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GENERAL:
A completely new progression system, with branching options and more logical progress through the universe. Completely changes how the game is played.
• Objects and NPCs can now give quests
• Quests can now require turn in
• Moon base missions
• Floran mission created
Added huge mysterious gates (give access to various hubs throughout the universe)
Added outpost, including large number of outpost npcs, items, objects, etc. Outposts serve as a central hub for buying, selling and taking quests.
Added ship upgrades, ships grow larger and unlock new technology
• Ship now has on board AI called S.A.I.L that guides player through missions, and handles ship upgrades amongst other things.
Expanded tutorial
Ship requires power and teleporter enabled before allowing beam down
Massive change to how tiles are rendered, provides vast performance increase across the board
Added ability to upgrade essential items
Added harvesting power to harvesting tools
Drills, pickaxes and other mining tools now break permanently but have far greater power.
Provide temporary mining boost.
Matter Manipulator can now be permanently upgraded and improved
• Matter Manipulator graphic improved
• Matter Manipulator reboot sequence
• Upgraded Matter Manipulator can now suck up liquids
Recipes now no longer require pixels for the most part
Ores and Bars are now dropped on death by default
New smelting system more in line with crafting system, allows for smelting with multiple ingredients
Items can now suppress movement whilst being used
Almost all lights in the game can now be switched on and off via wiring
• New unlit options on lighting
• Added the ability to control light pulsing/flickering
• Blocks can now give off light
Rebalance hunger
A vast number of balance changes
COMBAT:
Massively revamped combat
• Monster attacks now based on the visual parts of the monster
• Attacks adjust distance based on monster size
• Massive number of monster changes, vast number of new attacks, new behaviours, new knockback and physics
• Massive number of weapon changes, ability to block and parry, aimable swords
• Massive number of shield changes, guard crush mechanic
• Touching most monsters no longer hurts the player
• Once a monster has been aggroed, it will attack again on sight
• Added stun state to monsters
• Player now walks when moving backwards
New monster spawning system
• Monsters spawn differently at night
• Monsters are now spawned differently underground
• Monsters can now have different spawn profiles (ability to create swarms etc)
• Monster growls etc removed entirely, monsters now only make sounds when they do something
• Monsters hop on the spot and make a sound to show they're aggroed (it's really cute)
ITEMS:
Added large number of staves / spells for all different races
Added research table for discovering new crafting lines / for modders to add their own
crafting lines to
Large number of turret improvements, turrets now have item slot and will fire any gun equipped
Added oil as a fuel
Added Staff weapons for sci-fi style 'magic'
Added a bunch of new tiles/blocks/platforms/pipes
Iron furnace added
Diagonal doors added
Added rock items
Add piping tiles
Added 'moon stone' ore, name will likely change
New ship upgrade items
Added shroom disguise hat
Added giant floran pod object
Added giant pod 2 object
New sword for cell cave minibiome
New crystal minibiome spear
Added heck knife
Added coral cleaver
Added hive hammers
Added Shattergun weapons
Added stingergun weapon
Cell biome gun added
Add liquid sensor object
Added light sensor wiring object
Core fragment ore
Add mining chests
Added wilderness sword
Added Iron crafting table
Added 'sci-fi anvil' (will be renamed)
Added 'sci-fi furnace' (will be renamed)
Added manipulator table
Added accelerator table
Added separator table
Added windchime item
Shroom biome hammer
Added dirt trapdoors
Added large portcullis object
Added trap chest
Added bone spikes
Added Acid light
Added cave art
Added skull torch
Added light globe launcher
Added coral breakables for coral caves
Rebalance ropes
Rebalanced chests
Damage on traps tweaked
SOUND:
Combat music changed entirely, less annoying
New hylotl damage sounds
New avian damage sounds
Add new 'Jupiter' music track
Item holster and equip sounds
Teleporter enable sound
Player death sounds
Tons of new sound FX
Ability to add on/off sound to lights
ART:
Ship reboot sequence
Big improvements to monster art
Monster palettes now configurable on a per biome basis
Lots of projectile graphics improvements
