0
Answered

Some lines of the vitals screen appear off sync from the rest

Mr. Fusion 6 years ago updated 6 years ago 2

The middle line of the Hydration category appears to be "ahead" of the other two, being yellower than it should be compared to the first and third line, while the middle line of the Exhaustion category is "behind" the other two, being greener than what would be in line with the other two. It may worth noting that at the time I've observed this, hydration was in a better overall state (more green) than exhaustion (more yellow).


It's a bit as if the middle line of Hydration is actually affected by the exhaustion level, and the middle line of Exhaustion is affected by the hydration level.


Is it intentional, those properties being connected on some level and thus not quite following the general behaviour of the category they are in (which, however, somewhat breaks the flow/logic of how the vitals screen as a whole works, changes propagating from top to bottom within the categories), or maybe the display is linked to the wrong variables?

0
Not a bug

PRT storage door has a blue HUD icon

Mr. Fusion 6 years ago updated by Tyler Owen (Lead Developer) 6 years ago 1

The storage door of the PRT  shows up as a blue HUD icon on the scanner, same as the secondary caches. Since the PRT itself has a distinct HUD icon of its own, having a second icon, especially one that is used for something else, seems superfluous.

0
Under review

(Radiation) Medicine rework

Mr. Fusion 6 years ago updated 6 years ago 9

Currently, anti-radiation meds appear to just instantly remove any (or at least a very high) amount of radiation, which doesn't involve any planning and tradeoffs, generally not really interesting and also not "realistic" (as much as a radiation removing "wonderdrug" can be to begin with).


A more complex, but also more interesting implementation could be as follows:

  • The amount of radiation removed per use is limited. I'd say one dose should remove at most somewhere between 1500-1800 units, maybe not even that much.
  • The removal happens over time. Once a dose is taken, a small amount of accumulated radiation is (attempted to get) removed every in game minute, and the remaining capacity is reduced by the effective value for that tick regardless if there actually was any radiation left to remove (so that the capacity gets depleted and doesn't carry over to an exposure a lot later). The amount removed per tick should be qute small, for the total amount suggested above I'd say 2-3 units per in game minute. Yes, that means that the full effect of one dose takes 8-12 hours to apply, during which organ degradation continues / regeneration is impacted. If you have a high exposure and take the meds too late, you may still die due to the continued organ degradation while the meds work. This may sound a bit too punishing, but forces players to take exposure as seriously as it should be and plan ahead accordingly (also, see a bit below for a possible counter). This also means that you could preemptively take radiation meds for a situation where you absolutely must go outside for a prolonged period, to slow down the accumulation rate while you are outside.
  • Doses do not stack. Taking two doses means the second is simply lost, not that it doubles the amount removed or the effect time. This, and/or the fact that a previous dose is still in effect should be communicated somehow so that the player doesn't waste doses. Alternatively, taking a dose while a previous one is in effect would reset the remaining removal capacity to the maximum provided by a single dose. This would probably be the better solution, actually?
  • Resting increases effectiveness. When the player is not resting, removal progresses at the nominal rate. During a rest period, the removal rate is somewhat increased, maybe by 50%? (Im not sure if it should impact the effect period, or boost the effective amount removed? As in, when resting, an 1500 dose still removes 1500 radiation and capacity at 3 per minute instead of 2, which means it takes 500 minutes for full effect instead of 750 minutes, or that an 1500 dose removes 2 units from the removal capacity to keep the effect period, but it removes 2 * 1.5 = 3 units from the actual exposure so that 2250 radiation is removed during the normal 750 minutes duration.)
  • During the effect period, exhaustion builds up faster, sprint time is decreased and sprint recovery time is increased. It could also noticeably increase water consumption rate for the duration.

-----


To go along with implementing this change, it could be a good time to also flesh out the regular medicine (the "red pill box") to actually do something (I'm not sure if it currently does or does not, I don't think I ever actually tried to use it).


What it could do is basically the same as the radiation meds, only with organ integrity. It would, over time, add a very small amount per tick to it (either to improve a degraded condition faster or partially counter an ongoing integrity loss), up to a maximum capacity per dose or until full integrity is reached, except it wouldn't have a side effect (unlike the exhaustion / sprinting impact of the radiation meds).


This would mean that it could be used, for example, in combination with the anti radiaton meds in a high exposure situation: it takes time for the radiation meds to reduce exposure, during which time organ degradation continues, which could be countered/slowed by taking a dose of "normal" meds too so that you don't die of organ failure before enough radiation is removed for the integrity impact to become manageable without further doses of normal meds.


