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Notrium Change Log

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New in version 1.341
12.04.2005
Ville:

Fixed:
  • Fixed item pickup texts disappearing in savegames.

New in version 1.34
04.04.2005
Ville:

Fixed:
  • Saved games from older versions are not compatible with the new version!
  • Fixed capping of maximum push speed.
  • Fixed crash: dying while combining an item.
  • The fires made by the player no longer vanish after a time.
  • If the player has no weapon equipped, the game will no longer display: "No weapon".
  • Notrium will now remember the last mod you selected.
  • Fixed erraneous detection of enemy collisions with melee creatures.
  • Fixed collision detection issue of creatures pushing each other stuck in walls.
  • Fixed crash on quicksaving right after loading a game.
For modders:
  • Condition 0 now accepts 0 as the amount of items.
  • Effect 46, change creature AI, now takes a time as a parameter.
  • The specified failure text for items is now also displayed if the conditions fail.
  • Fixed effect 66.
  • Fixed effects 24 and 65 parameter3=1 (shoot towards nearest enemy).
  • Conditions 38 and 39 (bar is equal to) now round down the value of the bar.
  • Footstep speeds other than 1 will now work correctly.
  • Notrium will now read tabbed lines correctly in the data files.
  • The saving of the object's angle in the editor is much more accurate.
  • Condition 14 (creature is near) now takes creature types.
  • New effect 68 to drop a plot_object with an offset location from the calling point.
  • Collision detection can now be prevented for creatures with a specialty.
  • Effect 15 (change creature into another) now has an option to not reset the bars.
  • Stepping animation will now work for creatures with a minimum speed.
  • New conditions 43 and 44 to check a bar's percentual value.
  • If a creature eats an item, it is now recognized by effects 3 and 19 maximum item setting.
  • Fixed condition 11 (item wielded or not).
  • Conditions 33 and 34 now take the correct parameter.
  • Increased number of available bars to 100.
  • New effect 69 to add player's bar to a creature's bar.
  • Creature pushing effect 67 is much more accurate now with low values.
  • Effect 59 will now unwield any items that obstruct the use of the called item.
  • The amount of inventories you can use with effect 62 has been increased to 20.
  • AI will now be calculated for all visible creatures.
  • Player movement will no longer affect weapon fire effects called from plot_objects.
  • Plot_objects now properly get deleted by time even if they're not visible.
  • The ingame GUI is no longer transparent by default.
  • New condition 45 to check which was the last weapon to hit a creature.
  • Creature AI can now be forced off with a specialty.
  • Effect 26 particle spread is now a circle instead of a square.
  • When fired from a plot_object, effect 10 now uses the plot_object's angle.
  • Fixed effect 50.

New in version 1.33
15.12.2004
Ville:

Fixed:
  • Saved games from older versions are not compatible with the new version.
  • Fixed bug that caused freezing at easy level in default mod.
  • You can no longer use the inventory when the game is paused.
  • Fixed planetoid using end animation.
  • Fixed picking up creature corpses on map edges.
  • The Welding Torch B is now usable as well.
  • The Psionic is no longer bothered by the sand.
  • Long names are now cut short in the inventory.
  • Fixed bug with invisible items appearing on the radar.
  • Friendly creatures now attack the spiders in the gorge.
  • The Psionic can now get the Eden ending.
  • Made the Eden ending a bit harder.
  • Fixed the age-old Bugrit reference of the Hermit.
  • Ice aliens now count as blue alien kills for the alien's evolution.
  • Pebble Shotgun no longer needs energy to fire
  • Fixed turn speeds of non-moving creatures
For modders:
  • Fixed messed up item combinations when a script gives an item while the slider goes down.
  • Added new effect to set or add a random value to a bar.
  • Modified conditions 9,13 and 17 to have a negative as well.
  • New creature specialty: Force AI to be calculated.
  • Setting a light to a creature now deletes the old light.
  • Fixed call location of mouse located scripts.
  • Added condition 36 that check's whether a creature's bar is visible.
  • Removed fixed quick keys for inventory, mods will now need to call the inventory with a hidden item.
  • Added an effect to hide the radar.
  • Multiple effect blocks in an item activated with the same key are possible now.
  • Fixed bars' show number setting.
  • Fixed condition 13.
  • Fixed rotation of dropped plot_objects.
  • New condition that checks whether a mouse button is pressed or not.
  • Fixed effect 20 (show large radar) to not toggle automatically
  • Fixed effect 35 (activate script) to set the script delay timer to 0 when called
  • Fixed loading of samples in mods
  • Fixed effect 46 (change AI mode) to work when setting it to guard mode
  • Effect 24 (fire weapon) can now fire at an absolute angle
  • Added new effect 65 to fire weapons so that the creature is affected by kickback
  • Added new effect 66 to fire weapon from an offset position
  • Added new effect 67 to push a creature like a weapon does
  • Modified condition 21 to include negative (creature is not of side)
  • Added conditions 38 and 39 to check if a bar is equal to a value or not
  • Added conditions 40, 41 and 42 to compare a creature's bars

New in version 1.32
06.10.2004
Ville:

    Fixed:
  • Fixed effect 28.
  • Armor now drains energy. Armor is now only usable for humans/anroids.
  • If you come out of the hoverbike overweighted, you are no longer invisible.
  • The Psionic Doppelganger in the Void dreamscape D is now hostile to the player.
  • The spiders in the Marsh are now hostile to the Psionic.
  • Fixed timed plot_objects being activated as soon as they're dropped.
  • Plot_objects that are dropped after the start now have their animation start from frame 0.
  • Alien's Feral Rage is no longer cumulative.

