Residual v0.0.24: The mushroom effect
Author: orangepascal,
published 3 years ago,
[img]https://clan.cloudflare.steamstatic.com/images//37530908/905cd207bae3b4b7639ffc5f5ae936283c2517ba.gif[/img]
A nice big and juicy update is here! Coming with a lot of goodies and improvements. The most fun I had this week was with adding effects to the mushrooms! If you find some of those tasty mushrooms, before this update, they would give you full-health back.. now with this update.. they still do! BUT they also come with side-effects: Dizzyness, heavy-weight, munchies, blindness, and others! Every planet has different mushroom-effects tied to the mushrooms.. so what happens on one planet, doesn't need to happen on other planets. You won't know until you try eating those shrooms!
There's now also a third playable character added, this one will most likely be locked away behind some cool "explore and find" quests at some point in the very near future. There's a long list below with so many tiny changes, new items (craftable HoverStones!) you better just boot up the game and take it out for a new crashlanding - you'll also find a couple of space-rations in your inventory when you start new games.. so if you find yourself on a VERY empty planet without much food, this should help you survive the first day or so!
Bringing us to yesterdays video! Showing the credit screen and the ship's take-off animation.. watch, like, subscribe here:
[previewyoutube=u1EJaNKNX6M;full][/previewyoutube]
Full changes list:
[list]
[*]added: indication number above datacubes when in printer-inventory screen
[*]added: "analyze datacard" will now be part of your missions once you pick one up
[*]added: electentacles can now be disabled with EMP bursts
[*]added: analyze and instructions to "broken switches" requiring a new fidget
[*]added: analyze and instructions to power-supply switches
[*]added: special mushroom type
[*]added: visual-blinking to missions that just had their counter decreased
[*]added: new missions now check inventory and decrease their count accordingly
[*]added: not sleeping should "weaken" the player
[*]added: if not enough nanobots for specific device, it will show in red
[*]added: mushroom effects - Dizzy, Heavy, Jumpy, Speedy, Passout, Blindness, Munchies, Flight
[*]added: item: Antidote, disables all active mushroom effects (datacube knowledge, craftable)
[*]added: item: Solar Enhancer (datacube knowledge,craftable)
[*]added: item: Space Rations at start-up, provides player with some survival meals (random number between 1 and 3 meals given per game)
[*]added: item - HoverStones (function as short-burst jetpack)
[*]added: more ancient-storage device power-sources (to unlock them)
[*]added: cooking mushrooms - counters out the effect raw-mushrooms give
[*]added: small random-factor for planet gravity
[*]added: proper storage kits for memory-cards (making them easier to spot and interactive)
[*]changed: tweak for resin-plants - now grow lower in the planet
[*]changed: tweaked some mission requirements
[*]fixed: pack-up bug on deployable devices
[*]fixed: improved graphics settings on PC / windowed mode
[*]fixed: solar suit should charge when in-side the ship (ship-powered)
[*]fixed: pushing up on stick won't climb swing-vines
[*]fixed: mushroom-placement now based on rareness/spawnrate
[*]fixed: if no nanobots, EDP interface showed -1
[*]fixed: echo-pillars placed in pools/water can't be operated
[*]fixed: EDP won't show interface if no nanobots present - meaning we can't build nanobots either
[*]fixed: the "EDP needs X nanos" message pushed out the "analyzing" message when activated
[*]fixed: "out of world bounds" crashes (left/right side of the planet)
[*]fixed: can't put down a torch (always goes out and in backpack)
[/list]