[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]