[h3]Starground v0.8.2.0 is now out![/h3] This update adds a few bits and bobs for the automation area, including improved logistics, boats, music, and more. Read through all of the new major features below, and our plans for the next major update for Starground, the Dungeoning update. [h2]Boats[/h2] [img]https://clan.cloudflare.steamstatic.com/images//44866778/639bed3044848369aa935faffc13355951822d05.gif[/img] I always hated how some maps could get entirely locked off if there was a river in between you and a chunk of land, so I decided to add boats! Now you can finally sail around and no piece of land is inaccessible. This definitely helps with overall map navigation, but eventually I'll be adding modifiable terrain as well, which will further help the issue of weird maps. [h2]Faster Logistics[/h2] [img]https://static.wixstatic.com/media/54044b_6f1a3675a46a48aa90f364dce07e3fa1~mv2.gif[/img] V2 conveyors finally have some friends! Now instead of being stuck with V1 speeds for splitters and underground conveyors, you can upgrade them to fully convert your logistics network to the next higher speed. This also allows for a fun new side-feature, which is belt weaving. Since V1 and V2 underground conveyors do not connect with each other, you can weave them together to optimize space usage. [h2]Storage Hub[/h2] [img]https://clan.cloudflare.steamstatic.com/images//44866778/b9ddde63228275103871c993ca3a8f9b2dfbef81.gif[/img] I've seen an interesting thing happen watching people play the game, which is that people tend to use vaults as a sort of "storage hub." This of course was never really intended, but it made me realize that with item sorting being an important part of Starground, it was a good idea to have a building officially designed for that use. The storage hub has the same capacity as a regular chest, but boasts a large 3x3 footprint, giving players a total of 12 input or output spaces for movers. [h2]Tiered Research (and mover speed research)[/h2] Tiered research is a new type of research in Starground that let's me create researches with different ingredients for each level. This is great for our first tiered research for Movers. Now you can upgrade them and they can match your high speed conveyors. Tiered research will open us up to a whole bunch of new technologies in the future, specifically for ones that have a compounding effect, like the speed of a machine or something similar. [h2]Recipe Rebalancing[/h2] Iron in Starground has always been in extreme demand over its copper counterpart. This update sees a few tweaks to various recipes in-game to make them more copper heavy. While stone is still a bit left out, plans to fully integrate it into main research (and infinite research) are underway. [h2]New Music[/h2] I can't show this one off on an announcement like this, but trust me, there [b]IS[/b] new music! Ben has been hard at work with 5 new tracks ready to go. 3 of them for the automation zone, and two more for the dungeons. Jump into the game and see if you can find them all! [h1]Dungeoning Update Plan[/h1] [img]https://clan.cloudflare.steamstatic.com/images//44866778/e6c742304c566a64d46d391ffde17907bea25e81.png[/img] It's also about time for some news on the plans for the next major update of Starground. v0.9.0.0 will be all about dungeons, and we have a pretty solid plan of how to go about that. We've been coming up with lots of ideas, with the image above being only a small part of that overarching plan. All credit goes to Dyllyn (Talirium) for the art! To get a full rundown: [h3]Artifacts[/h3] Artifacts will be items you can find that enhance your abilities in one way or another. This could be something for automation (like an item that disables belts from moving you), or for dungeoning (like an item that adds a chance to stun enemies). [h3]Expanded Dungeon Layout[/h3] The dungeon is a little too short as it is, and the boss is too easy to get to. We plan on expanding this to include 3 floors per dungeon, with each progressive one getting harder. Player's have a choice at the end of a level to go home, or venture deeper for more challenge, but more reward. [h3]Minibosses[/h3] Minibosses will be a fun way to spice up rooms and give us an opportunity to add in more rare and special drops from these enemies. [h3]Farming and Cooking[/h3] Farming, while aimed toward dungeoning, will also be a part of automation. Seeds are found in dungeons, which can be planted and processed into better foods for dungeoning that give you more health and buffs. [h3]More NPCs[/h3] More NPCs will help us flesh out the world, and give us more opportunity for fun story-focused content. [h3]Quests[/h3] Quests are missions that are either accepted randomly from NPCs out in the wild, or through a daily