New in version 1.31
29.09.2004
Ville:

    Fixed:
  • Fixed Subspace Radio ending.
  • Fixed player getting stuck in rocks when moving from one area to another.
  • The Psionic's Void portal is easier to find now.
  • Fixed Void Insectoid Boss regaining health eternally.
  • Some marines in the Ship Graveyard were on the player's side.
  • Fixed using the marine shuttle while riding the hoverbike.
  • Fixed weapons getting stuck.
  • Fixed a bug where repairing a turret would unequip the alien's claws.
  • Fixed time incrementing when in paused mode.
  • Fixed alien spawners in hive sometimes appearing on lava.
  • If you manage to get out of the Hive area after killing the alien queens, the ending will now still appear.
  • Fixed light cycle to not get separated from the temperature cycle.
  • Small plants no longer sway with the wind.
  • The human's clock now counts 24 hours instead of 25.
  • Fixed crash when having a targeting beam and no weapon selected.
  • Targeting beam is now deactivated when you lose it.
    Modding:
  • Included music.dat, you can now play your own mp3's in your mods.
  • New effect to play music.
  • Modders can open/close the inventory with an effect.
  • Effect 16 (give/take item) now has an extra parameter for inventory number.
  • Creature's resistances now affect draining damage as well.
  • Fixed combined items vanishing even when discard flag not set.
  • Fixed plot_objects and props being moved when they're placed with the editor on the area borders.
  • Particles can now get bigger with time. The extinguisher now does this.
  • The bars.dat setting to show/hide the bar number now works.

New in version 1.3
27.08.2004
Ville:

