Posted February 18, 2025 by XLCRdev
New update! This includes liquids, new 'friends', and slowdown/limits on how full Mel can be. I have an idea for the focus of next update, but there'll probably be some other items that get worked on along the way. It might take a bit to get done.
Patchnotes:
Added a setting, enabled by default, to adjust spawning limits to track only not-yet-obliterated specimens.
Liquids:
Added new liquid plugs to the Xenocaps- now you can fill up on all your favorite... things!
(This liquid-plug is on the left side of the xenocap, below the terminal. No, you can't take it with you.)
This includes 4 liquids: Sedative, Solvent, Pop-Out, and Breeder's Bliss.
But be careful! Now you'll be limited in how much Mel can carry. Look in the top-right for your status.
Liquids and 'friends' may start to leak out once the meter turns yellow- and it only gets worse from there!
Being too full may also slow Mel down- try not to overeat...
Creatures:
Added 3 new creatures! Hopefully this adds more variety to the cleanup process.
Redworms: These little 'friends' are very active, and very slim- meaning they can get past plugs! Bring some Sedative.
Breeders: What it says on the tin- not only do they not want to leave, but they'll glue themselves in place! Bring some Solvent.
Puffballs: Like pufferfish! They REALLY don't want to leave- and aren't shy about taking up space. Try Pop-Out!
Animations:
Actually remembered to update the right hand to match all the work done when testing the left (I will learn nothing from this)
Added an 'ass extension', another piece that extends to stop the thigh sprite from splitting off of the body sprite.
Added better motion to the elbow/kneepads on 'suit', making them separate sprites.
Fixed a bug in the walkcycle calculation, which inevitably broke walkcycles. Mel may have a limp for the near future!
Fixed Mel entering 'stealth mode' sometimes after closing a door & walking through.
Fixed being able to close a door while going through.