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Full Steam announcements and update articles for this title.
Work is going well on v0.7, and with this hotfix done, I'll now be focusing almost entirely on the new content.
Alt Desc:
Climb into Crater before finding climbing gear
Climb Up to Roof after Lift Lockdown
Search for Santorini before/after Read Face 2 Report and Read Diary
Inspect Cryopods at Astrape before checking at least 2 other sets
Alt Log:
Check Other Cryopods in Talos after Search for Talos in Laurion
Rover out of power outside Laurion, or any Strabo or Pneuma building
Read Diary after Read Face 2 Report
New Death Message:
Leave Santo's blast radius before it's destroyed
Reworded:
Log for Open Mining Wing 1st time to specify counterweights pulling the door closed
Repair Tram Air is visible but locked (with alt desc) once you Inspect Tram Air
Reduced the number of screen redraws caused by flashing buttons
Fixed crash if you change options then hit Escape/Close instead of Save
Saved popup no longer scrolls the log panel up under some circumstances
Swap Rover Solar Panels only refunds a power coupler if it's currently connected
Water refiller reserves space in your suit while it's active and you're in the rover
Time dilation is recalculated if a boost is dis/enabled after hovering it when it's not currently progressing
Prevented saves with ? in the name
Bonuses for upgraded drill on equipment tab reference the centralised values
Upgrade Rover Motors CAction in Strabo Hangar doesn't show when motors are already installed
Fill Water Bottle at Astrape doesn't double-apply damage effectors when loading
When ActionsWithCharging have an effector applied to their cooldown, they maintain their current cooldown percentage
Action Groups reevaluate height when any Action Group finishes animating
Logs for seeing Santo explode on tram when you've never died to it don't spoil it
Portals can't be placed in elevators
Added power usage to computer actions in Summit Workshop
Actions with partial familiarity for their entire duration show familiarity text
Multiple Touch Matter Artifact logs can show in a single loop
The same log can't be shown multiple times in a row
Load Water Recycler on Rover doesn't show if it's already in the rover
Fixed CActions sometimes cancelling when progressing a sub CAction
Inspect Chief's PDA requires opening hidden room
Swapped all Synth actions in Santo Gather Supplies to Take & Synth
Centralised and updated "suspect/know Santo explodes" conditions for non-logs
Corrected Conditions:
Read Fuel Efficiency Files after reading Jag's files without reading the Hangar's Personal Logs
Inspect Drill at Laurion requires Explore Nearby Facilities
Death Message for "only time limits you at Santo" disables if you leave the blast zone
Inspect Mayor's Computer after touching the artifact
Force Admin in upper Pneuma after hacking lower admin
Typos
Alt Desc:
Finish Cooling Unit before learning how
Alt Logs:
Inspect Projects at Astrape after reading Laurion's general analysis, before Face 3 Report
Lift Anchor Lockdown from rover on east side
Walk to Anchor 1st time after lifting lockdown from rover
Search Viral Lab Body before/after triggering artifact
Reworded:
Log for arriving at Strabo's hidden lab to state the rocks should shelter the rover
Resource Cost/Gain always shown with 2 dp
Check Weather Forecast is hidden if you have the rover display running
Face 2 Specialised Drill bonus 1.5x -> 1.25x
Increase base time for Face 3 from 1200s -> 1320s
Fixed another, less common hover panel crash
Corrected drill having old multiplier when you Take Drill rather than Search Drill
Added save migration so saves which already have the drill with the old multiplier get the new one
Added save migration for saves which lifted anchor station lockdown before .16
Codes actions at Strabo Comm/Weather marked Completions Persist if you looped with PDA
Fixed "Take & Synth Ration" having incorrect lock reason
Dilated Total/Remaining correctly shows infinite on actions with x0 multiplier
Actions with resource drain no longer show Grants Resource with x0 multiplier
Apologies for all the issues people have been having with actions (especially travel actions) not completing properly. For those who've missed my responses on the Discord and Steam forums, the bug only occurred if you were hovering over certain actions when they completed, which is why it wasn't noticed sooner. I believe (but haven't been able to fully confirm) that this was also indirectly responsible for some saves becoming corrupted.
If you have a save which still doesn't load properly in this version, you'll need to load an earlier save. If you have any saves made on this version which have any kind of crash, please report it along with an exported save from before the crash occurred, and steps of what you did to cause the crash.
Reduced upgraded drill power drain 1.5x => 1.25x
Optimised drain rate calculations for actions with resource drain
Equipment tab only enables if you have the PDA
Fixed null reference on tooltip lock reason
This should fix all the "actions don't complete properly" issues
Fixed actions with resource drain sometimes using base drain rates instead of multiplied drain rates
Error Details box doesn't auto-expand (so it won't go off top/bottom of the screen for long errors)
Fixed persistent icons showing on unknown persistent actions
Park, Charge & Gather at Santo Central is repeatable
New Logs:
Notice that hunger has been delayed by stasis
Noting the Laurion-Glacier route when you reach Laurion and it's available (also discovers on map)
Return to Strabo (after first Depart for Talos action)
Alt Logs:
Inspect Pascal's PDA after Search for Ration Packs
Inspect Jag's Workstation before Santo's Design Computers
Read Face 4 Report after seeing/learning about/building the cooling unit
Inspect Design Computers after learning about or searching for Strabo, or after Inspect Jag's Workstation
Rover Weather Display when sheltered and no transceiver
Rover out of power with destroyed solar panels
Inspect Clothes without suit
Alt Desc:
Hack Jag's Workstation before Inspect Design Computers
Reworded/Clarified:
Approach Quarry log to only say you hope you can open the gate if you tried the tram
Search for Drill logs specify that you pick it up
Action tooltips when getting partial familiarity from a similar action
Reworded log for Explore Ground Floor in Astrape to say other sections either don't have power connections or burned out
Reconfigure Airlock name/description to specify it's the facility's airlock
Unload Propeller description so it doesn't mention leaving it behind
Improved formatting on tooltips for actions with boost
Unified resource cost tooltips
Save name defaults to "Manual Save" if one isn't entered
Updated Music link on main menu to Davis' new website
Power running out while digging clears the queue
Can exit top station if you left snowmobile outside
Grouped Transfer Cell actions with Transfer Unstable Cell actions
Grouped Enter/Exit top station and Pneuma actions with others
Decrypt Key Card Data counts as Hacking
Inspect Air Traffic Terminal uses/is damaged with the Admin computer system
Inspect Air Traffic Terminal only available after Try Repair VTOL
Dis/Assemble Propeller gets tool boost from a multiplier
Grouped pump actions between recyclers
Decrypt VTOL Data allows Decrypt Talos Data (with alt desc)
Better generic save migration for proxied actions
Proxied actions weren't maintaining dynamic naming
Install/Remove Pump with tools actions were always "from Water Recycler" rather than "from {location}"
Enabling Show Resource Time/Order options immediately updates them
Reordered Strabo bottle thought segments when you've found all the buildings
Removing power artifact from Pneuma actually removes the effect
Corrected Conditions:
Death messages for collecting each of the Matter artifact pieces
Unified some more Equipment tab location names
Maybe stopped Saved popup from scrolling the log panel (I can't repro)
Instant events with cooldowns save their cooldown
Prevented Error 515 being shown when hovering a CAction's locked subaction which you haven't reached yet
Current map location updates as you move (if Pause when PDA open is off)
Swap Rover Solar Panels only shows Power Coupler on map if you have regular panels installed
Sub menus disable parent menu input until closed (so you can't open multiple Export menus)
Equipment tab correctly shows Power artifact location when in Pneuma
Strabo artifact compulsion allows inspecting it
Corrected descriptions of Enter & Lift Lockdown CActions
If a save is loaded from a previous version and no time has passed in the current loop, the game will auto-loop without incrementing the loop counter
This will help reduce issues from moving between versions
Fixed crash on death messages for being stuck on face 4 or 5 of the obelisk
Jolimaku's giant list of typos
Typos
New Logs: Build EM Field Canceller
Cut Generator from Rover is actually attached to the rover
Fixed multiple SingleVariableString crashes
Corrected conditions:
Two sticky death messages
Start drilling into face 3 with the upgrade
Added locked reason when you have a focused action available
Corrected lock reason priorities for Open Door to Facility
ProxiedActionWithItemCost is cloned properly
Logs for seeing a storm approaching don't show when you're on the summit
Hunger Starts event is paused by resource stasis
All mining motor multipliers are correctly removed when the motors are
Typo
With the last of the "local" (relatively easily reachable by rover) facilities now in the game, the Laurion obelisk can finally work the way I originally intended. Rather being an early-game challenge which you can burn through in a couple of loops if you know what you're doing, it's now a mid-game challenge which is helped by each other facility. As always, there's also a long list of minor balances, QoL and other changes.