  • The player creature/enemies should no longer periodically vanish when moving.
  • Fixed bug with death animations stopping when out of sight
  • Fixed crash when picking up creature remains
  • Fixed problems with changing maps with the vehicle
  • Modified the change creature effect (15) to change the creature's bars and tactics
  • Solved bug with invisible indestructible creatures
  • Fixed mouse moving on 1600x1200 screen mode when in small areas.
  • The hoverbike now works for the alien player
Quanrian:
  • Repair Unit is no longer a weilded item. It had to be done since you can't do a weild on an item use basis, it works for the whole item no matter how many various uses it has. This shouldn't present a large problem and makes the Android actually able to heal and it can still be used as a weapon.
  • Fixed the text for the Repair Unit so it clearly tells how to heal the Android with it.
  • Lowered amount of Insectoid in Dried Up Marsh Area.
  • Added in 3 sub shots for the Psionic Blast's Explosion so there is no loop but the damage is still good if it hits right.
  • Removed Void Token from start area of Void Dreamscape.
  • Adjusted Fire's light intensity to 2.0. It not only takes 3 fires max to make a pitch dark area lit up well enough to make most things out. It's alot closer to 1.2 in my opinion now.
  • Adjusted the Flashlight's light intensity as well so it worked closer to the 1.2 version and shows a tapered light radius rather than such an intense focus. Makes it alot more useful but still not as useful as goggles.
  • Tweaked Psionic's Blast so it looks graphically better as it starts out as a spread and shrinks in to a single shot. The most damage is done if you hit with the full spread at once naturally. The explosion looks nicer now as well.
  • Replaced many of the Shock Trooper Marines with Marine Infantry. I just didn't see the point in having two very hard to kill creatures guard some items. They should still provide a decent challenge.
  • Moved Reaper Spawner onto a map border in Dried Up Marsh so it wouldn't be such an annoyance and you can't see exactly where they're coming from like before.
  • Tweaked Beacon Ray to use the new weapon effect so it has a nice spread now.
  • New turret, Machine Gun Turret, at the point where you'd normally add a laser pistol to make a laser turret you simply add a rapid fire pistol instead.
  • Pulse Laser is now made by combining a Glass Marble with a Laser Pistol. Makes a bit more sense to me. It hints at it in the first pickup text but it isn't mentioned in the short description.
  • Alien is immune to Acid Rain once it has gone through its second evolution.
  • Tweaked the punch and pummel. Pummel now propels the Android forward and actually smacks enemies back now. Human's punch was just enhanced to push back creatures a bit. Test them both and see if they feel comfortable. Android's punch does take some skill to use properly, which is fine, since it's a pretty powerful move to start with.
22.08.2004
Ville:
  • New effect: 59, use an item from the player's inventory. One limitation is that if the item is a slotted item and the slots are already taken, the item cannot be used.
  • You should no longer be able to shoot through any walls
  • Fixed condition 35, the distance wasn't calculated from the center of the item
  • Fixed a crash that happened if a creature would die under some very rare conditions
  • Fixed bug with friendly creatures that caused them to remain put after killing a creature
  • Fixed a bug that caused friendly creatures to push you
  • Fixed camera spinning wildly on low framerates
  • Fixed long standing bug with journals sometimes crashing
  • Fixed bug with multiple mod's race ragdoll pictures
  • Fixed bug with animated objects looking wrong on entering an area
  • It's no longer necessary to place isolated areas to map.dat
  • Modified the follow friend AI mode, followers now attack enemies they see are too close to the friend. Modified the player's friendly creature's AI to make them less prone to go on lone hunts.
  • Made the weapon 0 a "no weapon", it must not be removed. Creatures will not attack a creature that wields weapon 0, thus creatures will avoid containers and barriers.
  • Updated tutorial
  • The generators are now items insted of plot_objects. They cannot be broken up anymore.
  • Fixed bug with fires not warming you.
  • Set the marine's death animation speed slower.
  • Fixed the stasis field.
  • Made batteries appear randomly on the map if you're playing the android.
  • The bar texture is now defineable per bar.
  • Spawners to the Hive. There's now an infinite supply of enemies to kill!
  • Positioned the Hive so that you have to get to the other side of the river at some point of the game.
  • Hoverbike
Quanrian:
  • Two syntax errors fixed. One in animations.dat and the other in climate_types.dat.
  • Alien can now lay eggs in its final evolution. Everything is explained within the items. The Alien can lay two eggs and both are much better than the egg you get from the Alien Hive. (Use Devour to get your food up quickly so you can lay eggs. Remember to save some Small Blue Alien Corpses to feed to the larva you hatch.)
  • Alien can create its own nest which is used to hatch its special eggs. The nest must be used on a Swamp terrain to be laid down.
  • The eggs you find in the Hive can be hatch in either the large nest they came from as before. As a second option available to only the Alien, they can be hatched in one of her nests. Every other race 'has to' hatch the eggs in the big nests as the other races can't create nests of their own like the Alien.
  • Pet Alien from the Hive only takes 1 Brown Alien to cacoon and 2 to become fully mature once it is a Small Pet Alien. It is the weakest of the Alien's that can be hatched, but easiest as well, especially for the Alien since it can make its nest out of the Hive which makes raising it considerably easier.
  • Journal for Human and Android now reflect the fact you do not start with the Tazor anymore. It also encourages you to find a weapon.
  • Android can no longer eat any of the Fungus good or bad.
  • The Tentacle in the Lifeforce Dreamscape will no longer tell you to put on or take off the Psionic Armor.
  • Filler Area was replaced with Dried Up Marsh. It's mostly scenic but some items were strategically hidden under a couple of trees. Two Broken Turrets, a Powered Accelerator and 6 boxes of Bullets. This is not including what the game randomly places into the area on its own. The secondary purpose of the area is to be used as a spot to place its nest at since at the center there will be marsh terrain.
  • Repair Unit now vanishes when you use it to repair you with the Y key.
  • Combination to turn a Broken Turret into a Laser Turret when you combine it with a Repair Unit has been restored. Not sure really at what point it was removed, but its back now.
  • Lifeforce Dreamscape is complete. Test it thoroughly. You need to go to the Green Altar to get there.
  • Forcefields were added to the bunker to keep the Small Blue Aliens contained.
  • Stasis Field 'should' stop bullets now.
  • Can't believe I forgot to mention the Repair Unit for the Android in it's journal. Well it's there now in the very first entry and it even tells you what you need to make one. I also noted it in the Android's description when you pick it as a race in the menu.
  • All Ally creatures should have a green dot on your radar.
  • The various Alien types have different radar signatures making it possible to distinguish what each color and size represents. This is 'only' for the Aliens, hence blue, brown, reaper. The rest simply show as the normal grey dots. This should make hunting specific alien types alot easier once you have some way of detecting them.
  • Void Dreamscape is complete. Test it thoroughly. You enter it through the Space Distortion in Mining Area.
  • Human and Android now have their own starting melee attack. Human has Punch which costs 0.5 food to swing and 0.5 health when it hits. Android has Pummel which hurts more and knocks back more and only costs it 0.5 energy to swing, but its almost 3 times slower than the human's swing.
