Just as a reminder, if you do modify the code please don’t submit bug reports since I can’t know if they’re from me or modifications made after the fact.
can i ask how you edit those files? do use like a game maker editor, or is it something in like %appdata%?
Having “completed” the game (I don’t remember if the real ending isn’t in yet):
- Slime count fix in the hotfix improved things from so-brutal-you-look-for-exploits to “brutal enough you need to drop everything and run every time you see the slime attack notification because half your buildings probably exploded”. (I managed to make the surface safe in 0.7.0 by letting a big mass of slimes sit around the cave entrance so long other slimes stopped spawning.)
- The building health tweak planned for next update will be very nice. Right now, energy shields are only useful for creating the slight chance that maybe it won’t explode when a slime spawn occurs.
- ARCs finally have a visual showing they work (maybe had it for a while, but I hadn’t touched this for some time), but the range seems a bit limited when you have to contend with providing adequate power for both the ARC and the almost mandatory energy shield protecting it, especially when you’re relying on wind power in the caves.
- I have yet to see a Gauss cannon actually do anything. They’re powered, but they ignore anything offscreen. I end up sticking with laser turrets as a result.
- Every weapon mentions a power level requirement in its details, but the right click menu for them shows minimum power 5, optimal power 10, and they seem to work based on those numbers. Energy shields included.
- Might be related to gauss cannons? The drone laser no longer interacts with anything offscreen. In a prior version, I was able to mine offscreen crystals and metal by pointing it at the right place, helpful for being able to manually mine while standing on a power station. I can’t honestly tell if this affects attacking slimes with the drone laser either.
- Loving the new interactions. I liked Tauma/engineer from the start, but the lines in these updates about her not-so-secretly liking the growth really seals the deal.
did you load it with metal? they need metal like reactors need crystals
That’s the problem, last time i put them down there was no way to add metal. No ui element or i’m missing something.
Gauss Cannons have been working just fine on my save, and without needing any metal, either. Despite what the description says, it doesn’t seem like the metal-as-ammo mechanic has been added yet.
Oh, and while I was trying to test the Gauss Cannons just now, I ended up in this situation in the second area:
For some reason, both the slime spawners started producing an endless stream of the tiny red slimes. I set up a single laser turret under each one, which resulted in the slimes dying as quickly as they spawned, and eventually, after a very long time, the left spawner went back to producing a variety of slimes (still in an overwhelming, constant stream…). However, the spawner on the right never seemed to get “unstuck”, so to speak. I’m not sure why they got stuck in the first place or what I did to get the left one unstuck, but regardless, I’m pretty sure something wasn’t quite working properly.
Is there always supposed to be an endless stream of red slimes that spawns every few seconds.?
The small pink ones? They spawn from larger, taller, red slimes.
On my save they were chilling on the highest ledge, endlessly pumping them out. Take a look at both ends of the map and see if they got stuck somewhere. (They also might not be able to drop down cliffs like regular slimes.)
I can’t even get up the cliffwith the slimes constantly attacking.
You want to use UndertaleModTool, which will allow you to view the game’s data.win file, and make edits to it.
I should warn that you don’t make any changes unless you know what you are doing and make sure to make a backup of the data.win file so you can revert back should you need to. Also like Chubberdy said, don’t submit bug reports since the code will certainly be modified and won’t be reproducable.
Minor update, mostly enemy balancing.
I just found a bug that leads to a softlock,
To make it simple, after the change of the cave where the other characters are, if you approach the exit of the cave slowly with any of the small characters (and in one of the first weight levels), you will fall down and that’s it.
There is no way to exit except by loading the game, potentially losing progress.
It seems to me that the problem is that the part on the right does not have any hitbox since it is possible to fall from the world only from the right .
here I already fell from the world
And I also found another way to have a softlock,
When the second “earthquake” dialogue happens, save the game during the dialogue (which seems like a bug to me), then close the game or go to the main menu and when you load the game, you will never be able to make the sequence of the cave start again, making a useless save and making you lose all progress, since you have to start from the beginning if you save in all the save spaces.
hihi! I’m back! so, first impressions on the new update:
I really like the fact that the mouse is now used for many of the menus, it was rather confusing before and I always did a load of misinputs but this scheme has a much more user friendly design. The only change I would make is that clicking outside of a menu (other than the pause menu) should close the menu.