Due to the scale of the changes, I've reset progress/completions on all actions within Laurion's mining wing, so all players will need to go back there and redo them. This also affects PDA notes and the start-of-loop water bottle logs, so everyone will get nudged that direction. Since you're no longer expected to have the benefit of having completed the obelisk from the start, a number of journey times have been slightly reduced to compensate.
There were two issues with how motors worked on the journey to/around Strabo. Firstly, they were too powerful for that journey. Secondly, and somewhat opposite to that, they were almost not powerful enough when returning to Strabo to collect/scan the propeller. These problems have both been fixed with the introduction of sand mods, much like Pneuma's ice mods. Upgraded motors now give a reduced bonus when driving on sand, making them less powerful when first going to Strabo. Once you find relevant info in Pneuma, you can unlock sand mods at Strabo which boost the speed on sand (at the cost of lower speed on solid ground). When used in conjunction with either type of motors, this makes the rover slightly faster than it used to be with just the motors, giving a more comfortable margin for getting the scan.
Sandstorms have always had the problem of sheltering being somewhat of a trap, especially on the first journey. The logs over-exaggerate how dangerous they are, but sheltering costs so much time that you're pretty much guaranteed to run out of supplies before reaching Strabo. So the logs have been reworded to better present the decision, the time to find shelter has been reduced and the sandstorms themselves have been shortened (with solar panel dps being scaled up to maintain average damage per storm).
With this complete, I'll be moving on to v0.7, aiming for a September-October release. As well as the next facility, this update will include new features for combined actions so that you can partially customise them to suit your play-style and an overhaul of the vehicle/travel system to better support multiple vehicles.
Obelisk rework:
All progress in mining wing reset.
Suits now have heat/cold resistances which multiply the effects of environmental effects. The exact numbers have changed slightly, but overall balance is mostly the same.
Balance tweaks to keep the major travels similar difficulty:
2x Navigate Rocky Terrain 105s -> 90s
Follow Ridge 105s -> 90s
2x Follow Tracks to Astrape 180s -> 165s
Drive Towards Astrape from Dam 300s -> 250s
Total Strabo travel 1140s -> 1080s
Sand Modifications for the Rover:
Enhanced/Mining Motors have lower speed and efficiency on sand
Hear about sand mods at Pneuma (already done if you've completed Pneuma before)
Learn more on Jag's workstation
Buildable at any workshop after that, works much like ice mods but for sand
This makes motors way worse for actually doing Strabo, but makes it easier to get the prop scan
New Actions:
Un/Install Power Artifact in Pneuma and Anchor station
Check Power System in Santorini
Search for Ration Packs at Strabo tower to point you to the weather station
Inspect Air Traffic Logs at Astrape Hangar to point you to both the desert and glacier
New/Alt Logs:
Drive to top of elevator after Santo explodes without seeing crater
Watch Artifact Logs in Santo after climbing plateau
Observe Near Astrape when heading to Astrape
Cycle Astrape airlock with rover after inspecting chargers before vehicles
Inspect Mid-Range Transceiver after agri system dies
Search Glacier at Astrape after finding smuggler's camp
Find Astrape crates post-Pneuma
Drive to Summit after seeing crater or after practicing
Warning when you progress any non-driving action in the rover during a storm
Inspect Emergency System after bypassing it
Unblock Messhall when you know what's inside
New Notes:
Tasks > Astrape Crop Harvest topic
Tasks > Jag's Projects topic
In Artifacts > Santo regarding climbing the plateau
Alt Desc:
Sandstorm event when you're not in the desert
Force GFD after repairing generator
Death Message:
Be >20% through the mining wing door when it closes
Clarified/Reworded:
Log for getting closest crate 1st time
Death message for getting Pneuma's artifact
Print Key Card 1st time
Logs for finding algae 1st/2nd time
Drive to Plateau description
Cleaned up some plateau-related bottle thoughts
Call Tram from 2nd station while blocked
Renamed all Open Vehicle Bay actions to Try Vehicle Airlock
Log for seeing 1st sandstorm, reducing implication of danger and better explaining options
Log for reading Enhanced Motor data in Strabo specifies "no extra cost per distance"
Wording around remote lifting elevator lockdown and Kain's PDA
Reordered bottle thought segments when you've got Strabo's artifact but haven't done everything else
Emergency Air Tank description specifies they're one-use
Log for Toggle Lockdown from lower admin
Log for Inspect Admin Computer in Pneuma to better explain requirements for decrypting codes
Bottle thought regarding reaching the plateau to include the alternative of climbing gear
Equipment Tab:
Added portal charge requirements
CActions:
Return to Rover from Strabo Tower when powered
Open & Enter/Exit Mining Wing
Drive to Highlands (from Astrape)
Drive to Santorini (from Highlands)
Loot Mess Hall
Unblock & Loot Mess Hall
Improved support for learning Strabo from Pneuma
Repair rover actions visible but locked if you inspect rover and watch log
Enter/Leave Mining Wing visible but locked if door is closed and you've entered before
Generator Controller swapped to high/low power modes
Actions with persistent completions have an icon, blue border and tooltip info
Added icons for Storm and Storm Approaching (used for both types of storm)
Added East/West suffixed to Depart for Glacier actions
Park in Top Station with Light Rover visible but locked when lockdown not lifted
Drive to Dam from Santo is visible when combined
Reaching Santorini discovers all 3 compounds (since you see them all from the ridge)
Drive to Quarry discovers start of route to Astrape
Unified Air to always be before Power
Added HidesAllOtherActions flag (global actions will no longer appear alongside artifact actions)
Added total game time to EoC screen
Added non-resource deaths to stats
Resource boost tooltips show remaining boosted time (assuming boost lasts the whole time)
Clarified action tooltips when it's a long action with no other dilation
Added total resource costs to CAction tooltips
Added Saved popup when quicksaving or non-action-based autosave
Equipment in/on a vehicle is listed below that vehicle on the map tooltips
Sandstorm rebalance (make sheltering less punishing):
Reduced Find Shelter base time 45s -> 35s
Reduced Sandstorm duration 60-120s -> 45-90s
Scaled up sandstorm damage to keep roughly the same
Swapped Strabo's power transfers to use transfers
Increase summit climb base time 660s -> 720s
Swapped the climbing gear and practice bonus (so practice is better)