-----


On a marginally related note: I think radiation induced organ degradation starts to become noticeable a little too late and progresses a little too sharply from there. I recently had am exciting combination of a dust storm immediately followed by a radiation storm, which forced me to accumulate a nice dose of radiation while restoring power generation and fixing things after the dust storm, however, for a while organ integrity didn't really change even as the exposure built up rapidly, then past a threshold (somewhere around 2000-2500 units or so?) it dropped from the immediate step below normal (yellowish green) to poor (orange) in a matter of maybe two hours tops. This rate of change makes it really hard to react to, or even just recognize the danger, so I think the impact should start sooner and ramp up slighly more linearily through the early stages of exposure and then speed up as it does now as exposure becomes really high.


Additionally, I think the exposure count never really changed color to indicate severity, at/around 3000-ish it was still green while I was dying from it at an alarming rate. Given how severe the effect actually was at that point, it shoul'd ve been deep red by that time, and possibly having been turned yelowish at around 500 or so and going towards red from then on towards the 3000 range.

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Habitat and PRT Suggestions and BUGS

Altimos 6 years ago updated 6 years ago 0

Okay, first off, I just want to say smashing good job on everything.

 

I'm about to make some suggestions and possible bugs all in one post. If some or all have already been suggested and/or pointed out, fair enough... if not, this is me just vomiting everything out.

 

Currently on SOL 36

All waypoints found...

3 habitats found

18/20 achievements found (missing SOL50 and hidden~ bloody hidden ones XD)

 

Habitats

First, I would like to suggest that the airlock have some cabinets and slots for tanks.

 

Currently, the airlock has empty lockers that is not functional (I'm guessing as of right now). If there is a plan to work with this area, that is cool. I'm only suggesting it, because I've pretty much scavenged perhaps 90% of the land and I'm running out of places to store stuff. Like seriously, both habitats are packed with materials and food (more of the former than latter), and my person is encumbered all the time.

 

Second, I would like to suggest being able to run inside your habitat.

 

Slow... so slow, especially moving between your materials and crafting station. In the Navy, I was stuck inside the belly of the ship as an engineer and was able to move from one side of the engine room to the other in less than a minute. Yes, it was because I was very familiar with the space... but so should the astronaut XD

 

Third, survival beyond SOL 40 or 50...

 

I know I'm not there yet, but you can say I'm getting close. Eventually, I WILL run out of food. Is there plans to create bigger pop tents used for cultivating food like potatoes, beans, and the like? Kind of like in the movie "The Martian"? I like the prospect of being able to sustain myself, especially since I've explored the entire map.

 

Finally, habitats have wheels?

 

Could this be an indication of being able to move the habitats closer together? If being able to cultivate your own food, and possibly gearing up for a long haul of survival until the powers that be back home send help, you'll have to work on securing an area all for yourself. It would be a slow, painstaking, and resource driven process to move the habitat closure to another. It would require extra battery packs for your PRT, it'll probably take several charges, a day to tear all the equipment down and store it on the sides of the habitat and planning a route that won't cause you to go down or up a steep hill and over large rocks.

 

It's just a thought XD

 

PRT

First, it's certainly NOT a workhorse...

 

I'm not sure why it is that I can carry more than my PRT, even when I'm NOT encumbered? Carrying while encumbered is at 75Kg and my PRT is static at 40Kg. I damn near broke a keyboard because I'm trying to transfer 5 filled air tanks and it kept telling me there's no room. I don't feel like calculating, I'm in a hurry, traveling long distances to find some supply crates when I'm already encumbered and PRT is damn near packed, and all I want to do is get to my habitat and eat/drink/sleep... I also think it take too long telling me that there's no more room, like 5 seconds. It would be nice if it can could hold 80Kg and can be upgraded... which brings me to my second suggestion...

 

Second, upgradable PRT...

 

Your PRT is certainly useful, probably the MOST useful asset you acquire... whenever that was for you (SOL 16 for me). But it's so bare bone and limited in its ability to store items. If anything, 80Kg would be nice for capacity, with the possibility of being upgraded to hold another 80Kg (20Kg bags on either side of the PRT, and an extra 40Kg box/bag on top) and all accessible from the back door. In the movie "The Martian," good old Matt the Martian astronaut was able to modify is PRT/rover and I think it would be a wonderful implementation, if possible.

