[b][h1]Greetings Engineers[/h1] [/b] We're back with another new update! Before we dive into all the juicy details, we'd like to say a BIG THANK YOU to everyone who's been testing the new update in the pre-alpha. Today we are coming to you with a new patch [b]0.16.2[/b] Below you will find a video with all the information regarding the patch. There are a lot of changes so let's jump into it! ▸ If you would like to become a playtester, you can jump over our [url=https://discord.gg/finalfactory][b]discord[/b][/url], fill out the form in the FAQ and help us create something magical! [previewyoutube=cxnVH7rQ01A;full][/previewyoutube] [h2]0.16.2 Full Patch Notes[/h2] [h3]Construction Towers[/h3] [list] [*] Added a new technology, Remote Construction to the game [*] Added networked logistics cargo holds that construction bots can access: Provider and Storage cargo holds [*] Construction bots can now be housed at Construction Towers and will construct blueprints or deconstruct structures from anywhere on the map [/list] [h3]Modding[/h3] [list] [*] We've greatly enhanced the modding pipeline to support adding new types of items, models, materials, and technologies to the game! Checkout the mod template project here for more details https://github.com/bryding/FinalFactoryModTemplate [/list] [h3]UI[/h3] [list] [*] Added a new panel showing the rate per minute of production and consumption of all items in your factory, giving you a way to monitor the needs of your factory [*] Since Mining Stations can be placed at variable distance from their asteroids, it can be hard to determine the rate at which one will mine ore. I've added a new production stat UI to the mining station itself, so you can see how effective each mining station is. [*] Added a new loading screen to the game [*] Enhanced recipe tooltips to show what structure an item can be produced in [*] All unlocked items will now show in the player crafting panel, with those that are uncraftable disabled. Tooltips will give more information on any item that cannot be crafted by the player [*] Made the warning in Ship Assemblers when there was no where for the ship to go to after being produced more specific [*] Production Icon in assembler type structures now reference the assembler's inventory for recipe requirements instead of the player [*] Renamed the objective for creating research bots from a research station [*] Added Enemy Strength data to the minimap so you have an idea of how strong enemies are in the area you're exploring [*] Added new flashing icon indicators for buildings that are under construction but have a bot assigned to them [*] Added more precise tooltip for connector item throughput [*] Ship Yards now only show ships you have researched [*] Added mining production stats to hover panel [*] Added inventory data to the hover panel so you can quickly see the contents of any structure in the game [*] Added fleet information to the hover panel [*] Added power and heat stats to the hover panel [*] Made the search logic more robust for finding items and techs in various panels [*] Added a new stat in tooltips that shows production rate/minute of the item depending on the owner of the tooltip. For example, if you mouse over the production button in a T1 Assembler it will show the production rate for that item in that specific assembler. This also works for the player Craft time presenting in the tooltips now shows based on the owner entity of that tooltip in the same way as the production stats, making it easier to see how fast a specific structure/player is going to craft something [/list] [h3]Multiplayer Status Report[/h3] [list] [*] We've been hard at work performing the necessary refactor to make multiplayer possible. The first step is to get the game performing at a fixed step deterministically. A new command has been added ToggleRateLimiting that will put the game into "UPS" mode, and switch over the game to a fixed time step. Note this mode is for testing purposes, and is set to 8UPS currently, so I don't recommend playing with it on! However, it would be useful for playtesters to try it out and see if any bugs can be found with it on. [/list] [h3]Localization Status Report[/h3] [list] [*] Localization framework is now complete. We are in the process of translating to German, French, and Brazilian Portuguese. More language will be added over time! [/list] [h3]Gameplay[/h3] [list] [*] After researching the Mobile Stations technology, you will be able to move any station you want at a speed of 5m/s. Adding Rocket Adapters will increase this speed. You do not need power or fuel to move at 5m/s. [*] Ships and player now smoothly rotate when changing direction vectors for a more polished feel [*] Cutting/Copying/Deleting now starts from precisely your mouse cursor instead of adjusting to the grid. Slightly changed the feel of how structures get selected (still testing this out) [*] The player will now pick up ships from ship assemblers [*] The range that players will pick up ships from ship assemblers and ship yards has been increased to 600, up from 100. [*] Player can now deploy units in their fleet back to the logistics network from anywhere on the map [*] Artifact boxes now only last 5 minutes in the world before being destroyed [*] Units now slow down when entering Ship Yards or Reprocessors [/list] [h3]Balance[/h3] [list] [*] It's clear that artifacts are shaping up to be a sticking point with balance. We do want them to be special and "broken" in a way, but things are probably overtuned at this point. I will continue to keep a close eye on artifacts and keep tweaking numbers as needed. [*] The intention behind a junction is both to be able to act as a splitter or a junction that can output 2 different kinds of items. Currently, it only has 1 inventory slot, so if one item type is backed up in the system such that this single slot becomes full, the junction will not pass the other item through. To fix this, I've added a second slot to the junction so that it can always pass through up to 2 different item types. [*] Reduced the production bonus of duplicators to 20%, down from 33% [*] Duplicators now also require more power based on how many duplicators are attached to a single grid, just like Stabilizers [*] Reduced the base power cost of duplicators to 20kW down from 40. [*] Buffed antimatter sails to generate 12kW, up from 10. [*] Tesla Artifacts now deliver 1 fewer kW of power for each unique station it is powering. [*] Stabilizers now correctly grant 40 stability instead of 50. [/list] [h3]Animations[/h3] [list] [*] Added new animations for assemblers and ship assemblers which reflect the production and power state of the structure [*] Added animations and sound effects reflecting the production and power state of atomic printers [*] Added new Logistics Bay model [*] Added animations for Logistics Bay [*] Added new activation animations to portals and obelisks [/list] [h3]Bug Fixes[/h3] [list] [*] Fixed a bug where you could duplicate items with ctrl+click [*] Fixed a bug where miner bots would speed up sometimes when going to their mining spot [*] Made the explosion smaller for miner and research ships that self destruct [*] Fixed a bug where rotations would NaN out, making units invisible and generally causing a mess [*] Fixed a bug where ghosts could be attacked by enemies [*] Fixed a bug where loading saves with ghosts could mess up the logistics network data [*] Fixed a bug where orphaned ships would throw errors trying to find new homes [*] Fixed timing issues causing rare errors in selection [*] Fixed many low FPS issues that cause weird movement, such as comets freaking out when coming into a comet catcher (this was all the result of the multiplayer refactor) [*] Fixed a bunch more bugs with pressing escape to clear search fields. [*] Fixed a bug where recipe items could overflow and wrap in the tooltips, it was ugly. [*] Fixed a potential race condition in the mouse selection system [/list] [url=https://discord.gg/finalfactory][img]https://clan.cloudflare.steamstatic.com/images//43547551/faf1cb978aed954086252ca6cd8e5aa61f3430b1.png[/img][/url] Thank you all for your support and kind words that motivate us every day! [b][i]~Final Factory Team[/i][/b]