over 5 years
ago -
Sleipnir
-
Direct link
Hey folks!
The Ancients race is now playable alongside the Humes on version 0.8.0.0.
The Ancients - Their gameplay mechanics are quite different from Humans where they rely on finding Void Shards/Crystals to construct most of their rooms. They also don't require food to survive but instead need to rest at the Immortality tomb to replenish energy. When they are out of energy and have no tomb, they will get Void Sickness and slowly die. Additional Ancients can be found by finding Stasis Crystals underground. These crystals hold sleeping Ancients within and can be looted to free them. Ancients can only be one of the four new magic professions, but they can summon minions to do all the most basic tasks while they focus on more important things. >:)
Aside from the big Ancients addition, I've changed up how blueprints are discovered. Before, you would only discover a blueprint if you had the items. Now, basic blueprints that are essential to surviving will be discovered from the start. Things like containers, tables, chairs, and anvils fall into this group. That being said, there are many other blueprints which I've kept hidden for the sake of discovery. So, not everything is revealed. Just what's important to get going.
Here are the patch notes:
-Added a new playable race: The Ancients.
-Added three new starting scenarios: Immortal Conquest, Void Lord, and Bare Bones.
-Added Mage Profession - A profession specialized at fighting with magic.
-Added Thaumaturge Profession - A profession specialized at constructing with the void.
-Added Summoner Profession - A profession specialized at summoning entities.
-Added Arcanist Profession - A profession that's well rounded in summoning, void construction, and magic fighting. Similar to how the Laborer profession is decent at all non-magic skills.
-Added spellbook items that are used in magic fighting.
-Added Chaos Construct - Room where you can build magic items.
-Added Summoning Chamber - Room where Void Woken are summoned.
-Added Immortality Tomb - Room where Ancients rejuvenate energy and get rid of Void Sickness.
-Added Retrograde Arcanum - Room where Void Shards are converted into Void Crystals.
-Added Farsight Beacon - Room that indicates the location of void-based objects underground.
-Added Transmutation Chamber - Room that converts simple materials into Void Shards.
-Added Void Woken - An entity which does the bidding of the Ancients. Upon running out of energy, VW's will die.
-Added several new props: Lectern of Knowledge, Voidweave Sarcophagus, Void Cell, Void Catalyst, Void Stabilizer, Temporal Displacer, Stasis Crystal, Void Forge, Void Mine. - The Void Mine will explode when non-player controlled entities step on top of it. Nearby entities will be severely damaged.
-Fixed a bug where hitting the 'm' key while naming your settlement would take you back to the main menu.
-Fixed a bug where the overworld map retained the zoom scale of the in-game zoom.
-Fixed a bug where settlers were not spawning properly after a migration.
-Re-added the Blueprint Overlay window to show the item requirements to build things.
-Ancients and other creatures without blood will no longer get the bleed status.
-Fixed a bug where workstation auto jobs might not start immediately.
-Fixed a buuunch of save/load bugs.
-Added a 'clear auto job' button to the workstation overlay.
-You can now add/remove jobs across multiple z levels.
Next steps:
This next week I'm going to focus on adding way more items. Mainly food stuff, but some more weapons and gear too!
Thanks and hope you enjoy the new race.
Waylon
The Ancients race is now playable alongside the Humes on version 0.8.0.0.
The Ancients - Their gameplay mechanics are quite different from Humans where they rely on finding Void Shards/Crystals to construct most of their rooms. They also don't require food to survive but instead need to rest at the Immortality tomb to replenish energy. When they are out of energy and have no tomb, they will get Void Sickness and slowly die. Additional Ancients can be found by finding Stasis Crystals underground. These crystals hold sleeping Ancients within and can be looted to free them. Ancients can only be one of the four new magic professions, but they can summon minions to do all the most basic tasks while they focus on more important things. >:)
Aside from the big Ancients addition, I've changed up how blueprints are discovered. Before, you would only discover a blueprint if you had the items. Now, basic blueprints that are essential to surviving will be discovered from the start. Things like containers, tables, chairs, and anvils fall into this group. That being said, there are many other blueprints which I've kept hidden for the sake of discovery. So, not everything is revealed. Just what's important to get going.
Here are the patch notes:
-Added a new playable race: The Ancients.
-Added three new starting scenarios: Immortal Conquest, Void Lord, and Bare Bones.
-Added Mage Profession - A profession specialized at fighting with magic.
-Added Thaumaturge Profession - A profession specialized at constructing with the void.
-Added Summoner Profession - A profession specialized at summoning entities.
-Added Arcanist Profession - A profession that's well rounded in summoning, void construction, and magic fighting. Similar to how the Laborer profession is decent at all non-magic skills.
-Added spellbook items that are used in magic fighting.
-Added Chaos Construct - Room where you can build magic items.
-Added Summoning Chamber - Room where Void Woken are summoned.
-Added Immortality Tomb - Room where Ancients rejuvenate energy and get rid of Void Sickness.
-Added Retrograde Arcanum - Room where Void Shards are converted into Void Crystals.
-Added Farsight Beacon - Room that indicates the location of void-based objects underground.
-Added Transmutation Chamber - Room that converts simple materials into Void Shards.
-Added Void Woken - An entity which does the bidding of the Ancients. Upon running out of energy, VW's will die.
-Added several new props: Lectern of Knowledge, Voidweave Sarcophagus, Void Cell, Void Catalyst, Void Stabilizer, Temporal Displacer, Stasis Crystal, Void Forge, Void Mine. - The Void Mine will explode when non-player controlled entities step on top of it. Nearby entities will be severely damaged.
-Fixed a bug where hitting the 'm' key while naming your settlement would take you back to the main menu.
-Fixed a bug where the overworld map retained the zoom scale of the in-game zoom.
-Fixed a bug where settlers were not spawning properly after a migration.
-Re-added the Blueprint Overlay window to show the item requirements to build things.
-Ancients and other creatures without blood will no longer get the bleed status.
-Fixed a bug where workstation auto jobs might not start immediately.
-Fixed a buuunch of save/load bugs.
-Added a 'clear auto job' button to the workstation overlay.
-You can now add/remove jobs across multiple z levels.
Next steps:
This next week I'm going to focus on adding way more items. Mainly food stuff, but some more weapons and gear too!
Thanks and hope you enjoy the new race.
Waylon