bounty quest. [h3]New Weapons[/h3] More weapons with more abilities is definitely planned, and hopefully we get around to ranged weapons as well. None of this is 100% confirmed, and we don't have an estimated date for this right now either, but we'll keep you informed when that info is more concrete. After the dungeoning update, an automation update is likely next up, with a whole bunch of new research and buildings. Hopefully I'll be seeing you then on a whole new planet ;) If you have any ideas for future content, or run into any bugs, let me know at the usual places! [h2]Follow Along[/h2] Want to follow the development of [b]Starground[/b] more closely? Please consider joining the official Discord, or tuning into regular devstreams held over on Twitch. [url=https://www.twitch.tv/bigboygamesofficial][img]https://clan.cloudflare.steamstatic.com/images//44866778/2266c5c6e16e58a7caad9a538ed6b00696e22f7d.png[/img][/url] [url=https://discord.com/invite/drtJrwJbeX][img]https://clan.cloudflare.steamstatic.com/images//44866778/6b926a1849144f7e8901544767e66794e7eeb377.png[/img][/url] [h2]Full Changelog[/h2] [h3]Additions[/h3] [list] [*] Added the storage hub building [*] Added a roll cooldown progress wheel above the player [*] Added a noise that plays when the flashlight turns on or off [*] Added a new tiered research type that has changing inputs depending on its level [*] Added a tiered research to increase the speed of movers [*] Added track Blueprint to the automation zone [*] Added track Beautiful Moment to the automation zone [*] Added track Research to the automation zone [*] Added track Lair to the dungeon [*] Added track Yuck Puddle to the dungeon [*] Added boats [*] Added V2 splitters [*] Added V2 underground conveyors [*] Added the Faster Logistics research [/list] [h3]Changes[/h3] [list] [*] Changed the recipe for collectors to use 10 copper instead of iron [*] Changed the appearance of player nametags [*] Changed the flashlight sprite to be smooth [*] Made it so crates drop fewer hearts and cheese [*] Updated the biofuel sprite to avoid confusion [*] Made the player's collision shape a circle to help make navigation around tiny objects easier [*] Changed the Beach Ball recipe to use plastic instead of wood (wood never really made any sense, and was always temporary until plastic anyways) [*] Slightly increased the size of the research menu [*] Changed the sizing of the "Requires" and "Unlocks" sections in the research menu [*] Made it so unlock icons in the research menu are better positioned and spaced [*] Moved track Grass Roots to the main menu [*] Updated track Lounge [*] Updated in-game translations [*] Changed the recipe of V2 conveyors to use 1 copper ingot instead of 1 iron ingot [*] Made it so the Better Automation research is now required for underground conveyors [*] Moved V2 conveyors to the Faster Logistics research [/list] [h3]Fixes[/h3] [list] [*] Fixed a crash related to an infinite research being selected [*] Fixed an issue where other player icons on the minimap were not tinted [*] Fixed an issue where picking a building or highlighting one while building a new one caused its overlay to not display [*] Fixed an issue where taking an item from a conveyor belt could make the next item in line instantly teleport [*] Fixed an issue where placing down a building into a network that is at low satisfaction would not display its low power icon [*] Fixed an issue where the minimap would not display the right color for newly placed buildings [*] Potentially fixed an issue related to the death screen not appearing when dying [*] Fixed an issue where mining the vending machine crashes the game [*] Fixed an issue where the spawn animation did not play when a player dies [*] Fixed an issue where settings for the minimap were not saved [*] Fixed an issue where beach balls would render on the map and never de-render [*] Fixed an issue where the player is still in build mode when killed while building [*] Fixed a perspective issue on the trashcan decorations in the Space Hub [*] Fixed multiple issues related to improper UI overlapping [*] Fixed multiple issues related to improper mouse focus priority [*] Fixed an issue where the research menu was unopenable on controller [*] Fixed an issue where long building descriptions would cause menu instability [/list] [h3]MORE ONLINE CO-OP FUN?[/h3] Add to your online co-op party night by checking out the demo for the upcoming [b]17.waves TD[/b]. The tower defense gameplay is inspired by [i]PixelJunk Monsters[/i], with the chaotic role-assignment co-op of [i]Overcooked[/i]. https://store.steampowered.com/app/2369760/17waves_TD/ Also published by [i]2 Left Thumbs[/i], be sure to add 17.waves to your [u]Wishlist[/u] so you don't miss out!