  • Punch and Pummel now only use one hand slot so you can carry a flashlight when punching or pummeling. This was done because no one seemed to like it being two-handed.
  • Fire Extinguisher now uses itself as ammo. You get 200 blasts and once they're gone that is it. This should keep it from invalidating the Tazor.
  • Script 56 & 57 are in place to hide the Time Distortion Bar when it isn't in use, IE below 1. The Show bar effect needs to be tweaked for it to work I believe. Either way those scripts are in place and just need to be fixed so they work.
  • You can now pick up all the turrets including the tentacle. The larva and baby versions of all the pets can be picked up as well. You use V Key to pick up creatures. All races can do this. Faster races carry with less effort.
  • Eden's lighting was adjusted so it is fairly bright there during the day and very mildly dark at night. So you can always see in Eden even without a light source. The length of the day cycle is the normal length of 200 seconds.
  • Player Races now drain excess food over their max noticably faster to drain off the excess till they are just at the max.
11.08.2004
Ville:
  • Fixed collision detection, creatures should no longer pass through walls when you're not near, and you can no longer get stuck inside the door.
  • The door is now activated by pressing the mouse on the collision detection polygon instead of the middle of the actual object.
  • You should no longer hear clicking noises in areas with no environmental sounds.
  • The mouse cursor now indicates whether it is on a usable object.
  • Fixed the bug with moving to new area from a corner and getting stuck outside map. If you still get this bug, send me a save file of before the crash.
  • Fixed bug with map trails being shared between maps.
  • Fixed the bug with not being able to select a new weapon with wheel when a flashlight is used
  • The map is now brighter when the mouse is on it
  • Changed the guard AI to better guard the place it is supposed to guard.
  • You can now control the probability and length of rain
  • It is now possible to define whether using an item or a plot_object will show the help text for unfilled conditions
  • Editor: For easier placement of walls you can now hold the left control while rotating objects to get sharp angles.
  • Removed all traces of emergency containers from items.dat
  • Humand and Android now have a fist weapon
  • Android can now use thrown weapons
  • Inventory is no longer available in the escape pod flying sequence
  • When the android runs out of energy it now says: "No more energy, your mechanics are damaged!"
  • VC Stun Laser now takes some of your energy when fired
  • Specimen Containers are now much smaller
  • Made the pet alien tougher
  • Fixed dropped creatures (turrets, barriers) to be on droppers side by default
  • Modified the teleport that takes you to the icy area.
  • Modified the weapon AI hear volumes, and added descriptions to the weapon items which are silent
  • The fire extinguisher is now a weapon that pushes back enemies
  • Made the walls a lot thicker to prevent player from shooting through them
  • Added a clock, it could be an item to be gained, but I'm at a loss as to where the player would get it
  • Made all the bigger weapons use two hands
  • Toned down the marine's weapons considerably. I decided that dying from four shots was ridiculous since the marines tend to surround you.
  • The missile base area now has a missile base.
  • There are marines in the Communications array, and the ice aliens are now on the marine's side.
  • Added a marine base to the mining area
  • Added the marine battleship area.
  • Modified the Eden area with some structures to help the ending fight.
  • Added some basic structures to the Hive area.
  • Added difficulty modifiers for player races. Had to leave the breath bar out, we don't have time to do it at the moment.
Quanrian:
  • Hermit now stops infront of you and no longer shoves you around.
  • Effects/Conditions have been removed from the data files and now are inside the Notes.txt file only, so update that from now on. [This is mainly of note to Ville]
  • Entry texts were added for each section of the Liquid Dreamscape. Read them.
  • Player now needs to be near the Water Formation in the Ship Graveyard to go to the Liquid Dreamscape. Does not need to be cold anymore. Water Formation is randomly placed within that area. Player also warps back to the Water Formation when they are ready to leave the Liquid Dreamscape after obtaining the token.
  • All unfinished Dreamscapes will warp back to the Ancient Runes for now. Currently Lifeforce and Void are unfinished.
  • Rain in Eden once again tweaked. It's still slow but you still gain health at a noticable amount. It is meant to take you a while to get back a large amount of health so I'm not going to adjust it again.
  • Tazor now does no damage, but a second stun will not unstun the creature anymore.
  • It wasn't noted before possibly but the Acid Spit and Lethal Bite the Alien gains are both silent attacks.
  • Psionic Decoy now sends out a burst of Psionic Blasts upon its death.
  • All inhabitants except the boss of the Lifeforce Dreamscape are ready. The area itself is still incomplete. You still simply go there and just grab the token for now.
  • Journals now go to day 17 for each race. The journal entries are on Day 1, 2, 3, 5, 7, 9, 14, 17.
  • Sniper Pistol is silenced automatically. Sound IS NOT adjusted yet.
  • Liquid Token was removed from your starting items as a Psionic, you now have to earn it. You were not supposed to have it before, I simply forgot to remove it once I was done testing.
  • Dreamscapes don't wrap around anymore.
29.07.2004
Ville:
  • Player race pictures are now visible in new game menu
  • Ability to continue last saved game quickly when starting the game
  • Save games can now be named
  • Creatures that are behind walls are no longer visible
  • The AI doesn't see the player behind walls anymore. It can still hear the player, and see any of the player's companions behind walls.
  • All bullets now stop to certain walls. You can specify whether a wall stops bullets or not. This should be used sparingly, as it can slow the game down a lot.
  • A weapon is no longer automatically selected in the beginning of the game.
  • The pod now gets damage from missiles every time they hit.
  • Fixed a bug that caused area number 2 to vanish.
  • Psionic's light will now not appear when flying the escape pod.
  • New options for scripting: call position and calling creature.
  • Start area now has a short quest to give the hermit the radio. Psionic has no choise but to kill him.
  • The effect 19 (drop plot_object) now takes a size, may have broken some effects that use it.
Quanrian:
  • Added back in Large Tree with Pistol Chassis under it.
  • Sped up both the missles and the Escape Pod in the beginning sequence. It's not really harder, but it is more interesting. You actually feel more like you're barreling towards the planet.. rather than slowly coasting to it at a very comfortable pace.
  • All Dreamscapes wrap around now. You can only move to another section by meeting the requirements of that particular section.
  • The 3 Alien attacks are now slotted. Claws to both Hand Slots, Acid Spit and Lethal Bite to Head Slot.
  • Tweaked the temperature overall and all the races. Everything to do with the weather was toned down to make Notrium less infuriating and slightly more accomodating. Human's hunger was reduced from 0.9 to 0.5 making the Alien have a noticably faster food drain though it was not changed and remains at 1.0 [Try out each race and make sure they feel comfortable and do not require further tweaking.]
  • Made it so Fire Extinguisher works for Psionic.
  • Psionic does not get any salvage from destroying computers. He does not need them anyways.
  • Liquid Dreamscape areas/challenges are now in place. May need tweaking. Feedback is appreciated. You must beat the Psionic's doppleganger to gain the token now.
