Adaptory : Adaptory 0.17.5 released
Adaptory 0.17.5 released
This patch fixes a bunch of small issues and bugs over the last two weeks since Update 1. Thank you to everyone who’s shared feedback, ideas, and bug reports with me. Please keep them coming!
I’m really glad that everyone has been having fun with Update 1 and all of the new gameplay options we introduced!!
Right now I’m also working on a separate branch for Update 2, focused on improving the element simulation – in particular, liquids and gases. I am looking for as many examples of the simulation behaving weirdly, so I would love to
see your screenshots and save files
of things not behaving as you’d expect. In my testing, I’ve already made the liquids and gases feel much less sticky.
Simulation
• Explorers will now be a little more careful when completing errandsThey will prefer not to stand on top of the tile they’re digging outThey will prefer not to deconstruct an impassable or climbable tile they’re standing on (tiles, grates, ladders, etc.)They will prefer not to build an impassable building (tiles, grates) on top of themselvesThis behavioural change is an experiment, and will probably have a lot of edge cases. Please let me know if this is better or not!
Balance
• Blocked gas and liquid filters now consume 0% power (was 100% power) to match gas and liquid pumps
• Increased maximum emission pressure of oxybell plants for different elements from 100g to 1kgSo oxybells can continue to generate oxygen in an environment with e.g. 500g of carbon dioxide
• Increased the minimum distance from other buildings for a new spring to appear to 6 tiles (was 3)
• On relaxed difficulty, an explorer with both 0% stamina and 0% oxygen will now sleep until they have at least 5% stamina before waking up to try and find oxygenThis fixes an issue (in relaxed difficulty only) where an explorer could get locked in an infinite sleeping/waking loop
Accessibility
• Clicking on the « apply » button on the new team screen will no longer replace the explorers if the explorer seed is blankClicking the « randomise all » button will still replace the team with a new explorer seed
Internal
• Pending build errands can now be replaced with different primary elements
• Unlockable recipes in the research tree can now be clicked to jump to the building that uses them
• The in-game database now lists all recipes that use an element (as an input or output) on its database page
• Added a « safety » section to the explorers’ in-game database page
• Updated explorer seed algorithm to support two- and three-combination custom codes
Fixes
• Fixed a save file getting stuck on « loading … » if the save point was entirely in fog of war, or had no animated entities on the screen
• Fixed a crash that could occur if the inline building dropdown for element selection was updated between the first render, and the actual click
• Fixed a pending build errands’ stored mass list being displayed in a different order to the building requirements when selected
• Fixed springs appearing in space exposure tiles
• Fixed an issue where solar flare/paused sound effects could stop triggering in a very long-running game
• Fixed a crash that could occur if a coal generator switched between coralite and coal/bitumen, and exhaust gases had not already been emitted
• Fixed tooltips in the circuit network overlay getting stuck on the screen and interfering with the mouse cursor if the camera moved while the overlay was open
• Fixed a crash that could occur if CHARLI tried to highlight an on-screen user interface object before it had been rendered to the screen for the first time
• Fixed a crash that could occur if trying to load an old save file that had an explorer with the early bird or night owl traits
• Fixed a very rare crash that could occur if the game was resized between starting up and clicking the first button
