Update 1.1.3 & New Game+ Open Beta!

Ad Fundum

Take control of a giant mech and dive into an exciting underground adventure in a dieselpunk world! Dig deep, collect valuable minerals, upgrade wisely, explore diverse locations, uncover ancient secrets, and try not to explode! Will you save the world or vanish in the depths below?

[h2]Hey dieselminers![/h2] It's been a while since the last update of Ad Fundum, and since New Game+ still requires testing and balancing, I have decided to split Update 1.2.0 into two parts. Changes to the main game are be included in Update 1.1.3, and [b]New Game+ is available in open beta.[/b] To join the beta, select Ad Fundum in your library, then go to "Properties" and select "Betas". In the "Beta participation", choose "Open beta". NOTE: The new Game+ update will introduce new achievements. The game will track your progress using internal statistics and award you with the relevant achievements when you load the game after the 1.2.0 update. However, the list of new achievements has not been finalized yet, so some of them may not be acquired during the open beta. Feel free to leave your feedback[url=https://steamcommunity.com/app/2647820/discussions/0/4635988522932661646/] here[/url] Or on my Discord channel in the General discussion section: https://discord.gg/jxTnpxhSgA [b]Now, what's new in the 1.1.3? This is the biggest update for Ad Fundum so far, as it includes:[/b] [h3]New features:[/h3] [list] [*] Added One-Life mode for those looking for an extra challenge. This mode erases your save file upon game over; [*] 0.5 second time window added to use the extra fuel tank after running out of fuel (thanks to the author of [url=https://steamcommunity.com/app/2647820/discussions/0/4516632045452313766/]this post[/url] for the idea); [*] Mech's temperature has an impact on its visuals, making it easier to see when it reaches dangerous thresholds and use thermal stabilizers before taking damage; [*] Added an option to skip the entire story - useful for players who have completed the game and already know the story. [/list] [h3]UI improvements:[/h3] [list] [*] Added a comparison of the current mech stats with the stats of selected upgrades to make it easier to understand the differences between upgrades; [*] The shield strength is now shown on the HUD if the player has an S-tier hull upgrade installed; [*] Purchased mech upgrades are now highlighted in the workshop menu. [/list] [h3]Sound improvements:[/h3] [list] [*] The sound of Afterburner has been reworked, so it is now easy to tell when it is active; [*] The sound of the laser drill has been adjusted to be less noisy; [*] The sound of the locator has been reworked to make it easier to differentiate from the low fuel warning; [*] New sound alert has been added to indicate low health levels. [/list] [h3]Balance adjustments:[/h3] [list] [*] The cash rewards for finding S-tier upgrade blueprints have been adjusted. On levels 3 to 6, players will receive less money, but on levels 7 to 8, they will receive more; [*] After buying a special upgrade, finding its blueprint will now give a 25% reward of the upgrade's cost; [*] Threat Analyzer has been moved to level 4 and its price has been reduced to 1 million; [*] The reload time of charging stations on level 7 has increased from 5 seconds to 7, and their "charged" state duration has decreased from 4 seconds to 3; [*] Metal spike generation chance on level 8 has been reduced, and there are more ground tiles on the level. These changes only affect maps created after the update; [*] Earthquake duration in deeper levels has decreased to make them more challenging in the late game; [*] Being electrocuted with Electric power accumulator upgradeinstalled now gives much more fuel; [*] The amount of fuel generated by Thermal energy converter has been increased from 0.0075 to 0.025 liters per degree of excess heat per second; [*] Fuel reproduction tank now generates 0.1 liter of fuel per second, up from 0.06 liters. [*] Light energy converter now produces 20% more fuel, and it can also generate fuel in vertical mines connected to the surface. In addition, it generates a huge amount of fuel on the surface; [*] Biofuel production module now generates significantly more fuel from each tile; [*] High level Fixed-Cutter, Dredge, and Laser drills now consume significantly more fuel. This makes it more likely for your mech to run out of fuel in the later stages of the game. However, with the changes to fuel producing special upgrades, it is also easier to obtain fuel while underground; [*] Magnetic field inverter now costs 50 liters of fuel per