Can exit the light/rover outside the top station and enter/exit on foot
Return to Rover from Monitoring station is repeatable
Un/Load motors actions are repeatable
Added final Drive Back to Talos to CAction
Added Depart from Dam to Drive to Glacier CActions
Added Drive to Glacier to Drive towards Pneuma from Santo CActions
Can't call tram to Plateau until you inspect it
Hack Quarry Gate is hidden until you learn tram is blocked (MC wants to take the tram)
Try Airlock doesn't count for completion
Long Action threshold 5m -> 4m
Long Action dilation cancelled when vital resource in danger
Grouped Un/Install Power Artifact actions into "facility main generator" and "backup/mobile generator"
Grouped Generator Un/Load actions with Recycler Un/Load
Reaching the dam discovers the start of the route to Santo
Gather Supplies outside Laurion is repeatable
Grouped Pneuma Mess HAll Take Water with others
Remove Last Rover Cell proxies non-last
Added checkpoint save when tram arrives at Astrape
Reduced number of Talos checkpoint saves after first 2 loops (but added one for Leave In Rover)
Ensured all WithTools/Fast action variants are proxying their defaults
Can cut generator from rover anywhere with tools (once you know it's possible)
New Option: Reset Action Warnings
Changed action speed/drain multipliers to be stored globally instead of per-action when possible
Reduces size of save data
If new actions of a type get added in a new version, saves with that multiplier will get them on the new actions
Changed actions to save a -1 for "time remaining" if there's 0 progress
So in future if I change an action's base time, it'll auto-adjust
Stopped saving IsAvailable and IsUnlocked (unused)
Subtly changed how CActions mark sub actions as completed
Fixes Scavenge from Tunnels CAction, but could have unexpected side effects
Corrected Conditions on several actions
An action's progress changing updates CActions even when not at the front of the queue
Crash when shutting off emergency systems while charging rover
PDA button wasn't flashing after loading if you had unread notes
Queuing an event once when it can't start yet (e.g. refine metal before started up) shows 1 charge instead of 2
Removing the VTOL's motor for the drone locks the diagnostics
Entering an area discovers in instead of only its ancestors
Santo locations will flash the PDA/Map buttons when discovered
CActions are more reliably removed from the correct group
AreaMetaFlag requirements are blocked by locked areas when targetting the player
Map doesn't show line to timeworn rover until you find it
Actions which require tools/charger etc only require access to them, rather than being in a descendant of them
E.g. Build personal upgrade actions won't appear before opening the GFD to access the workshop
Accessible areas list updates at the end of effect blocks instead of start of frame
Caused certain CActions to fail sub actions immediately after travel sub actions
Fixed collapsible panel not waiting long enough before updating its height
Rover Storm Display only triggers if you don't already know about the storm
Typos
Optimised saving/loading area meta flags
Reduces save size slightly
Improves future compatibility
Resource items are consumed more aggressively when that resource is "in danger"
Micro fractures can be repaired at any location with a vehicle airlock
Added warning message to Depart for Glacier actions if you've not reached Santo
Dis/Connect Solar Panel Mount is repeatable
Timed event speed multipliers correctly reset on loop/load
Fixes the Crop Harvest sometimes not starting until you turn it off and on again
Huge thanks to my testers for tracking this one down!
Corrected action tooltips when both similar actions and partial completion bonuses are active
Truck motor actions aren't visible until you examine the vehicles
Collecting closest crate discovers both dam routes (instead of just east)
Cross River actions are visible but locked until the dam closes
Improved handling of resolutions and fullscreen
Load Motors on Tram works properly at the quarry
Corrected conditions:
Move Motors through Portal doesn't require the propeller to be disassembled
Can't Move Propeller to Aircraft from aircraft
Install Enhanced Motors in Truck doesn't hide as soon as you start it
Upgrade Truck Motors hidden when you have enhanced motors to install directly
Death message regarding issues at Astrape doesn't show if you got the artifact
Load Motors on Tram lock condition was inverted (you could only load them on the tram when it wasn't there)
Typos
New Actions:
Send Elevator Up/Down without you
Disconnect Solar Panel Mount
Check Weather at Pneuma
Move Motors Through Portal
Upgrade Cargo Truck Motors (can also do a direct swap and back if you have enhanced motors)
New CActions:
Enter & Lift Lockdown
Repair Quarantine & Park
Disconnect Light/Rover & Leave
Light/Rover Park & Charge
Gather Supplies at Summit
Climb to Hangar
Climb to Hangar & Gather
Return to Rover from Hangar
Return to Rover from Anchor with power
Climb to Plateau Compound
Scavenge from VTOL Shaft, Smugglers Camp and Treatment Plant
New Logs:
Drive Towards Santo from Astrape after Santo explodes
Alt Logs:
Enter plateau for 1st time via climb
Approach monitoring station 3rd time post-artifact
Search for Pneuma at Laurion after finding elevator
Rover power runs out with full power pack
Try Open Santo Vehicle Bay after visiting plateau/quarry
Drive Around Plateau when you have climbing gear
Drive to Old Treatment Plant before Inspect Machines at Reservoir
Alt Desc:
Climb down to Ladder after repairing elevator
Alt PDA Notes:
Tasks > Tram regarding climbing the plateau
Tasks > Enhanced Motors after Explore Design Lab before Inspect Design Computers
Reworded:
Inspect Tram Systems at Plateau before learning about Astrape
Equip tab to state cell charger requires rover charger
Inspect Elevator (in Pneuma) before Check Quarantine to suggest returning to admin
Climb into Crater description to not state you have the gear
Un/Load Propeller action descriptions no longer specify Astrape
3 new Death Messages for making persistent progress in Pneuma without completing the artifact
Equipment tab includes climbing gear unlocking some actions
New Option: Reset consumption priorities to X (replaces tickbox)
Events which force pause on start (storms) respect right click options
Produce Metal Sheets/Propeller are locked until you've queued Refine Metal
Produce Metal Sheet locks Produce Propeller
Combined actions with only resource item actions sort into resources group
Drive to Plateau visible but locked if you don't have climbing gear
Lock message for Open Portal prioritises Santo being destroyed rather than power
Move Propeller Through Portal visible but locked when portal isn't open
Un/install water recycler groups treated as identical
Resource CActions are grouped in Resources when using Resource or Area sorting
CActions with any vehicle travel actions which don't return the vehicle to the starting point are grouped in Vehicle Travel
