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simon  [developer] Jan 26, 2018 @ 10:50am
[LIVE] Windows Development Branch 26 Jan
Another development update is up. This has got a lot of QOL fixes for the game and improves performance and other issues. Visually the game should look much better and have an overall smoother framerate. It is somewhat untested so use at your own risk.

  • Chicken asphyxiation deaths.
  • Chicken survival traits and preferences added.
  • Colonists waiting in the airlock will perform idle animations such as yawning and looking around.
  • Suited colonists will now perform a repair animation.
  • Airlock waits are reduced in length and by potential distance to cut down time wasted.
  • Anything living now gets a short wait command if the door they are near gets locked.
  • Fix for colonists remembering dogs as people.
  • Additional text for colonists reporting on meals.
  • Tutorial seed changed.
  • Shadow added to text in emails.
  • Airlock loading issue fixed.
  • Door flipped lighting issue fixed.
  • Potential fix for colonists getting too scared of dead alien bodies to do anything else.
  • Insect lighting optimisations. Number of insects reduced.
  • Screen Space Ambient Occlusion massively improved, more detailed and optimised.
  • Colour bleeding optimised.
  • Bilateral blurs tweaked.
  • Mission timer changes.
  • Removal of 8xMSAA option (Too many drivers die when this is enabled due to the huge VRAM cost).
  • Optimisation to deferred lighting tile passes.
  • Game random functions fixed to be conistant over different platforms.
  • Lights are no longer culled if camera is inside them.
  • Engine compression added for more texture types.
  • When placing items the prev and next key text is now based on the key bind.
  • Menu now locked at 60fps.
  • A lot of small tech changes behind the scenes.
  • Behind the scenes UI changes for new colonists item assignment system.

Other changes since the last major update:


  • When an email is being written. Left clicking will immediately draw all the text on screen.
  • Utility bot no longer suffers from a glitch where its short ranged signalling system defers jobs to other bots that turn out to be itself.
  • Interaction points (the blue person holograms) when placing items now cover a 1m circle. This makes it harder to place stuff too close to walls and get colonists stuck.
  • The bounds of an item being placed are now tested against the room pathfinding grid, rather than just the items center. This means things are less likely to erroneously intersect walls.
  • The pathfinding mesh map around all wall types has been refined to sit tighter to walls and is consistent in all directions. This should fix issues with some wall items being unreachable.
  • In the colonist panel on the bottom left. If a colonist needs attention the colour of their name will be yellow. If they are unconscious it will now be red.
  • Fix for key binding settings order mistake for different placement modes.
  • Dormant insects stop creating light.
  • Fix for insects floating upwards whilst resting.
  • When a colonist placing an item there will be some sounds now.
  • Fix for lack of grass on polar maps.
  • Fix for too much grass causing crashes on some small high flora map generations.
  • Workshop fires caused by unskilled colonists using the smelter have been reduced by half.
  • Flywheels now specify their energy storage is in KW seconds.
  • Flywheel and super capacitor storage increased a bit.
  • Airlock priority increased
  • Airlock interaction points are now on the outside until built. (making it easier to do room intersects)
  • Tutorial tweaked for clarity.
  • Sections added to the tutorial for the colonist and warning panels.
  • Border added around room options panel
  • Room options panel alignment issues fixed.
  • Light brightness options added to more rooms
  • Harvest early option added to hydroponics.
  • Plants starting to get blight have higher priority for harvest.
  • Blight emails now point out you may need less planters.
  • Colonists will sleep for longer.
  • Colonists will place items on the top shelf in storage and work down.
  • Fusion reactor degradation fixed.
  • Repair robots can now fix fusion reactors.
  • Bulkhead door placement stickyness fixed.
  • Repair jobs advertised by equipment to utility bots earlier. Colonists later.
  • Utility bots have randomised preferences as to what sort of work they want to do.
  • People fighting fires in space suits will return to airlock if the fire goes out and cools down enough to prevent autoignition
  • Event email spam on loading fixed.
  • Hurricanes tweaked for bigger impact.
  • Solar events more sporadic.


We havn't had any reviews in a whole week so if you are enjoying the game and the sizable updates don't forget to leave one.

More soon. 0.64 is due for the ~13th Feb.

More detail on the dev repo site:
https://dev.maiagame.com/

Last edited by simon; Jan 26, 2018 @ 11:28am
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Showing 1-6 of 6 comments
simon  [developer] Jan 26, 2018 @ 4:16pm 
*drums fingers on the desk*
Sarthusian Jan 27, 2018 @ 9:15pm 
I'd play the update if there was a Linux build :)
simon  [developer] Jan 28, 2018 @ 1:28pm 
Originally posted by Sarthusian:
I'd play the update if there was a Linux build :)

Touche! I'll look into one for monday.
kai_gangrel Jan 29, 2018 @ 3:29pm 
Keep up the good work Simon
Gmr Leon Jan 29, 2018 @ 9:54pm 
Really appreciate the email text adjust. Makes it easier to read for sure. Utility bots didn't get stuck in my try of the changes just now, so hopefully that's consistent.

I did notice that my Imp was oddly refusing to take on new mining orders after the first order to dig out a space for the Workshop though, which I don't recall being as much of an issue before. A brief delay before getting to the task, sure, but in my most recent session they simply wouldn't get to it...And then an earthquake opened a chasm and the planet consumed them, so that figures, I suppose.

Glanced over Sodom's recent post and I have to agree on this little point:
Power generation definitely seems like it should be something in the basic ? Base overview.

Aside from that, I think I may have mentioned this before, but in case I haven't, I think Generic Rooms should have some of the same room status info as other rooms. Although maybe we're to replace them eventually, and that's why that info's not available? I'm not really sure what function they're to serve, but I typically leave them in my base as a basic entry lobby area, given the traffic constantly going through them to other base rooms.
simon  [developer] Jan 30, 2018 @ 4:27am 
Originally posted by Gmr Leon:
I did notice that my Imp was oddly refusing to take on new mining orders after the first order to dig out a space for the Workshop though, which I don't recall being as much of an issue before. A brief delay before getting to the task, sure, but in my most recent session they simply wouldn't get to it...And then an earthquake opened a chasm and the planet consumed them, so that figures, I suppose.

I added IMP boredom yesturday. (yet to update the post) so if left for too long they start sulking a bit and might start damaging things. That shouldn't flare up within your first 2 days of gameplay but I'll double check that.
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