v0.9 - Dungeon Update
Patch NotesArtifacts, dungeon content, water systems, and farming
HistoryRevision from Updated 13 days ago - Ategon
Starground v0.9.0.0 was released on October 17, 2024 as a stable release in the Early Access v0.9 update series.
Additions
- Introduced artifacts
- Introduced the magnet artifact
- Introduced the lead boots artifact
- Introduced the preserved clover artifact
- Introduced the chainmail glove artifact
- Introduced the grabber artifact
- Introduced the night vision goggles artifact
- Introduced the special item pillar dungeon room
- Introduced the chance shrine room, which has a 50/50 chance for powerful loot, or to spawn enemies when activated
- Introduced farm plots
- Introduced the ability to farm trees with apples
- Introduced water pumps
- Introduced water
- Introduced item descriptions for all artifacts
- Introduced a shadow to item stats text to improve readability
- Introduced an item tag to denote whether an item is farmable or not
- Introduced an item stat to show how much it heals when consumed
- Introduced latvian (Thanks Oviar!)
- Introduced a blur effect to UIs
- Introduced Moongrass to the dungeons
- Introduced modding support
- Introduced effects from food
- Introduced pizza
- Introduced apple pie
- Introduced Moonshroom (as an item)
- Introduced moonflour
- Introduced the grinder
- Introduced ovens
- Introduced meat
- Introduced a mod menu
- Introduced latvian to the game (massive thanks to Oviar!)
- Introduced Oviar to the translation credits
- Introduced Unskill335 to the translation credits
- Introduced the Fountain Wishes track to the Space Hub
- Introduced a second dungeon level (not finished yet, but currently accessible)
- Introduced floor doors that appear when killing bosses
- Introduced a warning popup to the mods menu
- Introduced functionality to the mod search box
- Introduced background blurring to more UIs
- Introduced a new ModAPI function for syncing inventories with clients
- Introduced the ability to see player multiplayer IDs in the playerlist when the F3 menu is open
- Introduced the menu_loaded signal that is emitted when the main scene is instantiated and loaded (accessed in Global)
- Introduced a new tileset to the lab
- Introduced glowing lumen orchid decorations in the lab
- Introduced the carrot artifact
- Introduced The Face enemy
- Introduced enemy wandering functionality
- Introduced special weapon components
- Introduced the "Exclusive" tag to items
- Introduced the carrot artifact
- Introduced the Tesla Core special weapon component
- Introduced float precision to the player's health bar to allow for non-int damage
- Introduced the Temple Lab track
- Introduced NightPotato to special thanks (thanks for all the awesome help with modding!)
- Introduced Dapal to the translator credits (thank you very much for your help with French!)
- Introduced the Computer
- Introduced the Diadematus spider enemy
- Introduced the Mini Diadematus enemy
- Introduced the Harvester
- Introduced grilled cheese sandwiches
- Introduced moonshrubs
- Introduced moonberries
- Introduced sugar
- Introduced donuts
- Introduced a 15 second consumption delay for all food items
- Introduced large crate decorations
- Introduced test tube decorations
- Introduced the Spore Scepter
- Introduced Log #1
- Introduced damage_taken signal for all entities
- Introduced player_entered_room signal in Global
- Introduced Spore boss music
Changes
- Changed the game so enemies have a small chance to drop rare items
- Changed the game so items are sorted by artifacts first
- Lowered the chance of decorations dropping hearts and food (new rooms make up for this)
- Changed the game so the tree of wisdom is now killable
- Refreshed the sprite for the Dragonslayer
- Refreshed all translations
- Made an enourmous change to everything in the game by swapping items, buildings, Research, recipes, and more over to an ID system (should be virtually the same in-game)
- Unified all recipe selection buildings and their UI together to make them easier to maintain and create
- Changed the game so Furnace will now set it's filters from recipes instead of being hard-coded
- Changed the game so any inventory filter with the key FUEL_FILTER will filter to all fuel items
- Changed the game so mods can no longer override global.gd
- Refreshed all translations
- Adjusted the use of mod_initial_load.gd to instead use a script pointed to within info.json
- Adjusted the version numbering in-game to use a dash "-" instead of an underscore "_"
- Adjusted warning messages for mod validation
- Changed the game so mods will now load their scripts into a node as a child of ModAPI
- Adjusted player artifact checking to use a multiple of a set variable instead of overriding the base value
- Enhanced the appearance of the dungeon floor door
- Moved enemy spawning loot tables to the global Loot Table
- Moved the Yuck Puddle track from level 1 to the lab dungeon
- Moved boss loot drops to the global loot table
- Changed the game so the harvester requires the "Advanced Collection" research
- Adjusted entity health to floats
Fixes
- Finally fixed the strange depth sorting issues with dungeon doors
- Corrected a problem where enemy corpses would remain between dungeons
- Corrected a problem where automaton arm components had 0.5 cooldown
- Corrected multiple issues related to tilemaps and spawning inside of dungeon rooms
- Corrected a long-standing issue where fuel and furnace progress was not perfectly synchronized
- Corrected a problem where items could be stuck behind corpses
- Corrected a problem where the research notification popup was not centered
- Corrected a problem where tall items were behind the item frame
- Corrected a problem where bee sounds were not tied to the SFX bus
- Corrected a problem where numbers in the research menu would be updated incorrectly
- Corrected a problem where modded items could not load defaults
- Corrected a problem where the Electric Furnace could not take in any ores
- Corrected a problem where mods could not add to loot tables
- Corrected a problem where modded fuels were not accepted by fueled buildings
- Corrected multiple issues with electric furnaces, potentially causing crashes when used
- Corrected a problem where mods with multiple supported versions listed was formatted incorrectly
- Corrected a problem where zooming out had no limit
- Corrected a problem where mod validation was not in the right order
- Corrected a problem where bombs and nuclear bombs were not usable
- Corrected an issue related to recipe building UI multiplayer syncing
- Corrected a problem where the death screen would display item IDs instead of names
- Corrected a problem where the crafting UI flashed the wrong recipe when opening
- Corrected a problem where the toolbench had the incorrect stack size
- Corrected a problem where V2 underground Conveyor did not drop their items
- Corrected a problem where healthbars would flicker visible when spawning
Optimizations
- Significantly increased the performance of tilemap autotiling, which increases load times (3x faster on small maps, but over 12x faster on large ones)
- Significantly increased the performance of all logistics
- Significantly improved performance of the audio engine
- Enhanced the performance of thumpers
Official announcement
https://steamcommunity.com/games/2793380/announcements/detail/4532401559140382434
