Sanguinite Changelog

Alpha 13 – 5/2/2024
  • Added secret areas
    • Areas spawn off-map and are accessible by tunnel
    • Contain rare loot and unique weapons
  • Significantly upgraded the weapon carousel and surface mission UI in general
  • Planet graphics on the orbit and map screens have been improved significantly
  • Various other aesthetic enhancements
    • Added background stains and better gore chunks
    • Utility Laser got prettified
    • The Skitter and Roach got creepified
  • New utility: Enigma
    • Teleports the drone back to the shuttle after a charge-up period
  • Added a cascading effect to the fracture bomb when exploding on terrain debris
    • Now much more effective at clearing tunnels
    • Also improved audiovisuals a bit
  • The drone’s thruster now causes minor damage to enemies
Alpha 12 – 6/15/2023
  • Added new music
    • Dynamic music changes based on types of enemies nearby
  • Added a more robust damage weakness & resistance system
  • New weapon: Fracture Bomb
    • Sticks to surfaces and enemies
    • Triggers after a short delay
    • Very effective against terrain debris and carapace armor
  • New Relic enemy: Artillery Crawler
    • Moves along flat surfaces and fires upward barrages
  • New Xenocyte enemy: Tumbleweed
    • Rolls along floors, walls, and ceilings
    • Launches a spinning jump-attack at enemies
  • Added dynamic camera lean
    • Camera will lean toward mouse
    • Adjustable in settings
  • Made the orbit screen and map screen more pretty
Alpha 11 – 1/10/2023
  • Added a new “System Map” screen
    • The “Leave Planet” button has been replaced with “System Map”
    • The system map shows previous planets you visited or skipped, plus the next options
    • You can view the system map at any time, regardless of Sojourner’s fuel level
  • Implemented difficulty settings
    • Explorer (Easy)
      • Mission site swarms are rare
      • Hostile vessels are disabled
      • Sites do not increase in hazard when they are visited
    • Pioneer (Normal)
      • The “default” way to play (slightly easier than previous versions)
    • Vanguard (Hard)
      • Mission site swarms arrive sooner and are nastier
      • Hostile vessels trigger faster
  • Started on alternate ending
    • Added an optional Relic research project that locates special artifacts
    • Recover special artifacts and complete projects to start alternate path
  • Fabricator screen got a facelift
  • New Xenocyte enemy: Popper
    • Violently explodes on death, tries to self-destruct on you
    • Releases antibodies on death
  • Added a “Mining Node” object to mission sites
    • Destroying a mining node releases raw ore
  • TELI-7 now helps you out a bit more by pinging lootable stuff on missions
  • Various UI tweaks and bug fixes
Alpha 10 – 7/17/2022
  • Added new special mission type: Surface-To-Orbit Artillery
    • Sometimes spawn when the global hazard level is high
    • Both a xeno version and a relic version
    • Disabling the artillery involves destroying their power source
    • Will cause one damage to the Sojourner every orbit until destroyed
  • Added more chatter from TELI-7 to guide the player when new things are discovered
  • New quick-launch button to avoid going back into the shuttle bay before missions every time
  • You are now prevented from launching an empty shuttle
  • Improved gamepad functionality for flying the drone on missions (still partial support)
  • Introduced dialog interlude scenes for story development
  • Completed a first draft of an end-game arc
    • New end-game projects that provide extra lore background
    • Introduced a special final planet
    • Special missions on the final planet unlock the final mission
    • Unique final mission
    • Epilogue scenes
  • Tweaked resource costs and abundance
  • Improved several technical and performance issues
    • The save/load system is now a bit more friendly and transparent
    • Save files are more optimized and are version tagged
    • Surface mission loot distribution is now a bit more robust
    • Loot from prefab instances now persist correctly
Alpha 9 – 4/30/2022
  • Mission sites are now static
    • Each planet has a set number of sites
    • Sites can be revisited to claim missed loot
    • Each time a site is visited its hazard level increases
  • Planets increase in size as the game progresses
    • Larger planets have more mission sites and require more fuel to leave
  • Mission site terrain generation is now more varied
  • Minimap now starts obscured and fills in as you explore
  • Added more unique graphics for each planet biome
  • Enemy progression system added
    • Stronger enemies unlocked at each new planet
  • Added new biome-specific enemies:
    • Xenocyte Hydra, found on grassy planets
      • Attached to walls, reaches for you with sticky tentacles
    • Xenoctye Roach, found on rocky planets
      • Spawns from Roach Nests attached to walls
      • Emerges from destroyed debris
    • Xenoctye Lithocyte, found on crystalline planets
