Weekly Update
Author: slims,
published 7 months ago,
Hi all!
This weeks update includes a bunch of balance changes, QOL updates, and bug fixes. Let's begin:
[i]NOTE: These changes are only on 0.17.1_development for now. There are youtubers playing the game so I'm going to be more conservative with pushing patches to main.[/i]
[h3]Enemy Strength[/h3]
On standard mode, enemies are simply too strong and tedious to clear out. My goal with standard mode is a game primarily focused on the factory building elements, with enemies being there to add a modest amount of friction to exploration to make it sufficiently rewarding, and of course, to function as an entropy check. You have to keep producing combat ships to keep the enemies at bay, this serves as a check on your production levels at each stage of the game.
Enemy ship and spawner health has been reduced across the board. Additionally, enemy strength now only scales to 300%, and scales about 30% slower from the origin. Full details in the patch notes below.
[h3]Building and Planning[/h3]
I've added a new toggle to the game that will disable all construction bots, similar to the toggle for inserter bots. This will let you create blueprints without having construction bots come and build things, in case you're still in the planning stages.
In additional, for most structures, you can now access the UI for that structure while it's a blueprint. This will let you set recipes, filters, and logistics requests, before the item is even constructed!
[img]https://clan.cloudflare.steamstatic.com/images//43547551/1c954fb7e8432ba91e90c3d6652524766e63d213.png[/img]
I've also added a toggle on construction towers to limit their range. Sometimes the unlimited range feature can be a hindrance, especially if you have bots going deep into space to collect artifact drops. This feature will let you keep select towers to a maximum range, giving more flexibility in planning (the range is about the size of a chunk).
[b]Factory Information Panel[/b]
This one is a little big for the supposed content freeze, but I really felt like the game needed more visiblity into the workings of one's factory. I've created a new Factory Information panel that shares the same hotkey and UI button as the old production panel. The production panel has been moved to the Factory Information panel. The FI panel also has a list of all your command cores, for an easy look at your mobile stations; it contains a list of all the items in your logistics network, and how many construction bots you have; and finally it contains a list of generic data about your factory, such as global stability, elapsed game time, Urso killed, and more.
I plan to continue to add to this centralized information panel as time goes on. Feedback always welcome!
[img]https://clan.cloudflare.steamstatic.com/images//43547551/c85dceb922b76e40affa476d5b934de4b07a9216.png[/img]
[h3]Full 0.17.1.8 Patch Notes[/h3]
[b]Enemy Rebalancing[/b]
[list]
[*] Trident's health has been reduced to 40 from 50.
[*] Trident Spawner's health has been reduced to 300 from 400.
[*] Razor's health has been reduced to 50 from 65.
[*] Razor Spawner's health has been reduced to 500 from 800.
[*] Cutter Spawner's spawn count has been reduced to 10 from 15.
[*] Cutter Spawner's health has been reduced to 80 from 100.
[*] Maximum enemy strength has been reduced to 300%, down from 490%.
[*] Enemy strength will scale approximately 33% slower as you move away from the origin.
[*] Logistics Bay's health has been increased to 100 from 30.
[/list]
[b]Objectives[/b]
[list]
[*] Increased required tech count to 25 for the Research 20 Technologies objective
[*] Increased required planetary science bots to 50 for the Automate the production of Planetary Research Bots objective
[/list]
[b]Achievements[/b]
[list]
[*] Implemented NIGHT MAN achievement
[*] Fixed an issue causing NIGHT MAN to trigger when starting a game
[*] Disabled achievements when mods are active (with appropriate UI indicators in new game menu)
[*] Implemented the KIENZAN achievement
[/list]
[b]Building[/b]
[list]
[*] Allow player to access UI for many structures while they are in a blueprint state
[*] Added toggle to globally disable/enable construction bots
[*] Added toggle to construction towers to limit their task range
[/list]
[b]Bug Fixes[/b]
[list]
[*] Fixed a bug where ship reprocessors could craft ancient tech trash
[*] Fixed a bug where inserters and cargo drones could be caught not updating their render state when far away from the player
[/list]
[h3][i]Prior Patch Notes[/i][/h3]
[h3]0.17.1.7 Patch Notes[/h3]
[b]Inserters[/b]
[list]
[*] Inserters now take items from the connector inventory on assembler type machines. This means you can no longer rely on them taking only the output item for a given machine and you may need to update some filters on inserters with this change
[/list]
[b]Bug Fixes[/b]
[list]
[*] Fixed a bug where, on very large bases, construction bots could never find storage containers to put things in
[*] Improved performance of the search algorithm for networked storage containers
[*] Fixed a bug where ship reprocessors could craft ancient tech trash
[/list]
[h3]0.17.1.6 Hotfix Notes[/h3]
[list]
[*] Fixed a bug preventing Stingers from disabling correctly when in inactive chunks, causing massive performance problems on large maps
[/list]
[h3]0.17.1.5 Patch Notes[/h3]
[b]Construction Bots[/b]
[list]
[*] Construction bots will now only start looting from loot boxes after getting remote construction tech. I want people to loot ancient treasures for the first part of the game, and have remote construction be even more rewarding
[/list]
[b]Dark Mode Skybox[/b]
[list]
[*] Added option for toggling dark mode skybox in display settings. Let me know what you think!