Personal equipment tab shows "Acquired: Yes/No" (or in some cases "Built")
Game will pause when sandstorms become visible if you're in Strabo Tower and have checked power
Added Enter Pneuma to Snowmobile to Pneuma CAction
Motors can be un/loaded from the tram anywhere
Grouped Take Metal Sheet
Laurion and Santo Central Gather Supplies are repeatable
Strabo monitoring station "Gather Supplies from Outpost" is repeatable
Decrypt Tram Codes uses Hacking
Bypass Elevator Safeties uses Hacking
Propeller can be unloaded from rover (almost) anywhere
Wider range of saves are allowed to be deleted
Propellers can't be loaded on the tram while they're on the tram
Water recycler can't be loaded on tram when it's not there
Stopped more PDA flash on load
Actions with resource boost/drain update total remaining cost while hovering
Everything at/around the plateau reacts better to you getting there pre-Astrape
Being outside Pneuma on foot isn't counted as being on the snowmobile for snowstorm logs
Food synths stop showing resource on map if they're destroyed
Pneuma emblem shown in elevator
Drive to Pneuma from Summit CAction had sub actions backwards
Achievement for reaching Pneuma triggers with snowmobile
Return Transceiver CAction hidden if you don't have it on you
Several Pneuma actions affected by artifact obsession
Call Tram from Plateau/Central can be done once before unblocking
Negative resources never show as in danger
Fixed several issues with Strabo logs/death messages thinking you haven't reached it
More Plateau-first Santo fixes
Swapped actions correct way round on Pneuma CAction
Fixed several CActions never appearing
Fixed loading recycler on tram from Quarry
Can't Install Rover Solar Panels in Strabo Hanger when rover is outside
Uninstall & Unload Recycler CActions appear in less invalid places (like outside Santo central)
Corrected conditions:
Explore Supply logs to better handle not having read all the crates
Bottle thoughts when you've reached the elevator but not gone inside
Transfer cell to Expedition Rover actions don't appear until you search it
Strabo hidden lab artifact drain isn't re-added on loop once you have it
Exit Pneuma hidden if there's no rover outside
Rover charging complete logs only show if you're in the same area as the rover
First time checkpoint saves count as autosave (not shown on save menu and can't be deleted)
Save menu prevents manually saving autosave names
Deleting a save deletes old backups of the same name first
Glacier edge isn't affected by fog
Inventory panel only updates at the end of the frame
Other optimisations
Typos
Alt PDA Notes:
In Facilities => Talos on 1st loop before inspecting food synth
Alt Desc:
Drive Up Hill towards Santo before/after having driven up it and knowing Santo has exploded
Reassemble Aircraft after 1st time
Combined Action: Bring Rover Inside Astrape when power artifact has been removed
Clarified/Reworded:
Load Water Recycler on Tram description to not exclusively mention Astrape
Drive Up Hill towards Santo with climbing gear after Santo explodes to say you can't see anything in the crater
Corrected description of Bring Rover Inside at anchor station
Rewrote description for taking empty power cell from grey crate
Descriptions of Drive to Glacier no longer spoil the elevator
Reduced glacier elevator time 60s -> 45s
Added Take Emergency Air actions to Climb Up/Down Elevator combined actions
Seeing Santo's destruction from the top of the glacier counts as having seen the crater
Added "Requires X to complete" to action with resource cost tooltips
Solar panels are now equipment areas (visible on map tooltips)
Opening the Export menu automatically triggers an export
Re-enabled PDA Note copy text buttons
Drive to Dam & Collect Crates isn't available if they already washed away
Unload Water Recycler while on an elevator is hidden while moving instead of locked
Move Propeller Through Portal is visible but locked if it's assembled
Equipment tab:
Added climbing gear practice bonus
Added un/powered indicator to portal artifacts
Dam closing event doesn't hide when you collect the crates (unless you already have the codes and know about Santo)
Dual resource items will be consumed for their secondary resource if they are the only items you have for that resource
E.g. Algae is your only water source and ration packs are the same/higher priority than algae. It will wait until you have room for 1 algae + 1 ration before eating a ration pack, to ensure you eat algae without waste
Map no longer shows infinite enhanced motors in your location
Fixed crash when reaching Astrape via tram with power artifact installed (especially if you then saved)
Fixed resource sometimes getting "stuck" and never updating
Dam crates only show resources on map if they've not washed away
Climbing out of crater gives practice bonus
Riding the tram to Astrape counts as vehicle travel
Fixed several issues with propeller actions (especially the forged propeller)
Water Filler stops working if the recycler runs out of charges or the rover runs out of power
Can't call tram first time when it's in transit
Water recycler can't be directly loaded into rover when it's on the tram
Water recycler can't be "moved outside" tram, whether it's moving or not
Install Mining Motors not visible while they're on the tram
Tram to Astrape cancels if the tram is destroyed in Santo
Tram doesn't have tools when travelling between Santo compounds
Several more tram issues
Corrected Conditions:
Certain Pneuma logs in niche orders
Sending the tram to Astrape actually sends the tram
Refine Metal requires Explore Storage Area
Typos
Alt Logs:
Rover out of power with fuel in the generator
Late Pneuma exploration in a certain order
Clarified/Reworded:
Inspect Food Synth log at Talos to make sure the players knows it's expected to break eventually
Tram can be ridden directly from Central/Plateau to Astrape
Synthesise Food action remain unlocked if output is full (so long as queue isn't)
PDA buttons reset when loading/starting a new game
Corrected value of a Pneuma bonus in equipment tab
PDA Note Lists display correctly after save/load
Drive Towards Laurion from route to Pneuma is only visible after you've driven there from Laurion
Vehicle resources remain pinned while you're in an area with it
Build Enhanced Motor hides when you can't afford it
Generator stops when uninstalled by any means
Uninstalling generator removes fuel from UI
Returning to Talos cancels all solar boost effects
Corrected Conditions:
Water recycler can be unloaded while the rover is unlocked
Log for seeing portal close to Santo explosion doesn't show if you're also in the blast zone
Log variant for Cut Generator from Rover with power artifact on it
PDA Note in Facilities > Pneuma regarding finding the elevator before you had
Log for driving to elevator for 1st time when you already repaired it
Log for Search for Confession didn't display in certain game states
Typos
Content
Pneuma!
