Hi all, Lots of stuff to go over this week! I've been updating the build almost daily to make sure playtesters can get test changes right away, as we are in the 11th hour before release! Today we have another patch, and some release plans important for playtesters. I'll also go over everything added in the past week. I'm excited to announce that Final Factory is now live on Factorio Lab! Check it out here: https://factoriolab.github.io/final-factory This tool lets you plan out your factories, and should give you much more visibility into how much production and throughput you need for all your factory needs. [h3]Code Freeze - March 14[/h3] First, I wanted to inform everyone that after March 14th, no new content will be added to the game until after release. At this point we will be heads down fixing bugs and improving stability to prepare for release. If you're a playtester, this would be an ideal time to jump back into the game and help us with our final testing efforts! [h3]New Enemy[/h3] Cutters begin spawning at 0 stability, just like stingers. They are equipped with a laser weapon that will auto target and track, making it impossible to dodge. This will make engagements a little more tricky, and making running through camps to avoid them more dangerous. They have less health than stingers though, and are easy to kill. Early game combat variety was lacking, and this unit should shore that up, in addition to adding laser weapon types as a new combat mechanic. [img]https://clan.cloudflare.steamstatic.com/images//43547551/bd825cb1d6e5d7e068b44c9866daa53ba985867e.png[/img] [h3]Map Generation[/h3] Map generation has been significantly improved to spawn more variety of enemies around the map. More advanced enemies will spawn based on distance to guard points of interests, like Oracles and Stars. Enemies are now also capped at 500% strength, down from 1000%, as 1000% strength was just too much and too hard to balance scaling around. Enemy strength also scales 50% slower from the origin, and begins at 20%. This should yield a more consistent and less frustrating experience exploring outwards, especially at the start of the game. [h3]UI Updates[/h3] Objectives panel has been tightened up so it doesn't take up so much space. I renamed "Skip" to "Complete" to make sure people know they get the reward for skipping the objective. [img]https://clan.cloudflare.steamstatic.com/images//43547551/1e646d95a397758f0ef02d3345ebe2c3a0186782.png[/img] I've also tightened up the Command Core panel so it takes up less space. I've also added the ability to rename your Mobile Stations in the Command Core Panel. [img]https://clan.cloudflare.steamstatic.com/images//43547551/50ca5b586b58c0342a732f48a92077aa036813e5.png[/img] I've also added a list of Mobile Stations that are associated with a landing zone to the Landing Zone UI. You can see their status, and select them and pan to them in map view instantly. This should make understanding your Mobile Station infrastructure much easier. A lot more enhancements are planned for this UI, similar to Factorio trains, so stay tuned! [img]https://clan.cloudflare.steamstatic.com/images//43547551/89e53f2daae1e1dee3b702d75c0b1284aff3f772.png[/img] [h3]0.17.0.32 Patch Notes[/h3] [b]Power Transmission[/b] [list] [*] Increased power transmission amount on Power Transmitters to 64kW, up from 32 [*] Increased range on power transmitters to 40 tiles, up from 25 [/list] [b]UI[/b] [list] [*] Updated Objectives Panel to use less space [*] Changed Skip Button to say Complete [/list] [b]Bug Fixes[/b] [list] [*] Fixed a tooltip typo in Bauxite Ore [*] Fixed bug where inserters were not showing warning icons [*] Fixed a bug where defense platforms were not healing units stationed at them [*] Fixed a bug where health bars wouldn't update on units with disable knn [*] Fixed a bug where you would move the map and the ship your driving if you had the map open [/list] [h3]0.17.0.31 Patch Notes[/h3] [b]Mobile Stations[/b] [list] [*] Added the ability to name Mobile Stations in the Command Core UI [*] Added list of active Mobile Stations at each landing zone. Players can check the status of mobile stations associated with a landing zone, and press a single button to select a given mobile station and pan the map to it [/list] [b]Health Bars[/b] [list] [*] Health bars now show for player fleet ships [*] Massively improved performance of health bar system, which should yield a 6% fps increase on