The player creature/enemies should
no longer periodically vanish when moving.
Fixed bug with death animations
stopping when out of sight
Fixed crash when picking up
creature remains
Fixed problems with changing maps
with the vehicle
Modified the change creature
effect (15) to change the creature's bars and tactics
Solved bug with invisible
indestructible creatures
Fixed mouse moving on 1600x1200
screen mode when in small areas.
The hoverbike now works for the
alien player
Quanrian:
Repair Unit is no longer a weilded
item. It had to be done since you can't do a weild on an item use
basis, it works for the whole item no matter how many various uses
it has. This shouldn't present a large problem and makes the Android
actually able to heal and it can still be used as a weapon.
Fixed the text for the Repair Unit
so it clearly tells how to heal the Android with it.
Lowered amount of Insectoid in
Dried Up Marsh Area.
Added in 3 sub shots for the
Psionic Blast's Explosion so there is no loop but the damage is
still good if it hits right.
Removed Void Token from start area
of Void Dreamscape.
Adjusted Fire's light intensity to
2.0. It not only takes 3 fires max to make a pitch dark area lit up
well enough to make most things out. It's alot closer to 1.2 in my
opinion now.
Adjusted the Flashlight's light
intensity as well so it worked closer to the 1.2 version and shows a
tapered light radius rather than such an intense focus. Makes it
alot more useful but still not as useful as goggles.
Tweaked Psionic's Blast so it
looks graphically better as it starts out as a spread and shrinks in
to a single shot. The most damage is done if you hit with the full
spread at once naturally. The explosion looks nicer now as well.
Replaced many of the Shock Trooper
Marines with Marine Infantry. I just didn't see the point in having
two very hard to kill creatures guard some items. They should still
provide a decent challenge.
Moved Reaper Spawner onto a map
border in Dried Up Marsh so it wouldn't be such an annoyance and you
can't see exactly where they're coming from like before.
Tweaked Beacon Ray to use the new
weapon effect so it has a nice spread now.
New turret, Machine Gun Turret, at
the point where you'd normally add a laser pistol to make a laser
turret you simply add a rapid fire pistol instead.
Pulse Laser is now made by
combining a Glass Marble with a Laser Pistol. Makes a bit more sense
to me. It hints at it in the first pickup text but it isn't
mentioned in the short description.
Alien is immune to Acid Rain once
it has gone through its second evolution.
Tweaked the punch and pummel.
Pummel now propels the Android forward and actually smacks enemies
back now. Human's punch was just enhanced to push back creatures a
bit. Test them both and see if they feel comfortable. Android's
punch does take some skill to use properly, which is fine, since
it's a pretty powerful move to start with.
22.08.2004
Ville:
New effect: 59, use an item from
the player's inventory. One limitation is that if the item is a
slotted item and the slots are already taken, the item cannot be
used.
You should no longer be able to
shoot through any walls
Fixed condition 35, the distance
wasn't calculated from the center of the item
Fixed a crash that happened if a
creature would die under some very rare conditions
Fixed bug with friendly creatures
that caused them to remain put after killing a creature
Fixed a bug that caused friendly
creatures to push you
Fixed camera spinning wildly on
low framerates
Fixed long standing bug with
journals sometimes crashing
Fixed bug with multiple mod's race
ragdoll pictures
Fixed bug with animated objects
looking wrong on entering an area
It's no longer necessary to place
isolated areas to map.dat
Modified the follow friend AI
mode, followers now attack enemies they see are too close to the
friend. Modified the player's friendly creature's AI to make them
less prone to go on lone hunts.
Made the weapon 0 a "no
weapon", it must not be removed. Creatures will not attack a
creature that wields weapon 0, thus creatures will avoid containers
and barriers.
Updated tutorial
The generators are now items
insted of plot_objects. They cannot be broken up anymore.
Fixed bug with fires not warming
you.
Set the marine's death animation
speed slower.
Fixed the stasis field.
Made batteries appear randomly on
the map if you're playing the android.
The bar texture is now defineable
per bar.
Spawners to the Hive. There's now
an infinite supply of enemies to kill!
Positioned the Hive so that you
have to get to the other side of the river at some point of the
game.
Hoverbike
Quanrian:
Two syntax errors fixed. One in
animations.dat and the other in climate_types.dat.
Alien can now lay eggs in its
final evolution. Everything is explained within the items. The Alien
can lay two eggs and both are much better than the egg you get from
the Alien Hive. (Use Devour to get your food up quickly so you can
lay eggs. Remember to save some Small Blue Alien Corpses to feed to
the larva you hatch.)
Alien can create its own nest
which is used to hatch its special eggs. The nest must be used on a
Swamp terrain to be laid down.