  • Start of Lifeforce Mindscape has begun, it is not yet complete but the first creature is in the area where you pick up your Lifeforce Token. It needs to be frozen first with Psionic Chill, than it can be killed with Psionic Blast, this will not do anything for you yet.
  • Alien's Final Evolution is in place. You cannot lay eggs just yet, but you can earn the final evolution and gain Distant Detect which should allow you to see every creature on nearly every map. You simply need to stay in the Hive Area to gain the final evolution for roughly 3 game days.
16.07.2004
Ville:
  • Area names are now shown on the minimap
  • Fixed the bug where the radar might have a random picture underneath it
  • Killed by creature death block bug fixed?
  • New effect: 48=this creature picks up creature
  • New effect: 49=attach camera
  • New effect: 50=player controls creature (player creature is controlled by AI while uncontrolled)
  • New effect: 51=other creature picks up this creature
  • New effect: 52=change inventory, the player has 10 inventories, you can change which one is active at a time. This is very untested, and I'm not sure how it works. The effect should also disable all equipped items.
  • New effect: 53=continuously increase bar parameter3 by parameter1 for time parameter4 with creature visual effect from weapon parameter2, cap at maximum
  • New effect: 54=make creature vanish for time parameter1 milliseconds
  • Enemy creatures now wait a moment before following the player to a new area.
  • Camera will now follow the target smoothly.
  • Radar map now shows terrain as well.
  • Radar map is now scaled correctly.
  • Support for landmines, you can now set bullet speed to 0.
  • New item property: Wielded item disabling script. This script is only checked for conditions, and if they are not met, the item is unwielded.
  • Changed ordering of terrain frames to support Jan's editor.
  • The dots on the radar can now be defined per item, plot_object and creature.
  • More defineable options for item combinations.
  • Areas can now wrap into themselves.
  • New AI mode: 6=fire constantly in random directions
  • Creatures can now have a minimum movement speed, should be great for flying things.
  • The AI see angle is now defineable
  • I've included items 185, 186 and 187 for testing purposes. The first allows you to use any creature as a vehicle, there is also a script connected to this that unwields the item when your vehicle is destroyed. The other two show how to change inventories. I suggest leaving the vehicle item and replacing it with a real vehicle item later, but the other two can go as soon as you've seen how they work.
  • You can now fly the escape pod in the beginning. Any ideas on making this more fun would be highly appreciated.
  • Also added some stuff to do inside the escape pod.
  • Changed the way sounds are played. Now if a sound is already playing, the game doesn't try to stop it and replay it. This should help for situations where sound cracles when there are many sounds playing at once, like near a fire.
  • I changed the generator chips and the radio to come from putting out the computers in the escape pod. We should get rid of the emergency container.
  • I changed the flashlight to be given from player_races.dat. The alien and the psionic don't get it.
  • Journal by default no longer starts when the game begins. If a modder wants to start the journal on beginning, he should use the new effect.
  • Fixed bug where you could no longer return from the menu after viewing an ingame animation.
Quanrian:
  • Removed Tabs from the presets for the creature blocks. This was probably going to cause some modders pure hell if I forgot it in another update since Notrium doesn't like Tabs in the data files, they will crash it.
  • Flashlight was dimmed. Psionic's light was brightened a bit.
  • Corrected improper identifier numbering in Scripts.dat file.
  • Fixed the rain in the lava random area. It was giving health instead of taking it away.
  • Reduced the amount of healing you get per second in Eden drastically. You now have to camp there for a bit to get health back and it'll take a while if you're gravely injured, making it that much more risky.
  • Attack Tactic was tweaked. Creatures that are aggressive should now be reasonably intelligent but not insanely so to where they stalk you forever. This makes running away a much more viable option.
  • Adjustments were made to nearly all the Climate types that had drastic heat and cold variations. I toned down the desert and tundra climates because they were way too drastic. It was beyond realism, it was annoying to cook or freeze to death in a matter of seconds. Making it far too much of a trial to visit those areas.
  • I've changed somethings of note with the creatures.dat file. The Alien is now referred to as the Stowaway. The Android is now referred to as the Warp Engineer.
  • Feral Rage is now only usable through the 'R' Quick Key. This is planned to stay this way.
  • The journals are rewritten and reformated for each race. They only go up to the ninth day. Please view them all as they are all linked to one another. Point out things that don't match up if you find any. You'll find the first 3 days to be mostly hints with the 3rd being a more direct introduction to the character. Day 5 and 9 are both Flashbacks and Day 7 is a week landmark and provides additional hints.
  • The Motion Token now drains energy when used and uses the Head Slot.
  • Utility Slot added for Human/Android in upper right hand corner.
  • Modded Subspace Radio and Biomass Detector now use the Utility Slot and will drain 0.5 energy per second when used.
  • Added in the terrain map and entries in each of the other files for the new Bunker area that will be in the Ville Corp Area. (You can do a walkthrough of the area by changing the start area to 12 for whatever race you want to walk through it with. Just make sure to change it back to what it originally was.)
  • Fixed it so the kills don't show in the inventory anymore. They should of vanished almost right away, but going into the inventory the moment you got the kill 'would' allow you to view them, but they wont show at all now.
  • Acid Spit's stun time and its range were increased. The range to 300 and the time to 2 seconds.
  • Bunker Exterior was added to Mining Area (previously known as Ville Corp Area), landing pad was also placed with the map editor instead of through the plot object data file. The area around both objects was teired off by grass to make it stand out a bit. No random objects should appear inside of the boundaries of the grass.
25.06.2004
Ville:
  • Added dialogs.dat and an effect/condition pair to use it.
  • The game should no longer crash when you try to equip a weapon on the paperdoll while already wielding a weapon.
  • Fixed a bug which caused crashes when using items. Keep a lookout for item using crashes.
  • The AI should now notice you better if you're carrying a light.
  • The melee AI will now avoid your shots like they used to in 1.2. This will make them considerably harder, so the enemy difficulty may need to be retuned.
  • Changed area placement to happen by area classes. I've changed all the isolated areas to area class 2, and placed an extra row for them in map.dat.
  • Fixed bug which caused the game to crash if you didn't use a rectangular area map.
  • You can now specify whether terrain types get random objects on top of them. This should fix the problem where aliens ended up on lava in the Hive area.
  • Lowered the health increasing rain of eden to one third effect.
  • You can now define a time after which plot_objects will be deleted
  • I moved the descriptions for the specialties in player_races.dat to a separate line. This way they don't vanish in Jan's editor.
  • You can now define whether a player_race is visible in the start menu. The first race must always be visible.
  • You can now define the creature movement change speed. Should work great for vehicles and flyers.
  • Changed the way the player's turning is done. Now it takes turn speed into account.
