Patch #2
New update! This is mostly just including a fix for high refresh-rate issues- but also includes a few minor changes, and entry/exit animations for 'friends'.
The next update (assuming no hotfixes are needed) may take longer than this one, but hopefully will include more actual content! I'm thinking something... sloshy. If all goes well, that is.
Patchnotes:
Implemented a fix for high refresh rates- process rate should now be locked to 60fps.
Added killboxes to remove any escaping 'friends'. All deleted 'friends' will live happily ever after, in Brazil.
Thickened doors to prevent APFSDS 'friends' from achieving full penetration as often.
Fixed settings file again, now will load a default setting instead of a temper tantrum when settings are missing/added.
Don't ask why the reactor broke down. Totally just a faulty part.
Fixed it so you can't bump blackboxes through solid metal.
'Friends':
'Friends' now have a simple animation for wriggling in/out of orifices.
Intake speed is not yet limited, but exit speed can be controlled in Settings.
Fixed 'friends' performing Great War era wave tactics when exiting the player.
Adjusted non-debug egg-spawning systems, to improve process speed at high internal 'friend' counts.
Adjusted natural egg rate to be more noticeable- 'friends' should now have a 50% chance to duplicate after taking a flesh-nap.
"Friends' no longer moonwalk into Mel's rear.
Broke Debug buttons, fixed them again.
Broke egg production, fixed it again.
Settings:
Added a setting to control 'friend' exit speeds.
Added a setting to control wait times, before 'friends' try to wriggle out.
Files
Get XLCR: Tech Demo
XLCR: Tech Demo
Animal Control, in SPACE
More posts
- First Patch- Reactor Meltdown!87 days ago
Comments
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The new wriggle animation for the "friends" really helps with the pace of how they work in the game.
The 50% chance to duplicate after taking a flesh-nap didn't happen much for me at all, so it felt like i was holding the same amount as i had when i collected them.
One thing i would like to see in the game is a meter that shows how full you are of "friends" inside your parts, just so you have a better feel on how many you have.
I'm still thinking about how to deal with reproduction- I have the option of constant egg production with the flip of a switch, but it might be an unpleasant mess if it means hitting max 'friends' every time. I'm just erring on the side of fewer 'friends' for now, to keep cleanup easy, and avoid chasing down individual 'friends'.
I've thought of adding in a meter, too, but it'd probably come with some sort of 'limit'- it might work well with the next content update.
Would love to be a ble to keep "friends" in without them being able to escape while having the possibility to keep taking more!
Also APFDS friends LO
I'm already considering something like this, it might be included in the next content update. No promises.
I believe I encountered a crash as well... I was carrying the... case thing? And a worm was exiting the rear and the game crashed. I'll see if it happens again.
Edit: Yep! Same thing happened, same crash.
That might be from a similar coding error- see if it's fixed now!
It appears to be fixed! Will report otherwise if it happens again, but good work with the hotfixes so far. ^_^
looks like u mixed up rear enter and exit animation and i also get aways a crash if i try to change the generator...
Whoops- my fault for tacking that on without testing every hole.
Patch is out for both those issues, now.