The eggs you find in the Hive can
be hatch in either the large nest they came from as before. As a
second option available to only the Alien, they can be hatched in
one of her nests. Every other race 'has to' hatch the eggs in the
big nests as the other races can't create nests of their own like
the Alien.
Pet Alien from the Hive only takes
1 Brown Alien to cacoon and 2 to become fully mature once it is a
Small Pet Alien. It is the weakest of the Alien's that can be
hatched, but easiest as well, especially for the Alien since it can
make its nest out of the Hive which makes raising it considerably
easier.
Journal for Human and Android now
reflect the fact you do not start with the Tazor anymore. It also
encourages you to find a weapon.
Android can no longer eat any of
the Fungus good or bad.
The Tentacle in the Lifeforce
Dreamscape will no longer tell you to put on or take off the Psionic
Armor.
Filler Area was replaced with
Dried Up Marsh. It's mostly scenic but some items were strategically
hidden under a couple of trees. Two Broken Turrets, a Powered
Accelerator and 6 boxes of Bullets. This is not including what the
game randomly places into the area on its own. The secondary purpose
of the area is to be used as a spot to place its nest at since at
the center there will be marsh terrain.
Repair Unit now vanishes when you
use it to repair you with the Y key.
Combination to turn a Broken
Turret into a Laser Turret when you combine it with a Repair Unit
has been restored. Not sure really at what point it was removed, but
its back now.
Lifeforce Dreamscape is complete.
Test it thoroughly. You need to go to the Green Altar to get there.
Forcefields were added to the
bunker to keep the Small Blue Aliens contained.
Stasis Field 'should' stop bullets
now.
Can't believe I forgot to mention
the Repair Unit for the Android in it's journal. Well it's there now
in the very first entry and it even tells you what you need to make
one. I also noted it in the Android's description when you pick it
as a race in the menu.
All Ally creatures should have a
green dot on your radar.
The various Alien types have
different radar signatures making it possible to distinguish what
each color and size represents. This is 'only' for the Aliens, hence
blue, brown, reaper. The rest simply show as the normal grey dots.
This should make hunting specific alien types alot easier once you
have some way of detecting them.
Void Dreamscape is complete. Test
it thoroughly. You enter it through the Space Distortion in Mining
Area.
Human and Android now have their
own starting melee attack. Human has Punch which costs 0.5 food to
swing and 0.5 health when it hits. Android has Pummel which hurts
more and knocks back more and only costs it 0.5 energy to swing, but
its almost 3 times slower than the human's swing.
Punch and Pummel now only use one
hand slot so you can carry a flashlight when punching or pummeling.
This was done because no one seemed to like it being two-handed.
Fire Extinguisher now uses itself
as ammo. You get 200 blasts and once they're gone that is it. This
should keep it from invalidating the Tazor.
Script 56 & 57 are in place to
hide the Time Distortion Bar when it isn't in use, IE below 1. The
Show bar effect needs to be tweaked for it to work I believe. Either
way those scripts are in place and just need to be fixed so they
work.
You can now pick up all the
turrets including the tentacle. The larva and baby versions of all
the pets can be picked up as well. You use V Key to pick up
creatures. All races can do this. Faster races carry with less
effort.
Eden's lighting was adjusted so it
is fairly bright there during the day and very mildly dark at night.
So you can always see in Eden even without a light source. The
length of the day cycle is the normal length of 200 seconds.
Player Races now drain excess food
over their max noticably faster to drain off the excess till they
are just at the max.
11.08.2004
Ville:
Fixed collision detection,
creatures should no longer pass through walls when you're not near,
and you can no longer get stuck inside the door.
The door is now activated by
pressing the mouse on the collision detection polygon instead of the
middle of the actual object.
You should no longer hear clicking
noises in areas with no environmental sounds.
The mouse cursor now indicates
whether it is on a usable object.
Fixed the bug with moving to new
area from a corner and getting stuck outside map. If you still get
this bug, send me a save file of before the crash.
Fixed bug with map trails being
shared between maps.
Fixed the bug with not being able
to select a new weapon with wheel when a flashlight is used
The map is now brighter when the
mouse is on it
Changed the guard AI to better
guard the place it is supposed to guard.
You can now control the
probability and length of rain
It is now possible to define
whether using an item or a plot_object will show the help text for
unfilled conditions
Editor: For easier placement of
walls you can now hold the left control while rotating objects to
get sharp angles.
Removed all traces of emergency
containers from items.dat
Humand and Android now have a fist
weapon
Android can now use thrown weapons
Inventory is no longer available
in the escape pod flying sequence
When the android runs out of
energy it now says: "No more energy, your mechanics are
damaged!"