Includes over 30k words and 4 new tracks of original music
Santorini Plateau Rework:
Initial explore actions have been reset so everyone will get the updated logs and know what's going on
Dam Crates Rework:
Split into Get Crate and Take Item for each crate
Slightly reduced total time to collect all
New end of content screen requires fully repairing Astrape's VTOL
New Actions:
Find Talos-Laurion tunnel from Laurion side
Split Install Generator in Rover from other Install actions
Triangulate (Strabo) Comm Station without activating the broadcast
Minor new content in Astrape (Cell Chargers)
Lots of new combined actions, alternate logs, PDA notes, action names/descriptions and death messages for existing content
Reworded/clarified some existing logs
Features
Map location tooltips
show items/equipment you've found there
Equipment tab (Hotkey: Q)
Note topics are now completable
Added right-click menu for actions to be favourited/hidden
Favourite actions remain visible outside of combined actions
Hiding a combined action makes all sub actions visible at the top level
Added right-click menu for actions to set which ones trigger auto pause/wait cancel
Collapsible inventory groups
Pinned resources now use tabs so multiple can be pinned
\ Added special Checkpoint saves for first time reaching facilities/touching artifacts
Implemented actual resource transfers
E.g. When Rover/Expedition rover is using power while at max power and charging will only drain what it needs, not its max charge speed.
Action Completed autosaves are only made on actions with base time > 4s (can be changed via option)
Actions with resource boost can have a Boost Requirement
Used on Plan Route to Santo to require admin office being open
Improved auto consumption priority
View missed combined actions
Native Linux build
UI
Generator fuel is visible in the parent area when installed
View Death State button doesn't appear on loop 1
Food Synth combined actions show more accurate lock messages
Combined Actions with *only* Vehicle or Personal travel actions will be grouped accordingly (when grouping by Type)
Improved tooltips for acitons with resource boosts
Added facility logos to Actions/Queue background and note topic headers
W toggles Wait
Balance
Astrape discharge only damages water recycler instead of destroying it
Security/Tram room actions burn out with civ computers
Transfer Power from Cell to Facility uses Ignore Space in Inventory flag (can be done even if you have 5 empty cells already, but warning is given)
Returned exp rover max charge rate from 5/s > 50/s
Talos' life support coupler can be un/installed repeatedly
Strabo Monitoring Outpost power capacity increased 100 > 250
Swap Rover Solar Panels returns your power coupler (if yours was connected)
Removed limits from VTOL power capacity
Bugfixes
Fixed water bottle segment regarding learning more at Laurion not appearing
TimedGameEvents don't pass time from before they trigger
Reduced font size on Pause button slightly to avoid wordwrap
Strabo hangar doesn't auto disable air recycler when you leave
Personal resources recalculate danger levels when moving areas and when area rates change
Resource death is delayed until the end of the frame, and is ignored if the resource was restored
Unified spelling of vapourised
Several bugs with consumption of dual-resource items
Several bugs with portals
Several bugs with propellers
New music tracks actually play now:
2nd Talos track
2nd Santorini track
2nd general Travel track
"Lonely Travel" (for travel to/from/around Strabo)
Strabo track
Alt Logs:
Inspect Tram Power after removing artifact
Load Generator for first time while carrying fuel
Santo explodes while a portal is in the process of opening to it
Portal open/ing with other half in Santo when it explodes and you don't know that it explodes
Alt Desc:
Head for Lost Rover after finding it
Download Locator Codes without PDA
Death Message:
Touch 2nd half of Strabo artifact with 1st half in Santo after explosion
Astrape power surge damage increases for each fully destroyed system
Action to return to central desert available when searching for VTOL/Hangar
Move Water Recycler Inside (Laurion) is repeatable
Park, Charge & Gather at Central unlocks more naturally
Reverted Dig Out Rover to 30s base time and removed all completions
It removes sand/s, so completing it faster doesn't remove sand faster anyway.
Enter Control Tower in Quarry is visible outside combined actions
Increased padding on PDA Notes
Clarified wording that Astrape's snacks are non-nutritious
Water bottle segment for "detour to Laurion" doesn't show if you have no reason to go
Fixed crash when loading a legacy VariableLog into a StaticLog
Combined actions can be started so long as at least one sub action can be finished
Fixed Santo-Astrape journey actions being grouped incorrectly
Optimised action tooltips
Motors can be moved to aircraft after being unloaded (not uninstalled) from rover
Corrected conditions:
Log for Santo exploding while a portal is connected to it
Death message for "you reached the dam before" if you've crossed the river this loop
PDA Note in Facilities > Strabo regarding knowing the tower doesn't move
Losing power in comm/weather before storm starts disables rover weather display immediately (instead of after the next storm)
Combined actions sometimes showed as locked when they shouldn't be
Combined actions to return to & dig out rover are locked during sandstorms
Death message for getting stuck in empty mining wing doesn't appear until the door is closed
Water bottle segment for "made it to Laurion" only shows until you get there a 2nd time
The Actions, Inventory and Queue panels actually maintain the same size (finally! :D )
Combined Actions don't include completed subactions in their Effects
Items won't be consumed if a preffered item (via amount or priority) is on cooldown and you're not about to die
Rover power low log doesn't show if you're not in the rover and don't have the PDA
Loop time updates after looping
Typos
Alt Logs:
Search Astrape in Laurion after getting Astrape's artifact
Inspect Tram System at plateau with/out tram codes/frequency
Alt Notes:
In Tasks > Tram regarding also needing the plateau's codes to unblock the tram
In Tasks > Tram for if you get the plateau codes before some/all of the Astrape pieces
In Mysteries > Evacuations regarding the Santo/Astrape evacuations when you know different amounts
Alt Desc:
Trigger Comm Station Broadcast with transceiver installed
Fill Water Bottle at Astrape, depending on durability
Actions:
Remove Transceiver from Rover (only visible at Astrape)
\ Gather Supplies in Laurion
Reworded:
Get Tram Override Codes to say you can use them from anywhere in Santorini
Unblock Tram before you've been to the plateau to better explain what's wrong
Gather Supplies in Talos includes air tanks
Driving from Talos to Dam uses same logs for arriving as driving from Laurion
Reworked water bottle log segment for detouring to Laurion
VTOL generator no longer gets double buff from power artifact
Fixed some saves ending up with only 2 max completions on Take Water Bottle (until you loop)
Fixed PDA Notes not updating at the start of a new game (until you load once)
Parking in Astrape requires having tried opening the vehicle bay after removing the artifact
Sand will be drained while driving, regardless of whether a storm is running
Queued Wait actions no longer show x0.0 time dilation
Pressing P opens the menu
Wait button is disabled when you're dead
Fixed combined action progress bars
Strabo transceiver-related actions being visible if you installed then uninstalled it
Removed duplicate log when driving to Strabo's outpost
Correct logs will be displayed for Inspect Mining/Admin before discovering rover power
Reworded action descriptions for un/loading equipment with rover un/locked
Food Synth sub actions don't appear outside their combined actions
Properly fixed food synth power efficiency
Drive to Timeworn Rover (from Laurion side) hidden after revisiting until you learn about motors
Exp rover charger can be connected without power
Unblock tram doesn't become visible if you die in Santo's explosion
Typos
Tiny bit of content to help people who get stuck looking for Strabo's missing aircraft, and a handful of minor bugfixes.