[/list]
[b]Achievements[/b]
[list]
[*] Implemented Faster than Light Achievement
[*] Implement Antimatter? Doesn't Matter. Achievement
[*] Implement Through the Bulk Achievement
[*] Implemented AI Singularity Achievement
[*] Implemented Lumen Archaeologist achievement
[*] Updated Space Trucker achievement to require 50 stability and rocket adapter
[*] Updated achievement logic to store steam stats when achievements are unlocked
[/list]
[b]Bug Fixes[/b]
[list]
[*] Fixed a crash that would happen if a command core was destroyed by enemies while in queue
[*] Fixed a bug where splitters would not always perfectly distribute items
[*] Fixed a bug where loot boxes would appear at origin when spawning for a frame
[*] Fixed a bug where empty health bars would spawn when placing items
[*] Fixed a bug where the NIGHT MAN achievement would trigger instead of DAY MAN
[*] Fixed wordage in Complete Tutorial step
[/list]
[h3]0.17.1.4 Patch Notes[/h3]
[b]Enemy Attacks[/b]
[list]
[*] Fixed a long standing bug causing exponential attack chance increases if you set your attack chance multiplier to > 100% in the game play settings (or played on relentless)
[*] Relentless now has a 300% base increase to attack chance probability, and 300% increased attacker count per attack
[/list]
[h3]0.17.1.3 Patch Notes[/h3]
[b]Enemy Attacks[/b]
[list]
[*] Attacks will now come from all different angles, instead of just the bottom left chunks
[*] Reduced the attacker count multiplier to 200%, down from 300% on Relentless Mode
[*] Increased the probability of attack up to 100,000 stability, maxing out at 12% per minute, per chunk
[*] Set a cap on the number of chunks that get dice rolls for attacks to 20. This will greatly reduce the number of attacks sprawling factories receive
[*] Added more randomization to what chunks get attacked so there's a small chance that lower stability chunks get attacked
[/list]
[b]UI[/b]
[list]
[*] Added a Factory Information Panel
[*] Production stats have been moved to a tab in the Factory Information panel
[*] The existing keybind for Production Stats will now open Factory Information
[*] Factory Info panel now contains a tab that lists all of your mobile stations that have command cores, allowing you to see where they are and select/goto them
[*] The info panel also contains a panel that lists all the items in your logistics network
[*] The info panel also contains a panel showing general statistics about the player and factory
[/list]
[b]Commands[/b]
[list]
[*] The MapFixer command will now also recalculate connections and delete orphaned haulers
[*] Fixed a bug in the RecalculateConnections command that would cause a crash
[*] Added a command ChangeAttackerCountSetting to change the attacker count multipler in the gameplay settings. If you're playing on relentless (flajo), use ChangeAttackerCountSetting 200 to use the new relentless setting
[/list]
[b]Achievements[/b]
[list]
[*] Commands that grant technologies or items, or otherwise grant some benefit to the player are now only usable if the player uses the EnableCheatCommands twice.
[*] When EnableCheatCommands is active, achievements will be disabled
[/list]
[h3]0.17.1.1 Patch Notes[/h3]
[b]Bug Fixes[/b]
[list]
[*] Fixed a regression in the output to connector logic that would prevent items from outputting correctly
[*] Fixed a bug where you could rotate or right click the Artifact Assembler after activating it, causing a crash
[*] Added a command RecalculateConnections that will fix issues of loading saves from versions under 0.17.1.0
[/list]
[h3]0.17.1.2 Patch Notes[/h3]
[b]Bug Fixes[/b]
[list]
[*] Fixed a bug where construction bots would only clear 1 slot from a loot box, leaving it in the world
[*] Fixed a bug where splitter-type structures would not start out with no priority output
[*] Fixed a race condition that would calculate new connector groups for connectors that are being deleted, causing error log spam
[/list]