Commanders - presenting Habitat v0.6! We know it’s been a while coming - here's what's available in the latest version:
New Features
NOTE: Many aspects of the game have changed. Not all of the new systems are present in the Tutorials. Read about the details below to familiarize yourself with the changes.
NOTE: Saved game data file formats have changed from v0.5. Your previous save games are not guaranteed to work with v0.6. If you wish to remove or edit them, they are plaintext JSON files here:
PC: UsersAppDataLocalLow4gencyHabitat_EarlyAccess_HabitatSaves
MAC: /Library/Caches/unity.4gency.Habitat (Early Access)/HabitatSaves
LINUX: Home/.config/unity3d/4gency/Habitat_EarlyAccess_/HabitatSaves
Three Levels - Earth, The Moon, and Mars
As a preview of the game’s multi-level campaign mode we’ve introduced three levels you can now jump among via Gateways. Each level has a different backdrop, size, hazards and specific space junk types. Each map also has a city that you can interact with.
Earth - the starting level, small size in order for Commanders to get familiarized to the environment. Light on hazards, but the space junk types are, in general, whatever the Union of Orbital Constructors could send your way on short notice!
The Moon - an industrial way station out of the local inner half of the system. Heavily populated with asteroids towed in for mining operations. Heavy scatterings of industrial equipment great for wreaking havoc.
Mars - something has gone wrong here. Nanomachines from terraforming operations have been running amok, spawning copies of famous relics and destroying any ships that approach. *Enter zone with extreme caution.*
As we go, we'll add more levels that you can jump between, and the final version of the game will feature each location prominently as part of a connected campaign. Get familiarized with each location early!
Elemental Damage System - Fire, Ice, Electricity and EMP
As part of branching out Habitat’s combat and crisis system, player and enemy habitats and their components can now take - and dish out - elemental damage of multiple kinds.
Fire - nuclear heat from stars, burning hydrazine, local fusion cores gone runaway.
- Does 10 damage per second to whatever it's on (more if it has a weakness to fire)
- Has 5% chance of spreading to another connected node every second
- Can be extinguished by freezing
- Causes fuel consumers to consume fuel 2x faster if on fire
- Can be extinguished by engineer repair
- Burns out if not fully lit, but does not go away once lit - has to be put out by engineers or freezing
- Chance of spreading to other nodes if colliding with them
Freezing - endothermic nanomachine reactions that draw away heat at a dangerous speed.
- Causes physical damage to be 2x more deadly to a frozen node
- Any booster or weapon that does Fire status effect is inoperative (the fuel freezes)
- Fuel producers affected by freezing produce no fuel while frozen
- Extinguishes fire
- Can be extinguished by fire
- Can be extinguished by engineer repair
- Goes away on its own eventually
Electrical Overload - high-voltage bleed of current causes systems to go haywire.
- Turns on activate-able nodes including turrets, booster rockets, and more
- Rotates turrets around automatically
- Electrocutes any engineer that tries to tether to the affected node (engineers won't auto-tether to these nodes, they know better)
- Any electrical consumer consumes 2x if electrified
- Can be extinguished by EMP
- Extinguishes EMP
- Goes away on its own eventually
- Chance of spreading to other nodes if colliding with them
Electro-Magnetic Pulse - all circuits burned out, leaving systems dead and vulnerable.
- Deactivates any node that it hits for a period of time. Can't use the node.
- Electrical producers produce nothing while affected by EMP
- Can be extinguished by Electricity
- Extinguishes Electricity effect
- Goes away on its own eventually
Look for the multi-colored nebulas as you explore; be careful about flying through them or sending in your engineers.
Some more notes on elemental damage:
- All nodes have resistance values to each type. Greater than 0% is shielding, causing effects to accrue slower and drain faster, less than 0% is weakness which causes effects to accrue faster and drain slower.
- Elements have opposites. Ice and Fire cancel each other out, and Electricity and EMP cancel each other out.
- You might notice a biohazard symbol in the interface suggesting a fifth element. The International Prosperity Coalition assures us there are no biohazards in orbit. Absolutely none. So the very fact there’s a biohazard symbol for a type of space plague or infection is completely irrelevant and ridiculous. Pay it no attention.
- Elemental nebulas aren’t the only way to take and give out damage. Some weapons deal elemental damage too, and as we build out the combo system non-elemental weapons can be upgraded to do elemental damage.
- Be careful about putting objects behind operating booster rockets. You may end up with explosive results!
- There’ll be more facets and functions to the elemental damage system as we go, including potential benefits to offset the costs. We want this system to really make a difference in combat and exploration!
Keeping it Snappy - Physics Tweaks!
We’ve been monitoring acceleration and speed values on your flying creations, Commander. We felt like giving you a boost.
- Engineers move and drag items faster
- Less drag and higher acceleration on habitats and booster rockets
- Stronger physics joint connections holding your habitat together
- Engineers may still die in the process of flying with your station, but they should no longer create an “immovable wall” that blocks you from moving if you hit them.
Watch the Roadmap!
Remember, we are tracking features and taking feedback on our Habitat Roadmap powered by Trello. Check it out here:
https://trello.com/b/HBFLCdhi/habitat
We hope you enjoy the new features! Keep on spacing!
- The Team at 4gency
[ 2015-03-17 14:25:37 CET ] [ Original post ]