New Action:
Decrypt VTOL Data action in Astrape admin (once you know to look for it)
Alt Notes:
Various points in Tasks > Strabo VTOL when you've completed Decrypt VTOL Data
Alt Logs:
See unexpected storm arriving while in a shelter
Find Talos-Astrape Tunnel, Review Rover's Data and Investigate Coordinates after Decrypt VTOL Data
Reworded:
Take Transceiver description and log to explain the machines will be paused
Read Traffic Control Logs and PDA Note to more directly hint to Astrape
Save migration to fix saves from pre-v0.5.1 having Other Buildings +35/s instead of -35/s until you loop
Partial repeated save migration to catch saves which hadn't had food synths and Talos power discovered
Food synth events update the UI after pausing at the end of a cycle because they're full
Timed events load their effectors properly (e.g. tram boost)
Timed events can't be triggered while the game is loading (stops synth drains sometimes being added on loop)
You can drive back to the Crashed VTOL after leaving it
Slightly widened action tool tips to prevent flickering between wrapping text and not
Combined actions which are removed will trigger nested actions to release their sub actions
This update includes several significant balance changes and a lot of small content changes. So let's go over the larger balance highlights first.
The food synths have always bugged me. Sure, you'd get better at pressing the buttons by doing it lots, but how/why would you pressing the buttons better make them use less power to create the same amount of food? So they've been given the same treatment as a tram - there's a short action to start it going, then the majority of the time is covered by an event. The event has a fixed time, so it uses a fixed amount of power.
This has a few side effects. For starters, you can queue up several (up to 5) portions of food to be synthed, then leave and do other things while it actually gets made. When you come back, all the items are sat there waiting for you to quickly pick them up. It also preserves the balance better, and leaves much more room for future content to do more interesting things with them.
This journey caused a lot of frustration for people, especially on the first attempt, mostly due to a lack of information. So the changes here are mostly just giving more/better information rather than actual balance changes. Before even starting the journey, you'll learn from Laurion that a supply cache was left along the route by the evacuation, and once you've reached the cache the first time the journey action will be split in 2 so you know when exactly you'll reach it in future.
Strabo's original power system was very heavily skewed in favour of people who already knew all the content. Arriving very early gave you a huge advantage. But if you knew exactly what you were doing, even if you arrived very late you could still complete the entire facility relatively easily thanks to the backup generator and amount of fuel you were given.
Now, arriving later has far less impact on how much power is available. Once you arrive power will run out a lot faster (unless you micromanage it very well), and you'll be forced to spend more power to complete most of your goals.
Now that this update is (finally) out, I'll be giving it a few days before I update the free version, then taking a short break. Probably shorter than I normally would, because this minor update has taken so much longer than I wanted.
After that though, I'll be starting work on the Pneuma update, with the aim of releasing it in May.
New Autosaves:
Action Completed cycles through 3 slots
Start of loop
Stat: % of Combined Actions found
Actions:
Install Standard/Enhanced Motors after removing motors at Astrape
Install Mid Range Transceiver in Rover (allows remote-activation of some actions and speeds up some others)
Carry Propeller (parts) Through Portal
Combined Actions:
Load & Install Water Recycler
Unblock, Boost & Call Tram
Depart for Talos from Strabo Outpost (unlocks with Depart for Strabo, should reduce confusion)
Enter each Strabo building from Rover when parked outside
Shutdown Other Buildings
Upgrade Rover Motors in Hangar
Return to Rover from each Strabo building
Loot Astrape Crates
Locate Hangar
Find Crashed Aircraft
Uninstall & Unload Recycler
Boost & Call Tram from central and plateau
Take & Synth Basic Food/Rations
Alt Name: Bypass Rover before reaching Laurion
Alt Desc:
Drive to Comm after turning it off (already found this loop)
Inspect Vehicle Airlock at Astrape before trying Open Vehicle Bay
Search for Astrape in Laurion after reaching Astrape
Alt Logs:
Dig 1st/2nd layer of obelisk without inspecting computer
Enter Strabo for 1st time this loop and comment on current power generation
Install 1st/2nd solar panels before connecting the mount
Approach Astrape without inspecting Talos' drills
Water bottle segment when you know how to unblock the tram but haven't completed the rest of Santo
Inspect Tram Controls after finding tram power and after boosting it
Repair Main Generator in 2nd/3rd+ loop after removing the food coupler
Drive to Search Area for 2nd time having made no progress 1st time
Inspect Pascal's PDA and Computer without having recovered the outpost message
Explore Control Room in weather station with no power
See a storm approaching which you knew was coming and you're already sheltered
Mining machine finishes recall when you're not at the quarry
Rover finishes charging in Strabo Tower/Hangar
Walk into admin office door trying to get couplers (after nearly walking into GFD)
Drill 5th Layer after touching Astrape or Strabo artifact
Inspect Crops Greenhouse after getting survey results; during a harvest; after a harvest
Observe Near Quarry/Astrape after 20% (but before completing) Observe Highlands
Find Faster Highlands Route 1 and 2 (from rover)
Reworded:
Inspect Drones log when you've inspected the transceivers but don't have one
Astrape's Inspect Admin log to make sense when there's no power
First generator overheat log to mention "maybe you should bring equipment which benefits from the sun instead"
Search Strabo logs and Drive to Search description to mention a cache of supplies
Log for Install Mining Motors to mention bringing old motors
Inspect Long Range Transceiver to account for unblocking the tram from any compound
Approaching Strabo's outpost to account for knowing about the supply cache
Search Other Buildings after Check Power System
Locate Weather Station first time log
Loop 1 travel log to clarify the purpose of the heaters
Loop 1 Inspect Food Synth log to mention you can queue up food then go do other tasks
Second log for Search Strabo in Laurion to say Strabo stopped sending updates a while ago
Harvest finishes before you've found the warehouse
Connect Other Buildings explains the different power requirements
Finding no protein bars in Strabo
Search Lost Rover clarifies the beacon having its own power source
Inspect Containment Chamber log to explain the frame is twisted and the door couldn't be opened even if you dug it out
Alt Notes: Regarding the PDA being affected by the time artifact if you haven't woken up with the PDA yet
Death Messages:
Low priority message after stepping through a portal (and not travelling anywhere in the rover)
Dig final layer of obelisk but don't touch the artifact
Find Talos-Dam route
Get Laurion's artifact, return to empty pit in future loop and run out of power while inside
Renamed Derelict Rover to Timeworn Rover
Renamed Power Bank to Power Pack (and removed reference to it being useful in the rover)
Reworked journey to Strabo
First time is still 1 big scary action
Once you reach the outpost, it's permenantly split into 2 actions (Drive to Outpost and Drive to Strabo)
The 1st action gets no familiarity from its own completions, both get familiarity from the 2nd action's completions
Reverse journey has the same split, and share familiarity from its 2nd action with all 3 other actions
Reworked Strabo's Power
The panels now start in hibernation mode (retracted)
You can do a short action followed by a 30s event to extend/retract the panels
Panels take damage/s during storms instead of a fixed amount at the end of a storm
While retracted, panels only take ~15% damage from storms but generate no power
Moved Fuel Canister from the Tower to the crashed VTOL
Reduced Strabo backup generator fuel capacity 360 -> 250
You can only toggle power on the central tower or all other buildings (not individually)
Reduced Comm/Weather station drains 15/s -> 10/s
Food synth rebalance
Synth action starts a timed event which drains power/s for a fixed duration
Up to 5 charges of the event can be queued up
When the event completes, 1 charge is added to a Take action (max of 5)
Added Equatorial Sun event
Starts when you reach the search/central area
Blocked by being in shelter or inside a building
Drains 0.05 water/s (extra 50% of base)