  • You can now define a background image for bars. This should be used for a digital clock. I was hoping to put in a clock with hands, but it proved too troublesome.
  • You can now change the layer the creature is drawn. 0 is where dead creatures are, 1 is normal, and 2 is flying creatures.
  • You can now change whether the creature's bars are visible when player hovers mouse over it.
  • You can now change the creature's death animation speed
  • You can now change whether a creature can follow a player from an area to another
  • You can now define the AI see and hear ranges. If the AI sees or hears an enemy, the anger level is increased.
  • You can now define a weapon's AI hear volume. Silent weapons don't aggravate enemies.
  • See if the lethal bite weapon still is bugged. If it is, press numpad + to show the debugging variables. Report the phases of the first number, it is supposed to be 3000 when the weapons is fired, then reduce to a small negative number. You should not be able to fire the weapon before it is negative. It is supposed to reduce by time, so if it seems to skip or go way below negative, tell me.
  • You can now change the random object density of areas. This way you can disable random item placement altogether from areas while adding denser areas.
  • New condition: check amount of creatures of type in current area
  • You can now define the sound effect for weapons that create visual effects (the effects that are shown on a creature when it is hit). The sound is played when the particle is fired. I've set all to none, so you might want to set at least the tazor type weapons to have the zapping sound.
  • You can now define various footstep-related things in terrain_types.dat
  • You can now define animations for terrain. I've tested this with lava. I believe it could be used to finally make water.
  • You can now define animations for props/plot_objects. I tested this with a tree, and it looked incredibly stupid.
  • Notrium now loads textures only when needed. This should reduce memory usage considerably, and speed up new game starting/loading.
  • The interface texture computer.tga can now be changed from player_races.dat
  • A modder can now use their own itemview.tga and slider.tga by placing their own versions by the same name in the mod directory.
  • I already started with the escape pod interiors, they need to be finished
Quanrian:
  • Psionic can no longer drop Psionic Specific Items.
  • Alien can no longer drop Alien Specific Items.
  • You now should only get credit for an a Small Blue Alien's kill if you get the killing hit.
  • Ether can now be spilled by the container amount to create an Ether blob which can be ignited as a defense. Once ignited it dies a minute later automatically.
  • Tazor and VC Stun Tazor are now in the Stun Class instead of Energy. It was my oversight. You should have no problem stunning the creatures in the Eden area now.
  • I added by the Pistol Chassis since I 'do' want it available as a start item. It is not in clear view. It's hidden under a large tree to the north of your crash site. It will always be in that same spot since it's placed with the map editor.
  • Made Adjustments to Hot and Cold Strokes.
  • Time Distortion for Psionic no longer loses its speed advantage if you're hit.
  • Removed a script and replaced what it did in the creatures.dat file. You can only get rewarded for killing the small blue alien when you're within a specific range in your evolution as the Alien. Previously I was deleting the corpses before you reached a certain evolution point and they would still be counted later, which I didn't want.
  • Explosive was changed to thrown and is used for the pebbles.
  • Human now has a throw animation for when he throws pebbles or any other thrown weapon.
  • Bug for Turrets not firing fixed. No AI controlled creatures should have weild conditions for their weapons.
  • Aliens now have a lower chance of hunting the opposite breed when fed a corpse, if it is still too often I'll make it higher. 10 % chance for Blue and Brown to change and 5 % chance for the Reaper to change.
13.06.2004
Ville:
  • Fixed shooting creatures from very close. The bullet should hit now.
  • New option for teleporting, you can now choose whether creatures follow you through the teleport.
  • Dropping plot_objects now uses an angle from the creature, check if this causes any trouble.
  • Map editor should now work.
  • You can use the map editor to precicely set the player starting place on the map. Just place any of the creatures mentioned in player_races.dat. They will look funny in the editor.
  • Only the first block of conditions in weared items is checked every frame, and if the conditions are not met, the item is disabled.
  • New creature specialty: Cannot drop item class
  • New creature death type: 2=killed by player
  • Added setting for light intensity in lights.dat.
  • New effect: Creature cannot fire weapon.
  • New effect: Change AI tactic.
  • When you get the game to crash, send me the debug.txt
  • Aliens now avoid terrain marked with AI_avoid in terrain_types.dat. This does not work perfectly as due to speed issues the pathfinding needs to be turned off for creatures that are far from the player. We need to make the aliens immune to lava.
  • I removed the Pistol Chassis and the Emergency Rations from the start. They need to be given to the player otherwise. I suggest giving the human player some emergency rations, more for easy level.
  • There could be some container/box in the start area that would give stuff depending on the player race when right-clicked. The human could receive the pistol chassis.
  • Rain can now have a full blown effect/condition list. Check that the heat/damage values of the rain are approximately balanced.
  • Ability to set area lighting in climate_types.dat. I also tweaked the default settings a bit.
  • You can now set a race specific day length for the planet rotation. It doesn't affect lighting, but it affects temperature and journals.
  • By default aliens can now have a secondary AI. It will not be used by them unless the player can charm them. I'm not sure if this fixes the problems with the AI followers. If it doesn't, I'm going to need a detailed account of how to reproduce the problem.
  • Shouldn't the alien's claws be wieldable?
  • Fixed a bug when the aliens's claws wouldn't sometimes fire.
  • If the game still crashes when exiting, send me the debug.txt.
Quanrian:
  • Removed the script for Psionic's light and put it in the creatures.dat file instead.
  • Removed the Quick Key Changes to quick change the Psionic Chill to the Psionic Blast and back. This was an extra and I may add it back later, but it's not likely.
  • Temporarily nulled the damage lava does so creatures don't die when they walk over it. You will still heat up and get slow, just wont lose health. Will re-enable once the pathfinding is smart enough to not run through lava to get you, killing themselves in the process.
  • Alien cannot use the Flashlight or the Biomass Detector.
  • Lifeforce Drain now gives you Essence instead of directly giving you health. This makes it more useful in my opinion as Essence is required for other abilities. It also gives you a slight boost in speed, reducing the creature's speed you drained life from as well.
  • The Desert Golem now only has one level upgrade but it makes a big difference. You must drop 10 Essence into fire for it to transform into a larger form which is slower, but has twice the health and can turn more quickly. Its attack remains the same.
04.06.2004
  • New collision detection system.
  • Had to turn off the collision detection when items are created. There was a check when placing any item whether it is on an object, and if it was the item was moved. Keep an eye out for any problems this may cause.
  • Should the new shake screen effect be used in heat/cold strokes?
  • The new pathfinding system is in place. Try to see if there is any bad behavior such as walking straight towards a wall, and take a screenshot of it.
  • The map editor is not functional yet. It is not used in the map creation, although the map sizes are taken from it.