VC Stun Laser now takes some of
your energy when fired
Specimen Containers are now much
smaller
Made the pet alien tougher
Fixed dropped creatures (turrets,
barriers) to be on droppers side by default
Modified the teleport that takes
you to the icy area.
Modified the weapon AI hear
volumes, and added descriptions to the weapon items which are silent
The fire extinguisher is now a
weapon that pushes back enemies
Made the walls a lot thicker to
prevent player from shooting through them
Added a clock, it could be an item
to be gained, but I'm at a loss as to where the player would get it
Made all the bigger weapons use
two hands
Toned down the marine's weapons
considerably. I decided that dying from four shots was ridiculous
since the marines tend to surround you.
The missile base area now has a
missile base.
There are marines in the
Communications array, and the ice aliens are now on the marine's
side.
Added a marine base to the mining
area
Added the marine battleship area.
Modified the Eden area with some
structures to help the ending fight.
Added some basic structures to the
Hive area.
Added difficulty modifiers for
player races. Had to leave the breath bar out, we don't have time to
do it at the moment.
Quanrian:
Hermit now stops infront of you
and no longer shoves you around.
Effects/Conditions have been
removed from the data files and now are inside the Notes.txt file
only, so update that from now on. [This is mainly of note to Ville]
Entry texts were added for each
section of the Liquid Dreamscape. Read them.
Player now needs to be near the
Water Formation in the Ship Graveyard to go to the Liquid
Dreamscape. Does not need to be cold anymore. Water Formation is
randomly placed within that area. Player also warps back to the
Water Formation when they are ready to leave the Liquid Dreamscape
after obtaining the token.
All unfinished Dreamscapes will
warp back to the Ancient Runes for now. Currently Lifeforce and Void
are unfinished.
Rain in Eden once again tweaked.
It's still slow but you still gain health at a noticable amount. It
is meant to take you a while to get back a large amount of health so
I'm not going to adjust it again.
Tazor now does no damage, but a
second stun will not unstun the creature anymore.
It wasn't noted before possibly
but the Acid Spit and Lethal Bite the Alien gains are both silent
attacks.
Psionic Decoy now sends out a
burst of Psionic Blasts upon its death.
All inhabitants except the boss of
the Lifeforce Dreamscape are ready. The area itself is still
incomplete. You still simply go there and just grab the token for
now.
Journals now go to day 17 for each
race. The journal entries are on Day 1, 2, 3, 5, 7, 9, 14, 17.
Sniper Pistol is silenced
automatically. Sound IS NOT adjusted yet.
Liquid Token was removed from your
starting items as a Psionic, you now have to earn it. You were not
supposed to have it before, I simply forgot to remove it once I was
done testing.
Dreamscapes don't wrap around
anymore.
29.07.2004
Ville:
Player race pictures are now
visible in new game menu
Ability to continue last saved
game quickly when starting the game
Save games can now be named
Creatures that are behind walls
are no longer visible
The AI doesn't see the player
behind walls anymore. It can still hear the player, and see any of
the player's companions behind walls.
All bullets now stop to certain
walls. You can specify whether a wall stops bullets or not. This
should be used sparingly, as it can slow the game down a lot.
A weapon is no longer
automatically selected in the beginning of the game.
The pod now gets damage from
missiles every time they hit.
Fixed a bug that caused area
number 2 to vanish.
Psionic's light will now not
appear when flying the escape pod.
New options for scripting: call
position and calling creature.
Start area now has a short quest
to give the hermit the radio. Psionic has no choise but to kill him.
The effect 19 (drop plot_object)
now takes a size, may have broken some effects that use it.
Quanrian:
Added back in Large Tree with
Pistol Chassis under it.
Sped up both the missles and the
Escape Pod in the beginning sequence. It's not really harder, but it
is more interesting. You actually feel more like you're barreling
towards the planet.. rather than slowly coasting to it at a very
comfortable pace.
All Dreamscapes wrap around now.
You can only move to another section by meeting the requirements of
that particular section.
The 3 Alien attacks are now
slotted. Claws to both Hand Slots, Acid Spit and Lethal Bite to Head
Slot.
Tweaked the temperature overall
and all the races. Everything to do with the weather was toned down
to make Notrium less infuriating and slightly more accomodating.
Human's hunger was reduced from 0.9 to 0.5 making the Alien have a
noticably faster food drain though it was not changed and remains at
1.0 [Try out each race and make sure they feel comfortable and do
not require further tweaking.]
Made it so Fire Extinguisher works
for Psionic.
Psionic does not get any salvage
from destroying computers. He does not need them anyways.