      • Charges the player with an armored head
    • Relic Fumigator, found on grassy planets
      • Launches gas pods that explode into damaging clouds
    • Relic Exterminator, found on rocky planets
      • Fires a burning laser
    • Relic Harvester, found on crystalline planets
      • Hurls rocks and spits shards
  • Assembly Node relic enemy added
    • Static structure with a rotating turret
    • Fires a spread of projectiles
    • Occasionally spawns support drones
  • Removed artifacts that give research points from the loot table
    • Nuclei and Manifolds now spawn in their place
  • Re-organized how laboratory projects are presented
    • Scan analysis projects are now in their own tab to reduce clutter
  • Changed the mothership’s name from Forerunner to Sojourner
  • Added a placeholder game ending
Alpha 8 – 11/26/2021
  • Updated Godot to 3.4
  • Added an enemy scanning mechanic
    • An early game research project unlocks the Exo Scanner utility
    • Drones can use the Exo Scanner like a weapon to scan targets during surface missions
    • Scans unlock scan analysis projects in the Laboratory that offer research points and sometimes unlock other new projects
    • Only one scan per enemy type is necessary
  • Blink Drone relic enemy added
    • Teleports around during combat using short-lived wormholes that dissipate quickly
    • Player drones, enemies, projectiles, and other objects will teleport through these wormholes as well
  • New unlockable equipment added:
    • Bastion Module drone subsystem
      • Generates a 4-section bubble shield around Beryl similar to the Aegis Drone’s shield
      • Relevant project is unlocked by analyzing an Aegis Drone scan
    • S-1 Injector drone subsystem
      • Greatly increases the thrust of a Beryl when equipped
      • Unlocked by Thermofluid Energy, replaces previous automatic thrust upgrade
    • Reactive Armor drone subsystem
      • Increases the durability of a Beryl when equipped
      • Relevant project is unlocked by analyzing a Leviathan scan
    • Janus Mobile Transporter deployable system
      • Generates a wormhole when deployed outside the shuttle on stable ground
      • The exit of the wormhole is always above the shuttle
      • Relevant project is unlocked by analyzing a Blink Drone scan
  • Deployable Paladin Turret now requires analysis of a Sentinel Drone scan to unlock
  • Particle Projection Gun now requires analysis of a Pulse Turret scan to unlock
  • Analyzing the Tunnel Worm scan will lead to a second upgrade for the welding laser
  • Project tree overhauled to accommodate scan analysis projects and new unlockable equipment
    • New ultimate end-game technology now available
  • Overall difficulty should ramp up properly throughout a session now
    • Base global hazard level should start higher at each successive new planet
    • Hostile vessel timer has been halved
  • Several unimplemented planet mutators have been implemented
    • Heavy Garrison
    • Light Garrison
    • Orbital Salvage
  • Fully implemented Exotic Resources (they existed in Alpha 7 but did nothing)
    • Manifolds drop from some defeated Relic enemies, more often from more powerful ones
    • Nuclei drop from some defeated Xenocyte enemies, more often from more powerful ones
    • Many Laboratory projects and fabrication blueprints now require a Manifold and/or a Nucleus
  • Resource crates of the same type in underground boss rooms now consolidate into larger crates to help avoid overwhelming piles of crates on high hazard and large missions
    • A “super crate” has been added to further help consolidate loot and make boss rooms more attractive
  • Made changes to help avoid enemies and cargo reacting strangely to the shuttle while it is landing
    • Enemies that touch the shuttle during landing are now killed instantly
    • Collision has been removed from the shuttle’s landing legs
  • Fixed an issue that prevented movement of deployable equipment in the shuttle bay
  • Fixed several issues with the behavior of crawling enemies
    • Crawling enemies should stop getting stuck on corners (in theory)
    • Support Drones should stop magically floating into the open sky
Alpha 7 – 10/4/2021
  • Overhauled terrain generator room connection code to be more consistent and work better with prefabs
  • Added trigger system for prefabs, where switches can toggle doors and whatnot
  • Added a proper menu button to the Orbitscape scene
  • Implemented a proper status effect system
    • Added Burning status effect, used with Flare Gun and Viper Raygun
    • Added Shocked status effect, used with PPG
  • Implemented Xeno hostile vessel missions
    • Added Behemoth Heart objective for Xeno vessel missions
  • Spruced up the visuals for hostile vessel events on the Orbitscape
  • Player mothership now has a proper damage counter
  • Implemented game over scene when player mothership is destroyed
  • Overhauled enemy NPC code for maintenance (lots of work, very little to show!)