Reduced to 0.01/s with environmental suit
Reworked Check Weather from Rover into Setup Weather Display (reveals all future storms)
Installing mining motors returns 4 medium or enhanced motors (depending whether you'd upgraded or not)
Can't Dig Out Rover while a sandstorm is going
Astrape's Open Vehicle Bay action is faster and makes more sense after removing the artifact
Reduced base time of Dig Out Rover (needs to be completed multiple times to fully dig out, but can get familiarity)
Added power cost to Lift Lockdown (explains why you need more power to do it)
Upgrade Rover Motors requires all 4 motors before starting
Unified time of Take Glacier Water and Powah Bars in Astrabe Admin (2s > 1s)
Undirected Astrape surges now deal 2.5% damage to all 4 systems instead of 10% to a random one
Added 10% time dilation to all combined actions
Talos' Gather Supplies:
Reduced to 5 of each
Only unlocks the loop after you Get Up
Includes Protein Bars
Tram:
Can't be remotely unblocked until you get to the plateau and get codes
Can be unblocked/boosted from plateau and central
Finding the lost rover is boosted by the transceiver
Once you dig the final layer of the obelisk, all other actions are hidden until you touch the artifact
Leave in Rover from Astrape moves the rover outside instead of leaving it in the airlock
Grouped Unload Water Recycler while rover is locked with the unlocked variants
Timed events show a speed multiplier (when not x1)
Resource timers don't display when empty and no generation
Added sub-areas to Strabo Tower to better group actions by Area
Added 'IsIgnoredForActionGroups' to Areas (currently recycs, gen, motors and prop)
Added a Delete button to save/load menus
Reduced width of PDA Notes scrollbar
Moved Dam-Astrape route on the map to clarify it's on the west bank
Unlock Workstation hides once you have motor info
Open Security Door in Astrape hides if already unblocked and boosted tram
Area resources show as in danger if your personal resources are too low
Action button highlights work correctly when leaving combined actions
Corrected conditions on alt descriptions for Force Admin Door in Laurion and Strabo
PDA Note Entries/Categories not hiding on load
Action Groups and Combined Action panels update their size more reliably
Resources action group always sorts to the top on Resoures & Areas sorting
Pause on Resource Danger ignored for first 30s each loop
Fixed crash loading legacy saves in certain states
Can move mining motors to VTOL after uninstalling from rover
Can't extract water from a powerless Astrape before inpsecting the recycler
Agriculture events pause if power runs out
PDA Note regarding sandstorms in Facilities > Strabo doesn't mention solar panels if you never installed them
Timed events resume if/when their speed multiplier increases from 0 (agri events when you reinstall the transceiver)
Timed events don't disappear if you save/load while they're running
Action With Charges cooldowns update when entering a new area
PDA Note regarding the radius of explosion in Artifacts > Santo doesn't specify where you died
Default Astrape death message is used if you arrive via tram
Hidden lab uses Strabo music
Logs show for 2nd half of portal artifact finishing charging
Rover out of power variant for having solar panels isn't shown if you haven't connected the panels yet
Actions in multiple combined actions don't re-appear until all the combined actions are gone
Call Tram to Quarry claims it's stuck when it's not
Map updates correctly on game load
Corrected conditions on Remove Full Power Cell actions (fixes negative power and infinite cells)
Can't Drive to Search Area/Towards Strabo while sheltered
Empty action groups don't get stuck
Rover has to be in the hangar to install/swap solar panels
Check Other Cryopods and Inspect Life Support become known persistent after loop 1
Fixed memory leak on save/load dialogue
Game no longer autosaves when dead
Corrected conditions on logs for portal artifact finishing/cancelling/failing charging
Pre-quit saves aren't made if you're dead
Build Solar Panel combined action not available if you installed the Strabo panels
Load Motors on Rover moves the player into the rover
Can't build pressure regulator if the rover isn't there
Solar panel boost logs on the way to Strabo don't show if you haven't connected them
Middle click settings apply to resource priorities
Corrected condition on log for approaching timeworn rover from Laurion if you never revisited it
Pin Tower Resources only works while the comm station has power
Fixed conditions on the disabling of Strabo power drain for air recyclers
Changing items to/from DoNotUse updates resource bar colours
Open Vehicle Bay at Strabo hidden when you're sheltered
Death message for confirming Strabo outpost moves won't show on a later loop if you "miss" it when you first see it
Events with long names (e.g. tram to plateau) wrap on the tooltip instead of overflowing the box
Move Generator into Laurion isn't in the rover when Laurion is powered
Typos
Assuming no new bugs arise from this patch, I'll be starting work on the v0.5.1 minor content update to round out Strabo. It'll aim to balance out Strabo a bit, add in minor content that's been suggested or didn't make it into the initial release, and clear up some of the worst UI irritations. But for now, patch notes!
Options:
Show loop timer on main screen
Group by "Resources or Area"
Pause on item cooldown complete
Alt Desc:
Exit Through Vehicle Airlock and Cycler Vehicle Airlock with rover in/outside
Get Back on Course after loop 1, before reaching Laurion
Park in Central before/after exploring
Force Admin Doors with/out power and hacking
Alt Logs:
Manually cancel charging portal artifact
Call tram after seeing it's blocked but not unblocking it in any loop
Inspect chamber in the hidden area after watching the logs
Open Portal 3-7 times
Take Mid Range Transceiver after exploring agriculture control room
Death Message: Head towards Astrape with/out any motor upgrades
Actions:
Move Generator Outside with/out power (so long as your rover is outside)
Unload Mining Motors anywhere you can exit the rover
\ Gather Supplies at Talos
Split Build Solar Mount to Connect Solar Mount
Clarified names of Bypass Derelict Rover actions
Clarified log to search logs for new facility
Sending tram to Astrape without you has a warning message
Log for Inspect Mining Motors is now constructed
Rewrote endgame logs to account for no power coupler
The tram being destroyed removes power drain from Astrape
A facility starts with 50% damage
Reduced damage per event from 10% -> 5%
Events continue after taking the artifact, but at lower rate (1-2m -> 5-8m delay)
Familiarity grouped Head for Derelict Rover with Depart for Talos (from derelict)
Actions to install mobile equipment reset when the equipment moves
Actions to unload mobile equipment reset when the vehicle they're in moves
Agriculture control is disabled when you take the mid range transceiver
Added copy text button to PDA note entries
Added support for non-Qwerty keyboards
Prevented loading saves from future versions
Corrected Conditions:
Several alt logs for waking up with the endgame item
Strabo Death Messages appearing late/multiple times
Several Note Entries
Call tram after unblocking in a prev loop (not this loop)
Rover low on power when you have/not installed the generator in prev loop
Water Bottle log segments regarding Strabo
Combined actions (especially nested ones) are better at resetting
Combined actions give a nicer message if you partially complete them, then hover when they're locked
Corrected logs for checking weather from the rover
Prevent modifying generator for charging block when it's in a vehicle
Tram can be sent to Astrape when any item is loaded on it
Log for seeing that something doesn't move won't show the same loop you find it
Grants Item tooltips on combined actions count duplicates
Crop events visible when loading in certain states
Inventory sorts consistently
Reduced volume of Astrape music
Item stats are saved even if you don't have any
Endgame item doesn't give couplers when charged
Actions to Install Solar Panels are hidden if you can't install them
Actions related to the endgame item have a unique icon
Clarified wording of note in Facilities > Strabo
Stopping and restarting Astrape's reactor respects the power artifact being there
Generator can't be installed in Astrape's vehicle airlock
Events with a x0 speed multiplier don't show 0.0s
Memory leak when loading
Can't force consume when dead
Fixed Modified Time display with partial progress
Typos
NOTE: For some reason the Steam Store has decided to claim that the game is leaving early access today. This is very much not true. It only just entered early access, I don't expect it to be done for at least a year, and I've not set a release date in the store yet. I've message Steam Support about this, and hopefully it'll be resolved soon.
