0.8.1 Release General Feedback

Talking purely in a gameplay perspective.

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Ah. But wouldn’t it then be confused with Hydrogen Sulfide, which is also yellow?

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It’s green! At least I think so. I’m gonna experiment with the colors a bit and see what can be done

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Maybe the perfect balance between yellow and orange can be found…

Here is my suggestion:

In-game:

Compared to the original:

(Ammonia on the top, iron on the bottom).

It’s not perfect but I think it’s an improvement. Especially ammonia/iron. Ammonia and hydrogen sulfide are still similar but noticeably distinct, especially when apart, which is the problem I have with the original (when encountered isolated, it’s hard to tell if a compound is iron or ammonia without comparing the shades of each other).

Values for ammonia:

      "r": 1,
      "g": 0.808,
      "b": 0.133

Values for hydrogen sulfide:

      "r": 0.788,
      "g": 0.949,
      "b": 0.0

Values for iron:

      "r": 0.631,
      "g": 0.122,
      "b": 0.004
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I recall there once was a plan to make the clouds have some sort of symbolage to designify of what compounds they are.

I believe showing their icons and name alongside the mouse when you hover over them (yes, I know it also shows in the top right) would go long ways. Just a suggestion though!

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That could work, but the devs might be looking to spend their efforts elsewhere…

First time I’ve played in a while! (Now via Steam!) So I am sorry if any of these things was already added in a previous update.

Smooth so far, no crashes or significant bugs encountered.

Tolerances:

  • I really like the effect it has on the gameplay loop, for example in soaking up MP while travelling to the surface.
  • The effect seem a bit too weak at maximum. If your surroundings are way outside your tolerated range you should probably be barely able to live/not at all.
  • If you’re very close to within your tolerated range, the penalties should more gradually scale to zero.
  • For some tolerances the effects seem both very sudden, and capped too low, if that makes sense?
  • Reducing tolerance is also pointless unless you bring it all the way down to near 0. That should probably also be smoother.
  • I don’t exactly know why the UI for setting pressure tolerance is different than for temperature? The pressure sliders are very difficult to set accurately.
  • Unlike the membrane fluidity slider, the tolerance sliders seem to get “stuck” when you try to move them further than you can afford in MP. I.e. you can’t slide them back to recover mp anymore.
  • Oxygen and UV tolerance seem to not have any costs other than the MP to move the sliders? That seems like a missed opportunity, since right now you just want to have them at maximum always. Maybe they should increase osmoregulation cost?

UI stuff.

  • It seems like clicking on a species in the reports screen now opens up the tree of life instead of displaying species information on the right side of the screen? It’s nice to open this screen more easily, and it contains the same information when you select a species. But perhaps in this case it should automatically select the species you clicked in the report?
  • From later experience, the above change is really necessary, because right now it’s difficult to tell whether for example your prey just got a cellulose wall. Especially because the tree of life just keeps growing.

Gameplay/balance

  • Being able to set the growth order now is absolutely fantastic! I like the way it’s designed and implemented as well.
  • Nonsensical rusticyanin that is CO2-dependent despite not producing any glucose is still here I see.

Bugs

  • Cells seem to not disappear after being fully digested, so I need to expel them once they are sucked dry. I have a save file available if needed.

Not played around with Radiotrophy yet, might look at that later!

  • I did notice the one time I encountered it that radiation seemed to “build up” as you hanged around, then quickly drained out when away from the rock? I am not sure if I saw that correctly, but that’s not really how radiation works.
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I’d say there should be some sort of a penealty if the tolerance is too high when compared to the oxygen content of the patch (when it comes to oxygen)

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It appears that 0.8.1.1 is compatible with saves made in 0.8.1.0. I am not sure if this was always the case for patches with main releases, though, since this was the first time I upgraded a save file made in a previous version.

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It might have to do with major changes to the patch generator code not being present in such a small update…

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I could make a github fork

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What would you want to include within the fork?

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The color change and icons when hovering over (?) but I’m not sure others would want it! Maybe I’m the only one who’s bothered by this :sweat_smile:

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I think more people used to report this difficulty in differentiating clouds in certain situations…

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I think it was before the devs reverted the resource clouds to look like they were back in 0.3.X.X…

Yeah, pretty sure when that change was made the calls to upgrade the clouds stopped… until now.

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How would changing the color of the H2S clouds work if Sulfur chunks are yellow, like they are in real life?

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I think the call used to be that there should be a grid of symbols signing what sort of compounds are present in an area additionally to the current colored-cloud system.

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