 

The biggest suggestion I could possibly make for the ability to place solar panels. If you'd implement being able to put things on your PRT (like bags on sides, or box/bag on top), then certainly they can be used to power charge your PRT. So, it would be up to the player on what they want to install. Maybe bags on both sides of the PRT (where you can put 1 small solar panel on each side) and leaving the top for a one large solar panel, providing power to charge your PRT batteries, just like it would to a habitat?

 

So, configurations would be like this

PRT - Empty - 80Kg Total Weight Limit (Going from the 40Kg you set to perhaps my suggested 80Kg)

PRT - Two Side Bags (One Left and One Right) - Total 120Kg Weight Limit (80 main and 20 per side)

PRT - Two Side Bags and One Top Box/Bag) - Total 160Kg Weight Limit (80 main, 20 per side, 40 on top)

OR…

PRT - Two Small Solar Panels (One left side, One Right Side) - Supplies a total of 60 power to battery

PRT – One Large Solar Panel (On Top) – Supplies a total of 50 power to battery

 

So, essentially, you can have the side bags and a large solar panel on top… or have a small solar panel on either side of your PRT and a box/bag on top. Obviously, you cannot have two different components occupying the same space.

 

Third, PRT maneuverability...

 

I'm sure you're working on it, I just wanted to point out that dodging rocks isn't 100% guaranteed. There have been many occasions where I had to ALT+F4 out of the game and start all over again from the last save point because I got stuck on a rock and the game wouldn't let me hit "B" to get out of the PRT... effectively causing me to be stuck. And going up inclines are very troublesome. If I made sure I was going the same speed, I could have gotten over this one hill... but stupid me leaned over to fart, taking my finger off the go key and ended up slowing down. When I got to the top of the hill, I pushed the go key again... but couldn't get over the lip... stared at the sky for a good 4 minutes with the PRT still sounding like it was grudgingly moving forward but wasn't. Maybe also an auto drive feature like the auto walk. I didn't really fart, by the way (just making you smile during this long drawn out mess I’m writing) XD

 

Finally, hooking the PRT up…

 

Not like you think, no tricking it out with flames/spoilers and what not… I’m talking about being able to hook your PRT up to your habitat. If by chance, you do decide to implement my suggestion for moving habitats, you’ll have to use the PRT to pull the habitat. If you don’t want to move habitats, at least allow for hooking up the PRT to the habitat for the ability to slowly charge over time. What I’m really getting at, is it is overly painful to have to continue to charge batteries and walk over and fill up my PRT. I know this is supposed to be a tedious game bent around survival… but it does take the fun out of playing the game.

 

Aesthetics

Visually it is good… but it could be better. Mostly in the scenery at night. When I was in the Navy and aboard ship, out in the middle of the pacific, at night, where there was no light pollution… the scenery was breathtaking. It was the single most beautiful scene I’ve ever laid eyes on.

 

Picture this… Out there at night, our lights were off running dark as any Navy ship does. The water was not moving save for slight ripples as we rolled through at less than 5 knots… No cloud in the sky, the mirror finish water was reflecting the entire night sky… it was if our ship was sailing through space itself. Space, that was a beauty all in itself… It wasn’t black with white dots and a whiteish milky way (which mind you, was 5 times bigger then the one you put in the game), but there was hints of slight pinkish/blueish hues and other soft cool colors mixed in, not enough to be obvious with it… but you can tell it was accented in with the white stars... as if they were airbrushed slightly in by some all-powerful creator or whatnot… it was certainly awe inspiring (I'm sure you already know this as making a space survival game certainly means you have knowledge in that area, but there are different colored stars up in the night sky, depending on their size/life-cycle). I think if you upgraded the night sky, it would certainly give the player pause and have some eye-gasm every time it turns night XD


And I'm not knocking what you've done with the night sky... but with all that you've done with the game so far, the space scenery feels bland...

 

BUGS

When I leave the habitat, the loading continues to flash until I get to a loading spot on the map and removes it.

 

Loading from a save, and I hit “v” for vitality or “I” for inventory, and I close out of it… it has my character pull up a pick-axe or hammer with claw thing, like I’m wielding it as a weapon. Hitting either of those will cause it to go away, but I won’t be able to click on anything with the mouse. Not until I hit “E” to bring up the main HUD and hit “E” again to close it. Once I do that, THEN I’ll be able to click on things.