  • It should no longer be possible to drop items outside borders.
  • Terrains are now defined in a separate file. You can define effects/conditions for them, and they now affect all creatures. This causes a problem for lava, the enemies are easily killed by it until I can make the AI avoid it
  • The lava does not glow yet.
11.05.2004
  • Removed detector2.tga and combine.jpg
  • You can now define custom footstep sounds for each creature
  • You can now define an interval for each script, long interval for complex conditions, short for accuracy.
  • Creatures can now carry lights.
  • Maybe the player could use a torch as the first source of energy, and be later able to build a flashlight?
  • Added the ragdoll system to act as the toggling system, items that can be wielded should have only one use (one effects block entry)
  • The game uses the item use conditions to disable the wielded items: The flashlight use condition checks if there's enough energy, and if there isn't, the flashlight is disabled.
  • Changed the Environment armor a bit to suit the new ragdoll, check out if it works
  • Changed the boots to suit the new ragdoll. Check that the speed up amount and the amount of ether consumed is OK.
  • Changed the goggles to use the new effect, check that they look OK, and use enough energy
  • The time descriptions that tell the player to use an item, when the item rather should be worn, need to be checked
  • Try to add two handed weapons
  • I'm not sure how the alien's claws should be. He cannot use tools if they're a two handed weapon. I'm thinking they shouldn't use a slot at all.
  • Should psionic's weapons be wieldable?
  • Try to integrate the targeting beams to some weapon
  • Try to think of a place for the biomass/items detectors, they should probably use energy and be in a slot, but I'm not sure which one
  • What is the item Welding Torch B? Should the name be changed as I cannot discern what the B means.
  • Should we finally add the breath bar?
  • I've added a description field to the creatures.dat creature specialties. The field is not loaded by the game, you can use it to remind yourself about what the specialty does.
  • Eat events, Hit events, and death Events. There's a sample creature in the end to show you how they work. Delete the sample creature once you don't need it anymore.
  • Maybe some sort of an explosion could be triggered when a particularly big robot dies?
  • Check that growing the alien larva works with the new creature event system
  • See if the growable alien AI tactics need tweaking
  • Check if the new conditions work
  • Check if the new effects work
  • Could you see if you could include the item using endings from endings.dat to items.dat?
  • It's now possible to set an unbreakable combination. Perhaps a solution for the food replicator problem where the player would just carry the heavy replicator by breaking it up first.
  • You can now make plot_objects activate by interval. It should allow for a variety of effects, such as the 1.1 fungus dispenser.
  • You can now change the side and start area of the player from player_races.dat
  • The mass of items from the game start needs to be simplified. I don't think the player should be bothered with the gun chassis, or batteries. If truly needed they should be put into the player_races.dat to make them appear in the inventory in the game start.
01.04.2004
  • All items that are created in the beginning of a map now need to have a trigger event of 3 in the plot_object, the item creating effect is no longer automatically activated. The plot_object should also be set to vanish once the effect is done if the plot_object is not needed after the creation.
  • Take a look at the new flamer. I'm sure some weapons would benefit from giving them more such effects.
  • Please don't use the eat and death events for the creatures, they'll be replaced.
  • The force field still needs to be redone. I'm not sure all the necessary effects are there yet.
  • The two effects reserved for plot_objects don't work. They are the item/plot_object dispensing effects.
  • The flashlight is hard coded at the moment, and always stays on. I'm going to make the items possible to turn on/off, and use that in the flashlight.
  • There's still a lot to be done with the sounds. For example the cold/heat sounds are off, and the fires no longer make any sound. I'm going to make a way for a plot_object to emit a constant sound, so that could be used for the fires.
  • It is not good that the dropped food generator looks just like the deployed generator. Ideas on how to change this?
22.03.2004
  • item list sorting should be stable now, no longer swaps when you use something
  • new AI, check the AI modes and see if you can think of any new ones
  • sneaking up on anyone is darn difficult now
  • I'm afraid the teleporting cannot be to a random area
  • effect drop creature at start is supposed to destroy the plot_object, just like the item seeder does
  • fixed healing to top off at maximum and 0
  • effects are now ordered differently:
  • each effect can have multiple requirements
  • each effect can have multiple subeffects
  • list of subeffects is gone throught from top to bottom
  • if one fails, such as cannot reduce item because no item exists, the rest of the subeffects will be discarded (should no longer need item requirements for item reducers)
  • rearranged all that have multiple effects: check that they work
  • restructuring of the weapon damage/effect system, we now have a separate entry for what happens when a weapon is fired, what happens when the bullet hits, and what conditions are required to equip and fire the weapon (note: you should have a condition to require a bullet if the weapon uses a bullet)
  • due to the new AI it's now very difficult to find the buried vines in the eden, any suggestions? Should they perhaps have a lower tolerance for attacking you?
  • restructuring of the bar system:
  • please list any discrepancies with the bars you can find, and fix them if they can be fixed without code changes. I've spent some 20 hours working the bars last week, and I'm bound to have forgotten something.
  • there now is a debug mode, you can activate it by setting the first value (after the -) in data/setup.dat to 1. Now the game will create a debug.txt every time you run it.
  • at the moment the player cannot die
  • the flashlight may appear by itself at times, it's a bug
23.02.2004
  • The biomass detector should no longer make the sound for anything but the enemies.
  • The journal top text can now be changed, and it can use calendar days instead of stardates.
  • You can now also set the mod start day.
19.02.2004
  • fixed tutorial
  • scanner now toggles off
  • fungus no longer vanished when eating while player is already full
  • teleporting fixed
  • effects can now decrease energy
  • new use condition: must have bar parameter0 amount parameter1 (currently doesn't care for the parameter0, it uses the battery bar)
  • can now exclude item classes from player use (example = android cannot eat)
  • can now exclude plot_objects by class (just list one number per row in areas.dat)
  • creatures can now be immune to weapon classes, maybe we should use this in some creatures?
  • no more infinite pulse beacons
  • no more item drop crash (here's the description from the forum):
  • Okay, about the crashing-when-dropping-stuff bug: This is how
  • to reproduce it:
  • Click the last item in your inventory, so it's picked up as if
  • you were going to combine it with something. Now press 'd' to
  • drop it. Drop it (all of it, if it's stacked). Now notice that
  • the name of the item is still on your cursor. Press 'd' on
  • another item. Notrium will crash.
  • save and load menus now have titles
  • you can now precise place creatures with the plot_objects, just use the effect number 52
  • game should no longer crash when player dies while combining items
  • you should now be able to pick up items that are on teleporters
  • whole concept of use time was removed, too much work to properly do it

