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Starmancer vent
Starmancer vent




starmancer vent

You can still use them, they just won't do much. You can't actually produce any resources with the ore refinery or food recycler, for example. We want this to feel like a demo, so we've limited/removed several features. Please don't save these links, because they might change in the future. If anything doesn't work, leave a comment, and I'll get to it in the morning. I need to sleep, so I don't want to make the demo publicly available (in case there are any issues). Our demo is not yet live on the Kickstarter page, but it is finished. Colonists will become trapped by this mold and slowly consumed. This will be some sort of "mold" looking growth that slowly covers your floors and walls.

starmancer vent

You can build quarantine zones to keep your healthy colonists away from the sick ones.Īlien growth infestations can consume your entire station.

starmancer vent

Your mining ships will occasionally come back with an infected colonist or an entire horde of these monsters. It slowly mutates your colonists and turns them into zombie-like creatures. Space plague is a deadly disease with no known cure. Who knows where they came from or what they might be carrying. Occasionally normal colonists will spawn from dimensional rifts. These can destroy entire sections of your station and cause.strange entities to appear (we're both huge fans of Lovecraft, so expect things to get weird). We're also adding a new Xeno research lab that can get your colony into all sorts of trouble.ĭimensional rifts can appear. Or you could just purge the entire colony. You'll get clues about who the rogue colonist is, so you can try to selectively "remove" the enemy colonist. Enemy factions can hack your colonist databanks, so a newly grown colonist could be an infiltrator in disguise. Rogue colonists will secretly enter your colony and attempt to destroy it from within. Our new stretchgoal is focused on adding different ways for your colony to be destroyed. You'll research and build all of these things in your robotic lab. We're also adding cyborg limbs that you can use when a colonist loses their human limbs (you could also forcibly augment your colonists with robotic parts). Combine this with robotic bodies and you'll essentially have some sort of "Cyberman" (from Doctor Who). We're also adding "brain implants" for controlling your colonists more directly. So some factions will be fine with converting your colonists into robots. A value of 50 means that they're neutral and will accept either humans or robots. A value of 0 means that they hate humans. Internally, we're planning on adding a random value between 0 and 100 for how much a faction likes robots vs humans.

starmancer vent

The drawback is that normal colonists do not like seeing robots (especially if they were friends with the former colonist) and "human" factions don't like it when you upload a human consciousness into a machine. We're actually planning on making special "robot" food recipes. They won't require normal food (so maybe they eat fuel) and they'll be able to survive in rooms without an atmosphere. These will be entirely new colonist bodies. As such, we'll be adding mechanical bodies that you create and transfer colonist consciousness into. This faction doesn't inherently hate humans, but it prefers more "robotic" stations. We're planning a faction composed of all robots. We want to play around with the interplay of human with technology. Our next stretch goal (not the new one) is all about Robots.






Starmancer vent