Sound effects, auto-save, improved UI, randomized world settings, bug fixing
Updates since the last devlog message:
- Several new sound effects: animal aggression, various crafting jobs, harvesting plants/branches, chopping down trees, digging, pouring liquids, butchering, bow/arrow and other weapons. More sound effects to be added in the future.
Auto-save feature added. It is off by default but can be adjusted under Settings.
- Added crafting recipes for fishing hook (bone and wooden), funnel basket fish trap and fried scraps of meat and fish.
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Added lean and fatty in addition to normal fish meat to simulate that, say, mackerel has a much higher fat content than cod or halibut.
- When examining an item, a list of potential items spawned is now shown in the menu.
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Wounds that need treatment will now flash. When the effect of a treatment wears off you will get a log message about it if the wound needs further treatment.
- The Customize World menu now allows each setting to be randomized. In addition, changed settings will be saved to a file and reloaded when restarting the game.
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It is now possible to grab an item or unload a container while wielding items in both hands. The action will take longer to execute which simulates having to temporarily drop one of the wielded items before performing the action. This avoids the tedious extra key presses of having to drop a wielded item, perform the action and then wield the item again.
- Easier crafting menu navigation: hold down Shift and press up/down to move the selector to the nearest craftable (white-coloured) recipe, if any.
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Added a smooth shadow transition for parts of the map near the character's max viewing range. Sunset and sunrise are also more smooth.
- "Large" and "Huge" map sizes have been removed due to performance issues and too large save files generated. "Tiny", "Small" and "Medium" have been renamed to "Small", "Medium" and "Large", respectively. The bigger maps might be added back in the game in the future if I find a more efficient way of simulating and storing them.
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Reduced the time it takes to access the crafting screen.
Bug fixing:
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Save game could get corrupted if it contained a partially crafted item.
- Issue with missing/wrong information given when examining map features like trees.
Burning items not in containers would not get erased when getting weight 0, causing issues with physics calculations (division by 0).
- Attempting to add an item to a container would make the item disappear if the container was too small.
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Salt water fish could access fresh water tiles adjacent to ocean (and similarly for fresh water fish entering ocean tiles).
- Muscle atrophy rate was too high.
Crafting menu would sometimes claim that not enough water is available even with an infinite water source nearby.
Micro-organisms were not simulated correctly, leading to a very high risk of food poisoning even for properly cooked meat.
Corpses would not be stored correctly in save game files.
Best regards,
Christian
Files
Get X-Survivor
X-Survivor
Roguelike survival on a deserted island
Status | In development |
Author | Christian Wulff-Nilsen |
Genre | Survival, Simulation |
Tags | 2D, ascii, Crafting, Exploration, lone-survivor, Procedural Generation, Roguelike, Sandbox, Singleplayer |
Languages | English |
Accessibility | Configurable controls |
More posts
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- Survivorpedia, rain collector, skin wetness, baking breadJan 19, 2024
- Indoor climate, bug fixing, resolution support, future plansDec 31, 2023
- Issues with the game?Dec 10, 2023
- Finishing a different gameAug 15, 2023
- Item ASCII graphics, food smoking, bug fixing, Mac supportMay 25, 2023
- New fish types and crafting recipes + better performanceMay 13, 2023
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