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v0.9 - Dungeon Update

Patch Notes

Artifacts, dungeon content, water systems, and farming

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Updated 13 days ago

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