Devlogs
Update R3 (beta) to R4 (release)
- Documentation has been updated.
- Game introductionary text changed to better reflect the addon character.
- NORTH, SOUTH, EAST and WEST are now synonyms to the nautical terminology.
- Added a secret debug feature which only applies to the 16-bit versions
- Examining the status terminal in chapter 1 now adds "finding the missing maintenance robots" to your mission. You also get an hint that you should look for the robots before you do something else.
- Added a message that gets triggered when you analyzed the asterioid chunk and you try to use the EMP with other subjects than the young mites. You get an hint that you need less resistant test objects to progress.
- Transmitter riddle improved by adding a more obvious message that the missing conductor board is likely inside the housing and that you need something to "grab" it.
- Implemented a message that gets triggered when you try to use the exterminator in other rooms than room 31 (geologic samples). It tells you that the exterminator is not suitable for fast moving enemies or groups and it hardly can be used for other purposes.
- Added object "a broken bottle with narcotic serum" for improved exterminator riddle at geologic samples department.
- Modified "in crawler fight" message to "area needs to be secured first".
- Added "crawler is too fast for that now" message when trying to use the exterminator at the geologic samples location and you haven't injected the narcotic serum yet.
- Added message that gets triggered when you try to walk away from the geological samples section while the crawler is still alive and the injector is already loaded. It will suggest to take the opportunity and fire the injector instead of going.
- Heavily improved the exterminator riddle in the geologic samples department in both terms of logic and hints given. The riddle is now expanded, much more guided and obvious. You have to force the crawler to move slower first by injecting a narcotic serum.
- Added object "sleepy crawler" for the improved exterminator riddle.
- Fixed a bug that caused the metal crate to crush on the mean crawlers again and again. Once the room has been cleared by crawlers and you try to use the grabber on the crate, you now get a message that there is no need to do this again.
- When Vlad explains the water at location 37, you now get a message that the sulphur sea on Caiparon is breathtaking.
- When you examine the dead master at the corridor and you haven't found the tooth yet, you now get a message that a search could possibly reveal additional information. As soon as you found the tooth the examine message reverts to "even masters fall one day".
- Putting the tooth in the lab's scanner unit now properly checks if you're carrying the tooth.
- Changed the default message when trying to operate the freight terminal and you don't have the fingerprint yet. It now tells you that the officers in the hall looked like security officers and that you could use your analyzer to retrieve a print so you can authenticate. This is a fallback for the case the player does not try to search the masters right at the beginning of chapter 2.
- Added a new message that gets triggered when you try to use the freight terminal and you have the fingerprint but you don't need the lab password yet. Vlad now tells you that the terminal gives access to all logins of the freight area and the nearby lab and that you should come here again in case you need an admin password. This retains the logic of the riddle as you can't look for something you don't know, but significantly improves the the process with many hints so that the player knows what to do when the Lab-o-tron asks for an admin credential.
- Slightly modified the output message of the Lab-o-tron so that it's more obvious you need to go back to the freight terminal.
- Using the lab computer now checks if you're in the laboratory, hence you can't use the computer when you're not in the room.
- Typing the code into the Lab-o-tron is now only possible if you're in the same room as the lab computer, which makes sense. We kept the behaviour that you can generate the toxine again and again while in the lab as that gives you a hint message that your injector is loaded now with it and so the player knows he has to use the injector at some point to further progress.
- Examining the queen's guard reveals now that they are crawlers and they seem to be protecting something. You also get an hint that since they keep you at a distance, you could flood the room with water from the crate to send some electricity over.
- Examining the aquarium crate now reveals that you could actually flood the room by burning a hole inside the crate.
- After burning a hole in the aquarium crate, also when examining it, you now get an info that the room is flooded and it is time for some electricity now.
- Added a message to the guards riddle that gets triggered when you try to use the EMP in that room without it being flooded by water from the aquarium crate. You get the response that it's a great idea but you should flood the room first.
- Examining the canister now reveals that it contains highly explosive gas and you should not let it too close to your laser, unless you want that as it would blow everything in pieces.
- Using the canister with the sting tail warrior now suggests that you could throw it at him, THROW now is a synonym for DROP to add even more realism to this riddle.
- Added a message that gets triggered when you just try to use the canister in other locations than location 58 (sting tail warrior). It suggests you rather would like to throw it at something and shoot it with your laser so that said something would blow into pieces.
- Examining the sting tail warrior now gives you a hint that you could actually throw something at him rather than getting too close.
- Examining the nailgun now reveals that you bet the nails were kept close to the nailgun, suggesting the nails should be at the same location you found the gun. You also get an hint that nails respond to magnetism.
- Examining the flamethrower reveals now that it's almost empty and if you're going to use it, you should be as efficient as possible.
- Using the flamethrower on a single group of drones, which could happen before you have lured them all to one place, now responds that it's the right thing to do but you need to have them all at one place, so you need the right idea and the right place for this.
- Created object "an empty flamethrower" that replaces the flamethrower once you used it to grill the lured sting tail creatures.
- Changed the "Dead End" room description a bit. It now includes a hint that the area is far away from the engine and thus very suitable for a mass killing, suggesting this is the place to lure all the drones to.
- Rewrote parts of the ending so that it now is pretty much on par with the memorable ending of Hibernated 1.