Liquid Dreamscape areas/challenges
are now in place. May need tweaking. Feedback is appreciated. You
must beat the Psionic's doppleganger to gain the token now.
Start of Lifeforce Mindscape has
begun, it is not yet complete but the first creature is in the area
where you pick up your Lifeforce Token. It needs to be frozen first
with Psionic Chill, than it can be killed with Psionic Blast, this
will not do anything for you yet.
Alien's Final Evolution is in
place. You cannot lay eggs just yet, but you can earn the final
evolution and gain Distant Detect which should allow you to see
every creature on nearly every map. You simply need to stay in the
Hive Area to gain the final evolution for roughly 3 game days.
16.07.2004
Ville:
Area names are now shown on the
minimap
Fixed the bug where the radar
might have a random picture underneath it
Killed by creature death block bug
fixed?
New effect: 48=this creature picks
up creature
New effect: 49=attach camera
New effect: 50=player controls
creature (player creature is controlled by AI while uncontrolled)
New effect: 51=other creature
picks up this creature
New effect: 52=change inventory,
the player has 10 inventories, you can change which one is active at
a time. This is very untested, and I'm not sure how it works. The
effect should also disable all equipped items.
New effect: 53=continuously
increase bar parameter3 by parameter1 for time parameter4 with
creature visual effect from weapon parameter2, cap at maximum
New effect: 54=make creature
vanish for time parameter1 milliseconds
Enemy creatures now wait a moment
before following the player to a new area.
Camera will now follow the target
smoothly.
Radar map now shows terrain as
well.
Radar map is now scaled correctly.
Support for landmines, you can now
set bullet speed to 0.
New item property: Wielded item
disabling script. This script is only checked for conditions, and if
they are not met, the item is unwielded.
Changed ordering of terrain frames
to support Jan's editor.
The dots on the radar can now be
defined per item, plot_object and creature.
More defineable options for item
combinations.
Areas can now wrap into
themselves.
New AI mode: 6=fire constantly in
random directions
Creatures can now have a minimum
movement speed, should be great for flying things.
The AI see angle is now defineable
I've included items 185, 186 and
187 for testing purposes. The first allows you to use any creature
as a vehicle, there is also a script connected to this that unwields
the item when your vehicle is destroyed. The other two show how to
change inventories. I suggest leaving the vehicle item and replacing
it with a real vehicle item later, but the other two can go as soon
as you've seen how they work.
You can now fly the escape pod in
the beginning. Any ideas on making this more fun would be highly
appreciated.
Also added some stuff to do inside
the escape pod.
Changed the way sounds are played.
Now if a sound is already playing, the game doesn't try to stop it
and replay it. This should help for situations where sound cracles
when there are many sounds playing at once, like near a fire.
I changed the generator chips and
the radio to come from putting out the computers in the escape pod.
We should get rid of the emergency container.
I changed the flashlight to be
given from player_races.dat. The alien and the psionic don't get it.
Journal by default no longer
starts when the game begins. If a modder wants to start the journal
on beginning, he should use the new effect.
Fixed bug where you could no
longer return from the menu after viewing an ingame animation.
Quanrian:
Removed Tabs from the presets for
the creature blocks. This was probably going to cause some modders
pure hell if I forgot it in another update since Notrium doesn't
like Tabs in the data files, they will crash it.
Flashlight was dimmed. Psionic's
light was brightened a bit.
Corrected improper identifier
numbering in Scripts.dat file.
Fixed the rain in the lava random
area. It was giving health instead of taking it away.
Reduced the amount of healing you
get per second in Eden drastically. You now have to camp there for a
bit to get health back and it'll take a while if you're gravely
injured, making it that much more risky.
Attack Tactic was tweaked.
Creatures that are aggressive should now be reasonably intelligent
but not insanely so to where they stalk you forever. This makes
running away a much more viable option.
Adjustments were made to nearly
all the Climate types that had drastic heat and cold variations. I
toned down the desert and tundra climates because they were way too
drastic. It was beyond realism, it was annoying to cook or freeze to
death in a matter of seconds. Making it far too much of a trial to
visit those areas.
I've changed somethings of note
with the creatures.dat file. The Alien is now referred to as the
Stowaway. The Android is now referred to as the Warp Engineer.
Feral Rage is now only usable
through the 'R' Quick Key. This is planned to stay this way.
The journals are rewritten and
reformated for each race. They only go up to the ninth day. Please
view them all as they are all linked to one another. Point out
things that don't match up if you find any. You'll find the first 3
days to be mostly hints with the 3rd being a more direct
introduction to the character. Day 5 and 9 are both Flashbacks and
Day 7 is a week landmark and provides additional hints.
The Motion Token now drains energy
when used and uses the Head Slot.