New Log:
Lift Lockdown on first 3 loops
Alt Logs:
Inspect workstation after its password
Inspect Lost/Crushed rovers after learning something else is there
Cross the river towards Santo after reaching Astrape (notice the new route)
Remove Life Support Coupler before filters fail and before getting a suit
Alt Action:
Assemble a large component with tools
Alt Action Name:
Navigate Rocky Terrain once you reach the dam
Alt Action Desc:
Inspect Tram Power Supply after removing the artifact
Inspect Research Lab Door before learning about the artifact
Drive to Derelict Rover after finding something else there
Death Message:
After planning route to Santo
Altered food/water action names to include actual item names
Clarified text on a PDA Note regarding Astrape's artifact
Updated description for Explore Warehouse
Reordered water bottle log portions regarding Strabo
Adjusted log to better reflect the number of water pouches in the hidden area
Taking an uncharged artifact gives back a power coupler
Also updated the first-time charge and take logs to explain this
"Gather Supplies" at Santo fills another 5 water bottles at the end
New Option: FPS Limit (defaults to 30)
Transfer Power from Cell always visible even if combined
Laurion power up message not shown if you transfer power to rover
Death message to look up northern facility doesn't show if you already did it
Artifact was over-eagerly resetting (triggering wonky wake up logs)
Drive to Outpost can't appear alongside Drive towards Facility
Corrected Astrape power generation after restarting reactor
Can now install mining motors in Central
Drive to Dam doesn't appear when you're at the ridge
Repairing the large component requires it being assembled
Map button not visible until you watch the log
Prevented saving with a blank name
Escape closes confirmation dialogue instead of the Save Menu itself
Generator regains usual stats when driving away from the debuff area
Generator logs don't say you have fuel if you only have fuel which doesn't fit
Agriculture control being destroyed doesn't instant complete events
Fixed rounding error when resource rates were very close to 0/s
Map doesn't show Dam -> Astrape route until you go back to Dam
Astrape -> Dam route available as soon as you've reached Astrape
Actions pop out of combined actions when multiple levels deep
Can no longer park while sheltered
Transfer Power from Cell only visible after discovering the area's power
Action to use Artifact on backup generator only visible after inspecting it
Unlock workstation not visible until you inspect it
Typos
Alt Logs:
Build Solar Panel Mount first time having not/inspected solar panels at Talos/Laurion
Inspect Laurion Admin/Mining Door after learning about power (by running low on rover power)
Tweaked wording of hidden area logs to say nothing of importance/interest was damaged when you entered
Altered Laurion mining wing auto close time 10s -> 15s
Reverted to use OS decimal separators instead of forcing commas
Crash if you hack 2 doors in Strabo
Crash if you destroyed something which shouldn't be destroyed
Reentering a hidden area doesn't re-trigger the event which happens when you first enter
Combined actions to Collect Crates and Install Solar Panels at Laurion are hidden if you manually do their main sub action
Rover out of power logs will only show at correct times now
Corrected condition on log for looping after getting a powerful item, placing it, picking it back up then looping
Actions to force doors at Strabo hide once you've done everything in that room
Actions can no longer be started if they're already "queued" as part of a combined action (prevents accidentally interrupting/breaking it)
Pseudo-random events (Strabo hazards) correctly save state at all times
Action at Strabo is hidden once you no longer have use for it
Typos
Just a quick hotfix to resolve the most pressing issues.
Bugfixes
Added safeties to parsing Steam Cloud save data
Fixed crash when Steam Cloud data included older (pre-v0.5) saves
Fixed crash when the control systems of a certain facility were destroyed while an event was running
Default VSync to disabled
This should prevent the game running slow when not focused. If you've already played, you'll need to disable VSync yourself if you're having this issue.
Corrected conditions on the log for powering up Laurion using the generator
Unified display of resources and drain rates on resource tooltips to 2 decimal places
Fixed crash when loading certain saves in regions which use commas for decimal points
Typos & text clarifications
Terraformental v0.5.0 - Strabo Update
Features
Combined actions can be completed multiple times per loop
Actions with base time > 5m get free time dilation to reduce them to 5m
Added a 'View Death State' button to the death screen
New Options:
Auto-pause on various triggers
Group Actions by Type (new default), Area or None (original)
New Stats:
Last 3% of uncompleted blue actions (with individual spoilers)
Resources consumed/wasted from items
Total/Non-Persistent action completions
Content
The Strabo facility!
If you only played the Steam demo, then you also have the Santorini and Astrape facilities to explore (these were previously available on the Itch.io version)
Reworked water bottle log
New actions and combined actions in early content
Balance
Pressure regulator rebalanced
No longer constantly generates air
When the player is inside and air gets low, consumes a charge of Fill Air Tank and adds air to rover
Astrape Rework
I'm not sure it's 100% where I want it still, but it's so much better than it was
UI
Added indicator lines to resource bars
Recoloured empty portion of resource bars to dark green when generating, dark red when draining but 'safe' (have items), bright red when draining and 'unsafe'
Leave Rover always visible at top level, even when also in a combined action
Resource hover tips show disabled effectors (e.g. solar panels while inside) and multipliers (e.g. Power Artifact)
Resource expiry estimates exclude Do Not Use items
Added 'units of ' to resource tooltips
Actions with resource drain no longer show a resource icon until that resource is discovered
Updated some icons
Item Icons turn black when on cooldown so you can tell that they are even with 0.01s remaining
Time rows in Stats always show precision to seconds
Bugfixes
Prevented mobile generator running when not installed
Actions to install Quick Filter update their name to show where you're installing it
Outside Astrape and its roof are now part of Astrape for stats and music
Lots of logs/actions/notes showing at slightly the wrong time
Typos
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Terraformental, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Terraformental statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.