V0.1.1 - Bugfixes & QoL


Thank you so much to everyone who's played, rated and commented. The reception has been better than I'd dared hope for, and it's really inspired me to keep working on games. You lot quickly found a few minor bugs I'd missed, as well as pointing out some of the more glaring QoL/UI issues. As I've mentioned before, I'll be working on other projects for at least a little while, but wanted to address some of the worst problems you'd found. So here's my first changelog:

QoL Changes/Features:

  • Food/Water items which are unlimited (come from actions with no Max Completion) will now be consumed before limited ones.

This is probably the change I'm least sure about. The original idea was to reward people for getting to the unlimited resources quickly and deliberately gathering them instead of the limited ones. But I do agree it's frustrating if you lose because your character is dumb. So I'm making this change for now, but won't guarantee it'll stay this way forever.

  • Item Pickup actions are now placed at the top of the Actions list. 

Other than this change, all actions are in the order you discover them in for now. I do hope to find a cleaner solution to this in a later update, but for now this should help you find the most critical actions.

  • When you try to remove the Food Synthesiser Power Coupler,  it now asks if you're sure because proceeding will stop you getting any more food from that source.

I'm aware there are certain other actions which I'll likely want this warning on, but this seemed to be the one which caused annoyance most often.

  • The Skills panel now has tooltips, showing your Xp, level, multiplier and other 'lategame' info once you get that far.

Bug Fixes:

  • It was possible to lock the 'Start Action' button in the disabled state when it shouldn't have been.
  • The 'Force Ground Door' action now remains visible until you open the door, one way or the other.
  • A certain action is now removed correctly when you do the alternative.
  • Typo in one of the later logs.

That's it for now. Unless any game breaking bugs turn up, I'll be working on other projects for at least 1-3 weeks, then may be back with a content update.

Files

Terraformental_Web_v0.1.1.zip 4.5 MB
Dec 15, 2024

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Comments

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I do still think consuming unlimited items first is right mechanically (one possible alternative being choosing what it used), and I think with a visual distinction it will feel a lot more natural and intended

Looking forward

You're probably right. I'll just have to make sure I keep it in mind when I planning out future chapters, since it could have a pretty big effect on balance.