Utility Slot added for
Human/Android in upper right hand corner.
Modded Subspace Radio and Biomass
Detector now use the Utility Slot and will drain 0.5 energy per
second when used.
Added in the terrain map and
entries in each of the other files for the new Bunker area that will
be in the Ville Corp Area. (You can do a walkthrough of the area by
changing the start area to 12 for whatever race you want to walk
through it with. Just make sure to change it back to what it
originally was.)
Fixed it so the kills don't show
in the inventory anymore. They should of vanished almost right away,
but going into the inventory the moment you got the kill 'would'
allow you to view them, but they wont show at all now.
Acid Spit's stun time and its
range were increased. The range to 300 and the time to 2 seconds.
Bunker Exterior was added to
Mining Area (previously known as Ville Corp Area), landing pad was
also placed with the map editor instead of through the plot object
data file. The area around both objects was teired off by grass to
make it stand out a bit. No random objects should appear inside of
the boundaries of the grass.
25.06.2004
Ville:
Added dialogs.dat and an
effect/condition pair to use it.
The game should no longer crash
when you try to equip a weapon on the paperdoll while already
wielding a weapon.
Fixed a bug which caused crashes
when using items. Keep a lookout for item using crashes.
The AI should now notice you
better if you're carrying a light.
The melee AI will now avoid your
shots like they used to in 1.2. This will make them considerably
harder, so the enemy difficulty may need to be retuned.
Changed area placement to happen
by area classes. I've changed all the isolated areas to area class
2, and placed an extra row for them in map.dat.
Fixed bug which caused the game to
crash if you didn't use a rectangular area map.
You can now specify whether
terrain types get random objects on top of them. This should fix the
problem where aliens ended up on lava in the Hive area.
Lowered the health increasing rain
of eden to one third effect.
You can now define a time after
which plot_objects will be deleted
I moved the descriptions for the
specialties in player_races.dat to a separate line. This way they
don't vanish in Jan's editor.
You can now define whether a
player_race is visible in the start menu. The first race must always
be visible.
You can now define the creature
movement change speed. Should work great for vehicles and flyers.
Changed the way the player's
turning is done. Now it takes turn speed into account.
You can now define a background
image for bars. This should be used for a digital clock. I was
hoping to put in a clock with hands, but it proved too troublesome.
You can now change the layer the
creature is drawn. 0 is where dead creatures are, 1 is normal, and 2
is flying creatures.
You can now change whether the
creature's bars are visible when player hovers mouse over it.
You can now change the creature's
death animation speed
You can now change whether a
creature can follow a player from an area to another
You can now define the AI see and
hear ranges. If the AI sees or hears an enemy, the anger level is
increased.
You can now define a weapon's AI
hear volume. Silent weapons don't aggravate enemies.
See if the lethal bite weapon
still is bugged. If it is, press numpad + to show the debugging
variables. Report the phases of the first number, it is supposed to
be 3000 when the weapons is fired, then reduce to a small negative
number. You should not be able to fire the weapon before it is
negative. It is supposed to reduce by time, so if it seems to skip
or go way below negative, tell me.
You can now change the random
object density of areas. This way you can disable random item
placement altogether from areas while adding denser areas.
New condition: check amount of
creatures of type in current area
You can now define the sound
effect for weapons that create visual effects (the effects that are
shown on a creature when it is hit). The sound is played when the
particle is fired. I've set all to none, so you might want to set at
least the tazor type weapons to have the zapping sound.
You can now define various
footstep-related things in terrain_types.dat
You can now define animations for
terrain. I've tested this with lava. I believe it could be used to
finally make water.
You can now define animations for
props/plot_objects. I tested this with a tree, and it looked
incredibly stupid.
Notrium now loads textures only
when needed. This should reduce memory usage considerably, and speed
up new game starting/loading.
The interface texture computer.tga
can now be changed from player_races.dat
A modder can now use their own
itemview.tga and slider.tga by placing their own versions by the
same name in the mod directory.
I already started with the escape
pod interiors, they need to be finished
Quanrian:
Psionic can no longer drop Psionic
Specific Items.
Alien can no longer drop Alien
Specific Items.
You now should only get credit for
an a Small Blue Alien's kill if you get the killing hit.
Ether can now be spilled by the
container amount to create an Ether blob which can be ignited as a
defense. Once ignited it dies a minute later automatically.
Tazor and VC Stun Tazor are now in
the Stun Class instead of Energy. It was my oversight. You should
have no problem stunning the creatures in the Eden area now.
I added by the Pistol Chassis
since I 'do' want it available as a start item. It is not in clear
view. It's hidden under a large tree to the north of your crash
site. It will always be in that same spot since it's placed with the
map editor.