large saves [/list] [b]Bug Fixes[/b] [list] [*] Fixed a small memory leak caused by storing power grid data endlessly [/list] [b]Misc[/b] [list] [*] Added a command to set the resources on an asteroid SetAsteroidOreRemaining [/list] [h3]0.17.0.30 Patch Notes[/h3] [b]Dyson Platforms[/b] [list] [*] Dyson Platforms can now be removed with a 5 second right click (or with a cut/delete operation) [*] Fixed a crash that would happen when Dyson Platforms would get deleted with Dyson Bots active at the platform [*] Fixed a display issue causing the stage 0 construction model to overlap with the completed construction model when loading a game [/list] [b]Camera[/b] [list] [*] Fixed an issue where the camera was slightly out of sync with mobile stations when riding them between stops [/list] [h3]0.17.0.29 Patch Notes[/h3] [b]Mobile Stations[/b] [list] [*] Added a button to the mobile stations stop panel that will select the Landing Zone associated with a stop, and it will pan the map to that stop, making it easier to see what stops are associated with your mobile stations [*] Reduced the size of the Landing Zone collider so that it's much easier to select command cores that are docked at the landing zone [/list] [b]Modding[/b] [list] [*] Added list of mods in use by a save game file in the save/load panel [*] When loading a save with mods you do not currently have installed, a modal will pop up warning you about it [/list] [b]Bug Fixes[/b] [list] [*] Fixed a bug in the attack calculation system that would cause a crash when determining what units to send on the attack [/list] [h3]0.17.0.28 Patch Notes[/h3] [b]Combat[/b] [list] [*] Fixed a bug where, if all the enemies on the map were in disabled chunks, the log would say attacks are incoming, but no enemies would be part of the attacks [*] Slightly increased the base rate that enemies will attack your base [*] Reduced the modifier of enemy attack on Relentless probability to 500%, down from 600% (will not effect existing saves) [*] Increased Turret base damage to 10, up from 8 [*] Fixed an issue where turrets can't see over certain structures, like armor blocks [/list] [h3]0.17.0.27 Patch Notes[/h3] Combat [list] [*] Finally resolve issues preventing attacks from happening at the correct rate. Be warned: your bases might not be sufficiently well defended when you upgrade to this patch [*] Fixed an issue preventing enemy camps from regenerating on the map [*] Krillos now only cost 1 supply. Increased quantum computer cost to 4, up from 2 [/list] [b]0.17.0.26 Development Patch Notes[/b] [b]Inserters[/b] [list] [*] Fixed issue where inserters and cargo drones would move slightly too far when a mobile station departed from their stop, which would sometimes cause them to get into a position where the mobile station could not land there anymore [/list] [b]Combat[/b] [list] [*] Minimum enemy strength has been set to 20% [/list] [b]Performance[/b] [list] [*] Fixed an issue where the system that was calculating health for the player fleet was instead calculating it for every ship on the map, causing it to be MUCH slower than it should be [*] Added more throttling to the CosmicObjectRevealer system to improve performance [/list] [h3]0.17.0.25 Development Patch Notes[/h3] [b]Combat[/b] [list] [*] New enemy type added to the game: Cutter [/list] Cutters begin spawning at 0 stability, just like stingers. They are equipped with a laser weapon that will auto target and track, making it impossible to dodge. This will make engagements a little more tricky, and making running through camps to avoid them more dangerous. They have less health than stingers though, and are easy to kill. Early game combat variety was lacking, and this unit should shore that up, in addition to adding laser weapon types as a new combat mechanic. [list] [*] Added more intelligent spawning of enemies around points of interest. Stars, planets, oracles, portals, and obelisks have had their guards beefed up, and will spawn higher tier enemies the further out they are from origin, which means you'll actually see higher tier enemies earlier in the game, instead of only stingers for hours on end. [*] Reduced the max enemy strength to 500%, down from 1000% [*] Enemy strength now scales 50% slower from origin [*] Reduced the size of Stingers by about 30% [/list] Note: map gen changes will only be reflected in new chunks or new maps. Existing generated terrain will not be affected by these changes.