[h1]Crafting[/h1] [list] [*] Research stations immediately visible after crafting a workbench. [*] All swords, pickaxes, and axes wood cost is halved. Example: (8 Wood, 5 Copper Bar --> Copper Pickaxe) is now (4 Wood, 5 Copper Bar --> Copper Pickaxe) [/list] [h1]Enemies[/h1] [h2]Behaviors[/h2] [list] [*] Slimes are now peaceful at night. [/list] [h1]Graphics[/h1] [h2]Art style[/h2] [list] [*]+ Tile variations for the plains, savanna, desert, jungle, swamp, taiga, frozen plains, lunar regolith, and more biomes. [*]~ The textures of 22 items, mostly swapping out color palettes with new ones [*]~ Color palette for bronze is more desaturated to be more easily distinguishable from copper. [*]~ More glossy-looking inventory slots [*]~ Increased contrast for oceanic planets like Aquatica. [/list] Examples of smooth and colored lighting at work: [img]https://clan.cloudflare.steamstatic.com/images//44545324/580c7a945e444b7bc141d65689e026c6ac705e31.png[/img] [img]https://clan.cloudflare.steamstatic.com/images//44545324/f18e3f9525906fcac96539e6fe0489328a71069d.png[/img] More details about the tile variations: https://www.youtube.com/watch?v=i7bVP32g99I [h2]Lighting[/h2] [list] [*] + Smooth lighting, replaced the tiled lighting from the previous version. [*] + Colored lighting, the previous version only had brightness lighting. [*] ~ Lights detached from the tile grid, such as the player holding a light source. [/list] [h2]Other graphics changes[/h2] [list] [*] All particles now cast a shadow, which will be more intense on places with little or no atmosphere like the moon Luna, and less intense on worlds with thick atmospheres. [*] Researching a technology will now make the items in the crafting menu visible immediately, and show up as slightly blue if affordable until the player crafts it, or leaves the game. [/list] A demonstration of the particle effects with shadows: [img]https://clan.cloudflare.steamstatic.com/images//44545324/a64be17b9bc7f6b31bbbfa0984f0487c6dcc5bb5.gif[/img] More details about the new lighting system: https://www.youtube.com/watch?v=Z99QxKUYTpI [h1]Music[/h1] [list] [*] + Plains night, intended to be played for grassy biomes, but will play on any planet when it's night time so far. [/list] [h1]Player[/h1] [list] [*] + When using tools, the cosmorist will now have their arms out. [*] ~ Navigational exhaustion debuff reduced from 5 minutes to 2 minutes. [*] ~ Increased visibility of the built-in compass from 5 seconds to 10 seconds. [/list] [h1]Technical[/h1] [list] [*] Changed the .NET version from 7.0.9 to 7.0.11 [*] Changed the MonoGame version from 3.8.0 to 3.8.1 [/list] [h1]UI[/h1] [h2]Main Menu[/h2] [list] [*] + Slider to zoom in and out clamped to the nearest 25%. It scales with the monitor's resolution. [/list] [h2]In game[/h2] [list] [*] ~ Once the player has crafted any form of science, the tech tree that pops up now flashes green until the player clicks on it, intended to make it more obvious. [*] ~ When the player has heat stroke or hypothermia, the health icon now flashes faster, and with higher contrast to more easily alert the player. [/list] [h1]World generation[/h1] [list] [*] + Pebbles (Drop 1-2 Stone each) Generates on the surface, and in shallow and stone cave layers on Tierra. They generate on all planets and moons in some capacity. [*] + Twig tiles (Drop 2 Oak wood each) Generates only on the surface in grassy / forested biomes. [/list] A screenshot with the new pebbles and twigs: [img]https://clan.cloudflare.steamstatic.com/images//44545324/04413e4ad8a2954918237fd7ae56263f871aca73.png[/img] [h1]World interaction[/h1] [list] [*] Floors can now be placed under any tile except for trees, saplings, or other floors. [*] Mining tiles with a durability less than the pickaxe's damage now has a probability of taking 1 durability from the pickaxe without guaranteeing a durability loss. [/list] [h1]⚠️Issues with this update[/h1] Large parts of the game's code has changed a lot in this update, and the most pressing one that I encountered is old saves tile generation has been shuffled around. Biome generation isn't affected in this update and remains largely the same with an alpha 0.14 save file I have, but if you've built a house, expect some trees, rocks, and foliage to generate inside depending on the biome you've built it in. Caves are even more affected, as one save's cave walls I tried have been shuffled around, and some areas that were once caves became walls, and areas that were once walls became caves. The save file I tested however doesn't seem to affect the cave walls, but rocks are still shuffled around like on the surface. To be safe, expect cave walls to be shuffled around anyway. Since the game's code has changed a lot in this update, including migrating to a new version of .NET dependent on the computer, and a new version of MonoGame, even though I haven't encountered any issues, it's still possible there may be some on your computer. If you do run into technical issues, right click "Cosmorists" and go to Properties➡️Betas➡️Beta participation➡️alpha0.14.1. [h1]Other changes[/h1] [list] [*] Important items for progression in the crafting menu now have a subtle gloss, even when the player can't afford it. [*] A recently created [url=https://cosmorists.fandom.com/wiki/Cosmorists_Wiki]wiki page[/url] [*] The desktop icon now shows the planet Tierra instead of the MonoGame logo. [*] Increased the damage of most melee weapons, and slightly decreased damage for some arrows. [/list] More details about the new wiki page: https://www.youtube.com/watch?v=kcQOxX-WtsU [h1]Bug fixes[/h1] [list] [*] Item displays in the crafting menu show item variants the player hasn't unlocked yet. [*] Mining a tile can affect the durability of another in a different chunk. [*] Players can grab items from one save, leave with that item, and transfer it to another save. [*] The mouse still interacts with the game when not in focus, which can lead to players accidentally crafting items, leaving the game, throwing away things, picking up items from the inventory, and more [/list]