Made Adjustments to Hot and Cold
Strokes.
Time Distortion for Psionic no
longer loses its speed advantage if you're hit.
Removed a script and replaced what
it did in the creatures.dat file. You can only get rewarded for
killing the small blue alien when you're within a specific range in
your evolution as the Alien. Previously I was deleting the corpses
before you reached a certain evolution point and they would still be
counted later, which I didn't want.
Explosive was changed to thrown
and is used for the pebbles.
Human now has a throw animation
for when he throws pebbles or any other thrown weapon.
Bug for Turrets not firing fixed.
No AI controlled creatures should have weild conditions for their
weapons.
Aliens now have a lower chance of
hunting the opposite breed when fed a corpse, if it is still too
often I'll make it higher. 10 % chance for Blue and Brown to change
and 5 % chance for the Reaper to change.
13.06.2004
Ville:
Fixed shooting creatures from very
close. The bullet should hit now.
New option for teleporting, you
can now choose whether creatures follow you through the teleport.
Dropping plot_objects now uses an
angle from the creature, check if this causes any trouble.
Map editor should now work.
You can use the map editor to
precicely set the player starting place on the map. Just place any
of the creatures mentioned in player_races.dat. They will look funny
in the editor.
Only the first block of conditions
in weared items is checked every frame, and if the conditions are
not met, the item is disabled.
New creature specialty: Cannot
drop item class
New creature death type: 2=killed
by player
Added setting for light intensity
in lights.dat.
New effect: Creature cannot fire
weapon.
New effect: Change AI tactic.
When you get the game to crash,
send me the debug.txt
Aliens now avoid terrain marked
with AI_avoid in terrain_types.dat. This does not work perfectly as
due to speed issues the pathfinding needs to be turned off for
creatures that are far from the player. We need to make the aliens
immune to lava.
I removed the Pistol Chassis and
the Emergency Rations from the start. They need to be given to the
player otherwise. I suggest giving the human player some emergency
rations, more for easy level.
There could be some container/box
in the start area that would give stuff depending on the player race
when right-clicked. The human could receive the pistol chassis.
Rain can now have a full blown
effect/condition list. Check that the heat/damage values of the rain
are approximately balanced.
Ability to set area lighting in
climate_types.dat. I also tweaked the default settings a bit.
You can now set a race specific
day length for the planet rotation. It doesn't affect lighting, but
it affects temperature and journals.
By default aliens can now have a
secondary AI. It will not be used by them unless the player can
charm them. I'm not sure if this fixes the problems with the AI
followers. If it doesn't, I'm going to need a detailed account of
how to reproduce the problem.
Shouldn't the alien's claws be
wieldable?
Fixed a bug when the aliens's
claws wouldn't sometimes fire.
If the game still crashes when
exiting, send me the debug.txt.
Quanrian:
Removed the script for Psionic's
light and put it in the creatures.dat file instead.
Removed the Quick Key Changes to
quick change the Psionic Chill to the Psionic Blast and back. This
was an extra and I may add it back later, but it's not likely.
Temporarily nulled the damage lava
does so creatures don't die when they walk over it. You will still
heat up and get slow, just wont lose health. Will re-enable once the
pathfinding is smart enough to not run through lava to get you,
killing themselves in the process.
Alien cannot use the Flashlight or
the Biomass Detector.
Lifeforce Drain now gives you
Essence instead of directly giving you health. This makes it more
useful in my opinion as Essence is required for other abilities. It
also gives you a slight boost in speed, reducing the creature's
speed you drained life from as well.
The Desert Golem now only has one
level upgrade but it makes a big difference. You must drop 10
Essence into fire for it to transform into a larger form which is
slower, but has twice the health and can turn more quickly. Its
attack remains the same.
04.06.2004
New collision detection system.
Had to turn off the collision
detection when items are created. There was a check when placing any
item whether it is on an object, and if it was the item was moved.
Keep an eye out for any problems this may cause.
Should the new shake screen effect
be used in heat/cold strokes?
The new pathfinding system is in
place. Try to see if there is any bad behavior such as walking
straight towards a wall, and take a screenshot of it.
The map editor is not functional
yet. It is not used in the map creation, although the map sizes are
taken from it.
It should no longer be possible to
drop items outside borders.
Terrains are now defined in a
separate file. You can define effects/conditions for them, and they
now affect all creatures. This causes a problem for lava, the
enemies are easily killed by it until I can make the AI avoid it
The lava does not glow yet.
11.05.2004
Removed detector2.tga and
combine.jpg
You can now define custom footstep
sounds for each creature
You can now define an interval for
each script, long interval for complex conditions, short for
accuracy.
