Hello engineers! Today marks the final content update before release, and it's a big one. We need to playtest like crazy over the next month to make sure this thing is fully cooked. Over the next month, the only updates to the main branch will be - Bug fixes - Critical or low risk performance fixes - Low risk UI adjustments - Finalizing steam achievements - Finalizing localization If you're a playtester, now is the PERFECT time to come back and play the game, as it is more or less in the state it will be in for release. There's lots to go over for this release, so lets get to it: [h3]Artifact Automation[/h3] It is now possible to automate the production of artifacts. A new ancient structure was added to the map generation: the Artifact Assembler. It is only found in deep space, and is heavily guarded, as such, it is primarily an end game luxury. [img]https://clan.cloudflare.steamstatic.com/images//43547551/ba44ecbf9df401ca9f89655317b65d4e354f2499.png[/img] Artifact Assemblers consume a new item, Ancient Tech Trash, to produce artifacts of your choosing. Rare artifacts cost more tech trash. Tech trash is obtained in 2 ways: - New oracle shop item, 30 tech trash for 1 lumen orb (enough to build a duplicator) - Artifact Recyclers Artifact recyclers are a new item that can be built by the player, a corresponding tech has also been added to the mid game. Any artifact can be consumed for 5 tech trash. Tech trash are a hefty 1000kg, so it might prove useful as fuel, if you have an overabundance of artifacts. [img]https://clan.cloudflare.steamstatic.com/images//43547551/943c14ff7ddc57350e70114509306c99b4d22e0d.png[/img] [h3]Construction Bots[/h3] Construction bots can now pick up items left over in loot boxes and ancient treasure. This means you won't have to manually loot boxes any more, of any kind. This also closes the loop on the artifact gameplay, making it possible to fully automate the production of artifacts by the end of the game. [h3]Priority Output[/h3] Another long needed feature has been added to the game: the ability to choose which edge a splitter-type structure will output too first. A new UI has been added to Junctions, Logistics Bays, and Station Cores that will allow the player to set the priority edge for outputs. This should make routing items to where you want them to go, especially in bus designs, substantially cleaner! [img]https://clan.cloudflare.steamstatic.com/images//43547551/841737f414d98c17be6bb9ec10697aa8b131daaf.png[/img] [h3]Steam Achievements[/h3] We've finally implemented (most of) the Steam achievements. We'll be adding plenty more as we go, but there's a solid 20+ achievements now to go after. [img]https://clan.cloudflare.steamstatic.com/images//43547551/64d29b59c09a6ce318316b3bcdd4397726f3c5b7.png[/img] [h3]0.17.1.0 Patch Notes[/h3] [b]Artifacts[/b] [list] [*] Added Artifact Assembler to the map gen, which when activated, can take ancient tech trash and craft any artifact you want. Only inserters can take and receive from this. [*] Added Artifact Recycler that generates tech trash from any artifact [*] Added Ancient Tech Trash to the game [*] Added new shop item to the Oracle: 30 Ancient Tech Trash for 1 Lumen Orb [/list] [b]Logistics[/b] [list] [*] Added priority sorting functionality to Junctions, Logistics Bays, and Station Cores [*] Added new UI component to their respective panels to change the output edge priority [/list] [b]Animations and Models[/b] [list] [*] Added new animations for several structures [*] Updated the junction, station core, and logistics bays model to indicate which way is "UP" [/list] [b]Oracles[/b] [list] [*] Added the ability to refund spent Lumen Orbs, at the cost of 1 Lumen Orb. This will reset your Oracle levels and let you repurchase upgrades. [/list] [b]Construction Bots[/b] [list] [*] Construction Bots can now have tasks to pick up items from Ancient Treasure and from loot boxes that contain items from deconstructed structures [/list] [b]Click Copy/Paste and Blueprints[/b] [list] [*] Added disabled inventory slots to blueprints and to copy click functionality [/list] [b]Tutorials[/b] [list] [*] All tutorial videos have been updated and refreshed to account for gameplay and UI changes [*] A new objective has been added before the "Find a Planet" objective, which will direct players to research a handful of techs before exploring to find a planet [/list] [b]Production Stats[/b] [list] [*] Production stats are now sampled over 5 minutes instead of 1, which increases the accuracy of the stats greatly. Eventually I'll add in per hour stats. [*] Massively improved the performance of the Production Stats panel [/list] [b]Balance[/b] [list] [*] Reduced Trident health to 50, down from 65 [*] Reduced Razor health to 65, down from 80 [*] Reduce Trident shot damage to 2, down from 2.2 [*] Increased the speed of Cutters to 90, up from 80 [*] Reduced height of rocket adapter by 1, so cargo ships can fly over it [*]Increased the base rate at which defense platforms heal their fleet to .6/s, up from .3/s [/list] [b]Localization[/b] [list] [*] Updated many, many strings for all languages [/list] [b]Bug Fixes[/b] [list] [*] Fixed a bug where light structures did not have a hologram [/list] [h3]0.17.0.35 Patch Notes[/h3] [b]Bug Fixes[/b] [list] [*] Fixed some bugs related to displaying valid slots on rotated stations with custom valid slots [*] Fixed an issue where loading a game would break the controller states for manually moving and landing stations, making players unable to exit the manual move command state unless pressing escape [*] Fixed a number of UI issues that would display way too many decimal places [*] Fixed a crash related to loading asteroids with the incorrect height value, which would break when the asteroid ran out of resources [/list] [b]UI[/b] [list] [*] added proper padding to the station core panel [*] Reversed the order of the power display on the quick info panel that appears when hovering over stations [/list] [h3]0.17.0.33 Patch Notes[/h3] [b]Balance[/b] [list] [*] Relentless attack chance modifier changed to 250%, down from 300% [/list] [b]Inserters[/b] [list] [*] Inserter and cargo ship placement arrows now change colors when there are valid or invalid endpoints, making it easier to see valid placements [/list] [b]Bug Fixes[/b] [list] [*] Fixed incorrect calculation on tooltips for connector speed [/list]