  • Implemented new shading system for tilesets for more versatile coloring, added two new terrain tilesets
    • Crystalline terrain tileset
    • Rocky terrain tileset
  • Added TELI-7 assistant character with helpful popup messages (and now we know who’s doing all the work in the laboratory)
  • Shuttle bay received a visual makeover
  • Added Manifold and Nucleus loot drops for some boss enemies, but they have no use yet
  • Resources, research points, and faction signatures do not show up in the player stock and show as a ??? in mission information until the player discovers them
  • Enemies added:
    • Aegis Drone (with new bubble shield mechanic)
    • Tunnel Worm
Alpha 6 – 7/10/2021
  • Implemented Prefab system, hand-crafted structures that can appear on mission sites
  • Added two new tilesets, one Xeno themed and one Relic themed
  • Added special mission type, Hostile Vessel Assault
  • Implemented support for special mission obejctives
    • Added Singularity Core objective for Relic vessel missions
  • Added gravity shift anomaly to use with Hostile Vessel Assault missions
  • Created new music track for Hostile Vessel Assault missions “We Make Our Stand”
  • Added hostile vessel system to Orbitscape
  • Added better damage effects
Alpha 5 – 5/12/2021
  • Migrated to Godot 3.3
  • Overhauled cargo intake screen to present information better
  • Introduced Starscape scene and the ability to choose your next planet
    • Implemented planet mutator system
  • Implemented water on surface missions
  • Implemented mission site anomaly system
  • Added Brimstone rocket launcher weapon
Alpha 4 (Demo 4) – 1/9/2021
  • Implemented knockback for some weapons
  • Implemented persistent save system
  • Overhauled the mission loading screen
  • Added title scene with short introductory exposition
    • Created music track for title scene “The Big Drift”
  • Stylized the UI, added simple audio options
  • Drones no longer re-fuel and re-arm at the shuttle on missions
    • This should eliminate the compulsion to clear every mission
    • Balanced fuel and ammo amounts to reflect this
  • Added deployable equipment for player
    • Sherpa fuel depot
    • Paladin sentry turret
  • Added a safety net mechanic that will give the player a drone and put them in ore debt if they run out of drones and cannot afford a new one
Alpha 3 (Demo 3) – 12/22/2020
  • Implemented audio
    • Sound effects
    • Created music track for Orbitscape “Strange Low Orbit”
    • Created music track for surface missions “One Giant Leap”
  • Reworked loot spawn to prioritize rooms and deeper areas
  • Enemies added:
    • Leviathan
    • Battlecrawler
    • Myeloblast
  • Implemented knockback for some weapons
Alpha 2 (Demo 2) – 12/11/2020
  • Added Orbitscape, Fabricator, and Laboratory scenes
  • Added resource and loot system
  • Added project tree
  • Randomized surface mission spawn system
  • Added Hazard system
  • Added equipment weight
  • Added ability to swap drones during mission
  • Implemented proper loading screen for missions
  • Enemies added:
    • Pulse Turret
    • Antibody
    • Sentinel Drone
    • Support Drone
    • Skitter (replaced Crawler)
  • Added diggable debris system
  • Various graphical upgrades, including pseudo-3D terrain and parallax background
Alpha 1 (Demo 1) – 10/10/2020
  • Initial playable build
  • Planetscape, Shuttle Bay, Drone Workshop scenes added
  • Playable Beryl drone
  • Grapple, Welding Laser, Flare Gun, Bolter, PPG, Viper Raygun weapons added
  • Random cave system generator developed and added
  • Minimap added
  • Shuttle mechanic which transports the contents of the shuttle between Planetscape and Shuttle Bay/Workshop
  • Crawler and Walleye enemies added