Creatures can now carry lights.
Maybe the player could use a torch
as the first source of energy, and be later able to build a
flashlight?
Added the ragdoll system to act as
the toggling system, items that can be wielded should have only one
use (one effects block entry)
The game uses the item use
conditions to disable the wielded items: The flashlight use
condition checks if there's enough energy, and if there isn't, the
flashlight is disabled.
Changed the Environment armor a
bit to suit the new ragdoll, check out if it works
Changed the boots to suit the new
ragdoll. Check that the speed up amount and the amount of ether
consumed is OK.
Changed the goggles to use the new
effect, check that they look OK, and use enough energy
The time descriptions that tell
the player to use an item, when the item rather should be worn, need
to be checked
Try to add two handed weapons
I'm not sure how the alien's claws
should be. He cannot use tools if they're a two handed weapon. I'm
thinking they shouldn't use a slot at all.
Should psionic's weapons be
wieldable?
Try to integrate the targeting
beams to some weapon
Try to think of a place for the
biomass/items detectors, they should probably use energy and be in a
slot, but I'm not sure which one
What is the item Welding Torch B?
Should the name be changed as I cannot discern what the B means.
Should we finally add the breath
bar?
I've added a description field to
the creatures.dat creature specialties. The field is not loaded by
the game, you can use it to remind yourself about what the specialty
does.
Eat events, Hit events, and death
Events. There's a sample creature in the end to show you how they
work. Delete the sample creature once you don't need it anymore.
Maybe some sort of an explosion
could be triggered when a particularly big robot dies?
Check that growing the alien larva
works with the new creature event system
See if the growable alien AI
tactics need tweaking
Check if the new conditions work
Check if the new effects work
Could you see if you could include
the item using endings from endings.dat to items.dat?
It's now possible to set an
unbreakable combination. Perhaps a solution for the food replicator
problem where the player would just carry the heavy replicator by
breaking it up first.
You can now make plot_objects
activate by interval. It should allow for a variety of effects, such
as the 1.1 fungus dispenser.
You can now change the side and
start area of the player from player_races.dat
The mass of items from the game
start needs to be simplified. I don't think the player should be
bothered with the gun chassis, or batteries. If truly needed they
should be put into the player_races.dat to make them appear in the
inventory in the game start.
01.04.2004
All items that are created in the
beginning of a map now need to have a trigger event of 3 in the
plot_object, the item creating effect is no longer automatically
activated. The plot_object should also be set to vanish once the
effect is done if the plot_object is not needed after the creation.
Take a look at the new flamer. I'm
sure some weapons would benefit from giving them more such effects.
Please don't use the eat and death
events for the creatures, they'll be replaced.
The force field still needs to be
redone. I'm not sure all the necessary effects are there yet.
The two effects reserved for
plot_objects don't work. They are the item/plot_object dispensing
effects.
The flashlight is hard coded at
the moment, and always stays on. I'm going to make the items
possible to turn on/off, and use that in the flashlight.
There's still a lot to be done
with the sounds. For example the cold/heat sounds are off, and the
fires no longer make any sound. I'm going to make a way for a
plot_object to emit a constant sound, so that could be used for the
fires.
It is not good that the dropped
food generator looks just like the deployed generator. Ideas on how
to change this?
22.03.2004
item list sorting should be stable
now, no longer swaps when you use something
new AI, check the AI modes and see
if you can think of any new ones
sneaking up on anyone is darn
difficult now
I'm afraid the teleporting cannot
be to a random area
effect drop creature at start is
supposed to destroy the plot_object, just like the item seeder does
fixed healing to top off at
maximum and 0
effects are now ordered
differently:
each effect can have multiple
requirements
each effect can have multiple
subeffects
list of subeffects is gone
throught from top to bottom
if one fails, such as cannot
reduce item because no item exists, the rest of the subeffects will
be discarded (should no longer need item requirements for item
reducers)
rearranged all that have multiple
effects: check that they work
restructuring of the weapon
damage/effect system, we now have a separate entry for what happens
when a weapon is fired, what happens when the bullet hits, and what
conditions are required to equip and fire the weapon (note: you
should have a condition to require a bullet if the weapon uses a
bullet)
due to the new AI it's now very
difficult to find the buried vines in the eden, any suggestions?
Should they perhaps have a lower tolerance for attacking you?
restructuring of the bar system:
please list any discrepancies
with the bars you can find, and fix them if they can be fixed
without code changes. I've spent some 20 hours working the bars last
week, and I'm bound to have forgotten something.
there now is a debug mode, you can
activate it by setting the first value (after the -) in
data/setup.dat to 1. Now the game will create a debug.txt every time
you run it.
at the moment the player cannot
die
the flashlight may appear by
itself at times, it's a bug
23.02.2004
The biomass detector should no
longer make the sound for anything but the enemies.