use; [*] The recharge rate of the energy shield has been decreased from 10 per second to 5. On the other hand, visiting the Maintenance station now completely restores the charge of the anti-gravity engine and maglev chassis, as well as fully replenishing the energy shield; [*] The damage dealt by the Object 62-0 weapons has been significantly increased. Additionally, rotation and reload speeds of the weapong have been slightly improved. However, the health of energy cores has been significantly decreased. Overall, this makes the final battle more challenging, but also less grindy, giving the player a chance to defeat Object 62-0 even without taking out its weapons. The weapons' damage has not been changed for lower difficulty levels. [/list] [h3]Bug fixes:[/h3] [list] [*] Fixed an issue with consumable items sometimes appearing on top of each other when dragged to the 1-9 slots from the inventory menu; [*] Fixed a bug where the player could get hit by Object 62-0's hull while it wasn’t moving; [*] Resolved an issue where the drilling animation sometimes didn't play when damaging parts of Object 62-0; [*] Several spots in level 7 that were previously inaccessible without the S-tier thruster have been redesigned; [*] Player can no longer take damage while falling on the ground and not being able to control the mech due to an earthquake; [*] Addressed a problem where ore messages showed "+0 [Ore]" when using the Cargo Cleanse protocol and automatically discarding the cheapest ore; [*] Eliminated an issue where charging station lamps appeared above a mech when mining through them in level 7; [*] Fixed a bug where players could sometimes access buildings after game over; [*] Fixed a bug where the mech could sometimes get stuck in one of the tiles near the final level of the game (thanks to rOdyNZ for the report); [*] Fixed an issue with the elevator ride price sometimes being displayed incorrectly (thanks to AlexGamingPleb for the report); [*] Fixed a bug that caused stalactites from level 3 to get stuck on the elevator platform sometimes (thanks to Dystopia Dweller for reporting); [*] Fixed an issue where cables would sometimes remain after destroying a bomb; [*] Fixed an issue where bomb fuses would sometimes disappear after destroying one of the bombs; [*] New game settings menu no longer flickers when changing difficulty preset; [*] Fixed a bug where tracks would sometimes keep spinning after game over; [*] Fixed a bug where the money counter sometimes behaved incorrectly (thanks to Dystopia Dweller for reporting); [*] Fixed a glitch with clicking sound and navigation issues after changing VSync settings (thanks to AlexGamingPleb for the report); [*] Fixed a bug that allowed the Expedition headquarters to be upgraded beyond the maximum level; [*] Fixed an issue where the names of some buildings in the Expedition headquarters menu were displayed incorrectly when they reached the maximum level; [*] Fixed issues with refueling and repairing prices sometimes being displayed incorrectly; [*] Fixed a bug where the single-page text would not display after the player switched from a text with multiple pages (thanks to AlexGamingPleb for the report); [*] The "Can't Mine" sound will no longer be played when a player is trying to mine near a reinforcement beam (thanks to Dystopia Dweller for the report); [*] Fixed a bug with item selector sometimes selecting wrong items (thanks to Dystopia Dweller again for the report). [/list] [h3]Other changes:[/h3] [list] [*] The locator no longer detects collectibles inside the vaults unless they are opened during an earthquake; [*] Elevator platforms now appear broken until the player upgrades the elevator to the required level; [*] Some dialogues in level 7 can no longer be triggered after visiting level 8. This dialogues are not required for the "People Person" achievement and make no sense story-wise after visiting level 8; [*] A new in-game timer has been added. It displays the time spent in the current playthrough, including time in menus (but excluding the pause menu). The timer can be accessed by pressing the ~ button. NOTE: the timer is only accessible in runs started after the update, and the time displayed is different from the ingame time shown in save slots and statistics menus; [*] The response time for radio calls has been increased from 20 seconds to 40; [*] Magnetic field inverter and Threat analyzer can now be used from the inventory or assigned to slots 1-9 for easier use; [*] The player can no longer purchase upgrades which lead to chassis overload (thanks to Dystopia Dweller for the suggestion). [/list]