Secondly, i’d like to fess up about a bug i’ve been keeping quiet on because I think I have a suggestion on how to solve it finally.
You’ve seen it before, just in a different form:
The closer to the edge of the screen an ore is, when you’re mining it, the faster the accrual of resources from that node.
To fix this, I would simply change what you do to actually give the player those resources- each tick the laser is active, instead of giving crystals or metal directly as a result of hitting the ore with the laser, instead set a boolean that gives a fixed rate of mineral gain based on research and the like. Set this boolean to false when the laser is turned off or hits something that isn’t a mineral node. I’m certain this should fix the issue.
Second, some of Sen’s lines are the wrong color. there was one during the dog-like alien’s weight gain stages too, later on.
I see you’ve had some issues with enemy balancing, but in latest update I think this one rocks. The slimes are more prominent and force you to actually deal with them which is deeply appreciated.
The cave layout is nifty, but again- as others have said, if you build up to second level on the far right side, let the slimes destroy the elevator, then build on that platform, you register yourself immune to them! I would make it so that if slimes are trying to attack a building above them, and can’t reach it, and the spawn limit is reached, some of them may despawn and trigger a flying slime to spawn.
looking forward to the next major update! toodles!
Mostly changes to dialogue and revamping the tutorial, might want to skip this one if you’ve already got a save file.
When I download the new version and try to enter the cave with my allies I get this error (regardless if I completed new tutorial or not)
############################################################################################
ERROR in
action number 1
of Step Event0
for object mng_event:
Unable to find instance for object index 29
at gml_Script_create_textbox
############################################################################################
gml_Script_create_textbox (line -1)
gml_Object_mng_event_Step_0
Just a quick fix for the cave crashing the game issue.
Just tried it, it did not work
It worked for me.
It’s a shame that in the cave cinematic, the image of the character’s dialog box does not change when she is fatter.
I was able to get into the cave in version 0.7.4. I did find a few other bugs, though:
Elevators don’t seem to like it when you try to build more platforms on top of Hab Walls next to them. Sometimes, adding another platform causes the elevator to lose its connection with the current highest level. The elevator also tends to flicker while you’re venting energy to build said platform.
Also, this one might be my fault for building platforms on top of an elevator, but sometimes, if you’re holding down on the elevator as it tries to pass through a level with overlapped platforms, your character will teleport upward and then fall through the elevator and platforms all the way to the ground.
(If you’re wondering why I built platforms on top of an elevator in the first place, it’s because I wanted to build a reactor-less power setup for a teleporter hub right outside the cave. The building process was a bit awkward, but I managed to make it work in the end.)
On the subject of teleporter hubs, as I think someone mentioned earlier, if you build a hub on the surface before going through the subterranean area, the game will still nag you about finding your crewmates as if you’re in the subterranean area. It can be a bit annoying, since the line interferes with your ability to check on the status of the hub, although the hub itself is still functional.
Oh, and one more thing about elevators: It’s possible for a character to go up a weight stage while riding the elevator. One time, this happened to me while I was right at the edge of the elevator, next to the wall, and I ended up getting stuck in place until I vented some energy to slim down again. I forgot to take a screenshot, though, and most of the time, it seems like you’ll just get pushed away from the wall if you grow while close to it.
Maybe not a bug, per se, but if you load a save in the cave, you can catch a glimpse of the game removing the replacement floor if you haven’t gotten to that point yet.
The game has a tendency to crash when I try to talk to other crew members. Unfortunately, I haven’t been able to figure out what causes it, but I did take a screenshot of the error message.
Some of the voices and text colors are still mixed up in one of the conversations between Dax and the Captain.
And finally, if you load a save in the middle of a cutscene or conversation, the game doesn’t return control of your character to you, so you won’t be able to move or do anything. Fortunately, you can fix this by exiting to the main menu and then loading the save again.
All right, I think that’s all I’ve noticed for now… I still have yet to actually play through the underground section again on this save file. The game is still a lot of fun, by the way, despite the bugs. I may have spent a bit more time optimizing my setups than I really needed to…
Oh, and one quick question: Is there any gameplay difference between Tauma and Dax? Obviously, the Captain is bigger and faster, but I couldn’t tell if there was any reason to switch between the other two. (Or, for that matter, to use them instead of the Captain… She can actually hit the weight threshold to break the floor by herself!)