The journal top text can now be
changed, and it can use calendar days instead of stardates.
You can now also set the mod start
day.
19.02.2004
fixed tutorial
scanner now toggles off
fungus no longer vanished when
eating while player is already full
teleporting fixed
effects can now decrease energy
new use condition: must have bar
parameter0 amount parameter1 (currently doesn't care for the
parameter0, it uses the battery bar)
can now exclude item classes from
player use (example = android cannot eat)
can now exclude plot_objects by
class (just list one number per row in areas.dat)
creatures can now be immune to
weapon classes, maybe we should use this in some creatures?
no more infinite pulse beacons
no more item drop crash (here's
the description from the forum):
Okay, about the
crashing-when-dropping-stuff bug: This is how
to reproduce it:
Click the last item in your
inventory, so it's picked up as if
you were going to combine it with
something. Now press 'd' to
drop it. Drop it (all of it, if
it's stacked). Now notice that
the name of the item is still on
your cursor. Press 'd' on
another item. Notrium will crash.
save and load menus now have
titles
you can now precise place
creatures with the plot_objects, just use the effect number 52
game should no longer crash when
player dies while combining items
you should now be able to pick up
items that are on teleporters
whole concept of use time was
removed, too much work to properly do it
New in version 1.2
New Features:
Now ships with Quanrian's official expansion:
More endings
More weapons
More enemies
More items
You can now grow your own alien from egg to grownup to fight beside you (cool!)
Weight system for items, being overburdened will slow you down
Tutorial
Friendly creatures may now move and follow the player
Enemies and non-stationary friends follow you when you leave a map
Added teleports that can take you to other areas
Flashlight now uses batteries, and you can turn it off
When your flashlight is off, aliens are less likely to see you - you can even sneak up to them
Put in a health meter when you hover mouse over a creature
You can now push friendly creatures, turrets and barriers
New weapon effects: drain health, continuous damage, charm enemy
Puzzles have been replaced with a time bar
There's now a targeting beam that turns green when an enemy hits it
Tons of new options for modders
Changed:
The game should no longer crash when playing with sounds off
It should now be possible to pick up items from the edges of the map
Player should no longer get stuck inside a rock when moving to a new area
You should no longer get a dummy item when disassembling a Battery Charger
Cases where healing or electric plants were invisible is fixed
New bullet collision code, bullets hit more accurately
Enemies with weapons now aim more accurately
Mouse speed setting works again now
Changed some of items and descriptions
Changed some of the game endings
Maps no longer need to exist on a rectangular grid, there can be edges that lead nowhere
Mod makers can now delete items from .dat files without need to change references in other files
Stunning weapons can now hurt
When you change the alphabetical/time ordering setting it will now affect the inventory
Changed the way food/battery generators work
Containers no longer show on radar
Opened journal page is now saved when saving game
Journal texts have been modified to be race specific, eg. the android won't need to hear about food
Bullets no longer necessarily stop when hit - laser passes straight through several aliens
Large alien corpses now yield more food than small ones
Alien player can now use some other weapons that his claws
Health should work a bit more logically now for different player races
Endgame monsters are now easier to spot with the creature scanner as they have bigger dots
New in version 1.11
Fixed:
Added support for Quanrian's expansion pack
You can now choose the mod you want to play when you start a new game
Food dispensers and Battery chargers now work more regularly (20 seconds)
The Ship Graveyard now correctly has a lot of crashed ships
If you play the game through, starting a new game should work now
The turrets now fire at enemies again
Placing a turret on an area with no enemies will no longer crash the game
Hopefully some of the game crashes have been repaired.
if it still crashes for you, please report it.
The queen's eggs should no longer appear outside the map
There can no longer be lava on the map borders
New in version 1.1
New Features:
There are now several areas for you to explore
Each area has its own climate: deserts, jungles, lava fields and more!
Weather: acidic rain, snow blizzards
Three possible species for player character: Human, Alien and Android
Many new enemy types
Improved alien AI
You can now eat the alien corpses if you grill them over a fire
New weapon: Pebble Shotgun
Put in a difficulty setting for puzzles
You can now move the Battery Chargers and the Food Replicators
One new background song
Fixed:
Fixed the amazing disappearing first item bug
Fixed fires warming you with goggles on
Map disabled on really old video cards that can't draw to textures
Fixed self rotating wheel puzzles to stay put after being completed
If you get more than 100 health your health slowly decreases to 100
If you use a diode to make a targeting beam it is left in your inventory for later use
Sped up initialization of new games and loading games