New bow art
Updated lots of art with colour blindness in mind
Improved ores, bars and ingots
Updated platinum art
Updated capture pod graphic
Redrew many human armors
Sword damage poly changes
Massively improved forests
Better wire rendering
Added homing missiles for monster usage
Some human hair style changes
Made preview images flippable for asymmetric tiered doors
RACES / NPCS:
Added Novakid species
• Added Novakid armors
• Added Novakid weapons
• Added Novakid ships
Added unique enemies to moon base mission
More Floran creatures
Agaran story arc additions
New giant flying monster types
ENVIRONMENT:
Weather
• Added ash weather
• Added fog weather
• Added wind storms
• Added spacedust shower weather
• Added ember weather
• Added spacejunk weather
Biomes
Added new starting planet biome, garden biome
Change starting planet size
New gravity range
Terrain generation changes
Bones now cascade
Make caves less flat
• Added treasure underground biome
• Added zen garden underground minibiome
• Slime minibiome additions
• Added lots of Avian microdungeons
• Added Agaran micro dungeons
• Added greenhouse random encounter
UI:
Lots of UI changes and fixes
Added ability to delete character from character selection
Added new cursors
Draggable slider bars
New "Essential Bar" beneath player hotbar. Stores matter manipulator, paint tool and wire tool, with hotkeys
Selling interface
Added fixed camera mode
Human hair accent colours configurable with underwear colour (Via Kawa)
Improved songbook UI
Navigator remade and improved, shows far more data on planet conditions, more attractive UI
• Ability to see planet sub biome from nav
• Ability to see gravity on Nav UI
• Ability to see weather on Nav UI
• Ability to see hazards on Nav UI
Revamping temperature system, player is now either 'too hot' or 'too cold', no sliding scale
Quest turn in indicators
Quest log UI updated
New mission selection UI for prebuilt missions (not to be confused with quests)
Added death warning and falling rock signs
CODE / MODS:
Improved variant < > lua handling
Added a way to access the stage of a farmable via lua
Added case insensitive option to regexMatch, case sensitive by default
Added new function to lua API to get item descriptor (not just name)
Introduced an alternate way to specify a Rect variant
Added a lua-side poly collision resolver
Added lua bindings to fireable items
Added getLightColor to pair to setLightColor per modder request
Lua modding is possible now on Server Side commands
Anchor block configuration support
All objects are now technically wire objects, allowing all sorts of object scripting/modding possibilities
Fully scriptable items with huge modding potential
Added a way of accessing the owner's aim position to the lua api
Added access to the image metadata database to lua
Massive change to status effects opens them up for modding, gives them all the abilities of tech
Ability to add instanced worlds
Massive updates to netcode to improve performance
Network support for updating central structure in worlds
Weather easier to configure and add new weathers
Weather is now client controlled
Admin authentication on login
Kicking and banning added amongst other admin commands
Guns are now scripted
Make it so that you can specify collision blocks manually
Ability to spawn player directly into dungeons
light source color is network aware
melee projectile offset now configurable from .monstertype
Random Guns now support powerProjectiles and (even better) config pass through
Made system for finding a solar system that matches developer specific requirements more robust
FIXES:
fix tier 10 chair alignments
fixed sitting position in tier3chair
fix tier4door position
Fix a number of object offsets
Fixed issue where Grappling hook sometimes causes a crash
Per Wulf_Oman and Mackinz on reddit, fixed some inconsistencies with fuel amounts
Fixed issue with deprecated information in certain shields
Fix wire node selection bug
Fix upgrade cutscene
Fix Human dagger graphics
Fixed Girders
Fix medkit animation
Massive change to the damage/projectile system, you should no longer see your projectile
go through enemies
Mouse no longer renders during cinematics
Fixed up proximity sensor
Fix damage poly rotation in rotated projectiles
Fix Lua <-> C++ conversion with maps consisting of integers
Fix edge case array assignment in c++ lua api
Make microwave flip appropriately.
Add harvest level system to tile damage
Ability to add worlds that consist of only a dungeons
Added ability to fine tune where and when biomes appear