 

The PRT is too loud, I cannot hear the exploration music (when it does play)

 

When it does play… Yes, the music doesn’t play all the time… I would be exploring in dead silence until whenever the music starts up again, only to stop playing after a certain amount of time.

 

Sun disappears well before it even reaches the horizon, cannot get a nice shot of the sunset… and the sun is kind of tiny. I know that Mars is further away from Earth, but do you think the sun would be that small in the sky?

 

Alright, sorry this was soo long… but I really had a lot to say after playing your game non-stop all day yesterday and today… I’m gonna go take a nap XD

0
Not a bug

Radiation meds instantly restore organ integrity

Mr. Fusion 6 years ago updated by Tyler Owen (Lead Developer) 6 years ago 1

When I used radiation meds to treat a severe exposure (around 3000 units), the organ degradation that was also caused by the radiation (poor / orange organ integrity level) was also instantly restored to normal / green level.


I don't think this should happen; organ integrity should slowly regenerate towards normal, the same way it does when recovering from other negative impacts.


0
Under review

Degradation of Installed Equipment

Altimos 6 years ago updated 6 years ago 7

Would be nice to see degradation of installed equipment not degrade so fast...


I don't know what you have planned for future updates, but I spent some time repairing all of my equipment to 99% with all slots filled (e.g. 5 fuses, 5 wires, etc.), and then left to stay at Habitat Beta for 3 days getting that place up and running, only to come back to my original location and find that most of my equipment degraded into the 50's.


If more habitats become available and I'm bouncing around, it becomes a real pain to have to spend an entire day repairing equipment, especially if they degrade at the rate that they are. I'm guessing that stronger items take longer time to degrade (e.g. double insulating wire, metal tube, etc.), but it takes a considerable amount of time to even craft these items. Bringing me to my next point... on SOL 20, I still cannot find the second engineering tool TT^TT

0
Fixed

"Blank" broken component slot

Mr. Fusion 6 years ago updated by Tyler Owen (Lead Developer) 6 years ago 12

I found an initially broken component slot which behaves as if it didn't exist at all, mirroring the component slot that was interacted with previously instead of showing its own condition.


The issue is demonstrated in this save: blank_component_slot_save.zip

  • Exit the habitat you are currently in and go to the Reoxygenator.
  • Interact with the status screen and notice that "Hose slot 2" is marked as broken.
  • Open the maintenance panel and interact with "Hose slot 2" (the top one).
  • You will get a "blank" component state screen with the buttons moved somewhat up from the bottom, and the upper half, where the component name and state should be, being empty.
  • Close this screen and interact with any other component slot, then interact with Hose slot 2 again.
  • At this point you should see whatever you've interacted with previously, instead of Hose slot 2.

This slot was initially broken, so it may be related to that. I don't think I've seen this issue with any other broken slot I've came across so far in this playthrough.

0
Fixed

V0.64​ Update Bug

longtribe 6 years ago updated by Tyler Owen (Lead Developer) 6 years ago 13

I found a bug in V0.64 Update   I found the second habitat beta and i went to sleep in a bed and left the game next day i came back to the game and loaded my save and I had a pickaxe equipped but I never found a pickaxe it's nothing major and I'm still able to play on my save It's just a little bug and I hope this helps you Lacuna Passage is a awesome game

0
Under review

Nintendo Jumping

Chris 6 years ago updated by Tyler Owen (Lead Developer) 6 years ago 1

Just started playing this game and the jumping is utterly bizarre to me. Why on Earth (or Mars) does it feel like Nintendo?


There's something about the way the jumping seems too quick. Up and down in half a second, like you're smashing into a ceiling before falling down hard. Actually it doesn't feel like you're falling down, but that you're even "jumping" down. This would feel pretty weird to me even in most Earth-set games.


And when considering this is Mars, even with the realistically limited mobility of an EVA suit, I would expect higher jumps and slower falls. I would also expect jumping while running to give quite a range to each jump, and that it would take a little longer to both start and stop running. Nothing too exaggerated, but enough to actually make it feel like you're on a different planet. The physics of movement in this game feels even more constricted than games set on Earth at the moment, making immersion that much harder. 


Hopefully I'll get used to it. I really want to enjoy this game.

0
Fixed

salvaging error

synfan4806 6 years ago updated by Tyler Owen (Lead Developer) 6 years ago 2

If I attempt to salvage more than two or tree items, I suffocate and die, even if the hab is fully operational without system issues.