COSMIC CALIBRATION UPDATE NOTES
[p]We’ve done an extensive network upgrade and we’re asking for your help to stress test it. We’re going to experiment with flora and creature densities during these tests to get your feedback AND to assess impact with the new code….so that we know how far we can push it in the next update![/p][p]Along with this massive infrastructure change, we have a handful of other improvements to go along with it, but the bulk of this particular update is the network changes.[/p][h3]Gameplay:[/h3]
- [p]Limestone, Sandstone, and Chalk have higher adhesion so they work better as caves.[/p]
- [p]Roaches and Kharvix move faster when not in combat (so they can ambush you better)[/p]
- [p]The Paver’s battery cost has been lowered so it’s easier to make roads.[/p]
- [p]The “NoSeeds” versions of bushes & mushrooms have been removed. You can now get seeds from flora that you’ve planted with the Harvester.[/p]
- [p]When you are invulnerable (from PowerUps) you cannot be affected by statuses (like being set on fire or frozen, etc.)[/p]
- [p]You no longer have to hit “G to portal”. Instead, you just walk under the portal arch and you’ll transport to the connected world.[/p]
- [p]A “Combat Tips” screen has been added to the F1 Help menu so it’s easier to understand the color-coding of creature names.[/p]
- [p]You can now see creatures a LOT further away than you could previously. (A good thing.) You can also sweep your mouse cursor around and find them that way, but that isn’t a permanent feature. (Too easy to find creatures in trees that way.) We’ll be fixing that so you can’t see nameplates that far away or when obscured in the future.[/p]
- [p]Omniblaster[/p]
- [p]Wild Wormhole[/p]
- [p]Xyloslicer[/p]
- [p]Sliding down hills[/p]
- [p]Ice sliding[/p]
- [p]Sunrises[/p]
- [p]User Interface Fonts on updated screens[/p]