Artificial biomes and more


Hello fellow delvers!

This week, we're introducing a few changes, including new content and quality-of-life features.

Biome transitions

Have you ever struggled to build Smelters, Forges, and other structures in neat lines due to adjacent biomes not cooperating? Or perhaps you've wanted to establish a base in a single location, but couldn't find a suitable spot with enough areas for all building types?

Introducing Biome Transitions! By constructing a Research Laboratory  in Fungal caverns and researching the Scaffolding  technology, you can now build Scaffolding in any biome. This structure enables you to change the current biome to Soil, Sand, Rocks, or Fungal Caverns, and even create artificial biomes!

Artificial biomes enable the construction of almost all types of buildings, with the exception of Farms, Mines, and Archaeological camps.  To gather ingredients for these multi-step biome transition recipes, locate elusive Mineral Caves, mine Halobelite, and construct a Forge and Workshop.

Quaility of Life improvements

  • Item filter: you can now filter items by keyword in both the Warehouse window and the companion equipment interface, making it easier to quickly locate specific items like Fire Damage scepters.
  • Auto-battle AI improvements: Elementalists have become smarter when fighting autonomously. Here's a rough outline of their new algorithm:
    • Casting the spell in the first slot at the closest enemy.
    • If the enemy is out of reach, casting Frost Blink (if equipped).
    • If there is not enough mana, casting Mana Field (if equipped) on themselves.
  • Worker list improvements.
    • Workers are now sorted by profession, followed by alphabetical order based on their names.
    • The interface now displays the active recipe instead of the worker building, or "idle" if the worker is being lazy.
    • Clicking on a worker's portrait locates their building on the map.

Shoutout to Zankos_BZH who provided valuable feedback and suggestions.

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