New in version 1.2

    New Features:
  • Now ships with Quanrian's official expansion:
    • More endings
    • More weapons
    • More enemies
    • More items
  • You can now grow your own alien from egg to grownup to fight beside you (cool!)
  • Weight system for items, being overburdened will slow you down
  • Tutorial
  • Friendly creatures may now move and follow the player
  • Enemies and non-stationary friends follow you when you leave a map
  • Added teleports that can take you to other areas
  • Flashlight now uses batteries, and you can turn it off
  • When your flashlight is off, aliens are less likely to see you - you can even sneak up to them
  • Put in a health meter when you hover mouse over a creature
  • You can now push friendly creatures, turrets and barriers
  • New weapon effects: drain health, continuous damage, charm enemy
  • Puzzles have been replaced with a time bar
  • There's now a targeting beam that turns green when an enemy hits it
  • Tons of new options for modders
    Changed:
  • The game should no longer crash when playing with sounds off
  • It should now be possible to pick up items from the edges of the map
  • Player should no longer get stuck inside a rock when moving to a new area
  • You should no longer get a dummy item when disassembling a Battery Charger
  • Cases where healing or electric plants were invisible is fixed
  • New bullet collision code, bullets hit more accurately
  • Enemies with weapons now aim more accurately
  • Mouse speed setting works again now
  • Changed some of items and descriptions
  • Changed some of the game endings
  • Maps no longer need to exist on a rectangular grid, there can be edges that lead nowhere
  • Mod makers can now delete items from .dat files without need to change references in other files
  • Stunning weapons can now hurt
  • When you change the alphabetical/time ordering setting it will now affect the inventory
  • Changed the way food/battery generators work
  • Containers no longer show on radar
  • Opened journal page is now saved when saving game
  • Journal texts have been modified to be race specific, eg. the android won't need to hear about food
  • Bullets no longer necessarily stop when hit - laser passes straight through several aliens
  • Large alien corpses now yield more food than small ones
  • Alien player can now use some other weapons that his claws
  • Health should work a bit more logically now for different player races
  • Endgame monsters are now easier to spot with the creature scanner as they have bigger dots

New in version 1.11

    Fixed:
  • Added support for Quanrian's expansion pack
  • You can now choose the mod you want to play when you start a new game
  • Food dispensers and Battery chargers now work more regularly (20 seconds)
  • The Ship Graveyard now correctly has a lot of crashed ships
  • If you play the game through, starting a new game should work now
  • The turrets now fire at enemies again
  • Placing a turret on an area with no enemies will no longer crash the game
  • Hopefully some of the game crashes have been repaired.
    If it still crashes for you, please report it.
  • The queen's eggs should no longer appear outside the map
  • There can no longer be lava on the map borders

New in version 1.1

    New Features:
  • There are now several areas for you to explore
  • Each area has its own climate: deserts, jungles, lava fields and more!
  • Weather: acidic rain, snow blizzards
  • Three possible species for player character: Human, Alien and Android
  • Many new enemy types
  • Improved alien AI
  • You can now eat the alien corpses if you grill them over a fire
  • New weapon: Pebble Shotgun
  • Put in a difficulty setting for puzzles
  • You can now move the Battery Chargers and the Food Replicators
  • One new background song
    Fixed:
  • Fixed the amazing disappearing first item bug
  • Fixed fires warming you with goggles on
  • Map disabled on really old video cards that can't draw to textures
  • Fixed self rotating wheel puzzles to stay put after being completed
  • If you get more than 100 health your health slowly decreases to 100
  • If you use a diode to make a targeting beam it is left in your inventory for later use
  • Sped up initialization of new games and loading games

Developed by Ville Mönkkönen. E-mail:ville@monkkonen.net
Me, an Internet addict? Quite the contrary; the Internet is addicted to me!