A new Teleporter device, new levels, and more stats!
Author: Sidequest Ninja,
published 1 year ago,
[b]Demo Update 14 / Kickstarter Beta Update 4[/b]
Since the first stats update went out at the start of this year I've been focusing my efforts on getting on the remaining devices working, the Teleporter, and it's now ready for field testing!
The Teleporter lets you move cubes long distances quickly, including between separate parts of your factory that cubes can't move between in the usual way. (Did I mention that factories don't have to be rectangular blocks of workstations any more?) You can also use it to store cubes briefly while you work on the next part of your solution.
Two new levels that use the Teleporter have now been added to the Kickstarter closed beta, but there are several improvements and bugfixes that are available in the public demo as well, so whichever version you're playing, check out the changelist below.
(Also, if you'd like to become a late backer and get access to the closed beta, you can find out how to do that on [url=https://discord.gg/BfYyvgC]Discord[/url].)
[b]Bugs fixed: 14[/b] (of which [b]1[/b] was reported by a player, thank you!)
[b]New Features[/b]
[list]
[*] (KS beta only) I've added a new device, the Teleporter, and two new levels that let you try it out.
[*] (KS beta only) Factories no longer need to be a solid block of workstations, they can now have gaps and irregular shapes. If you want to send cubes across gaps you'll need to use the Teleporter, and you can use Lasers to send signals between different parts of the factory.
[*] More stats! Hovering over the bars in the stats histograms now brings up a tooltip with extra info - the exact range covered by the bar, the percentage of players in that range, and (for the leftmost bar) the exact value of the best score recorded so far. So now you can see exactly what score you need to be beat to set the record!
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[b]Other Changes[/b]
[list]
[*] The Failure UI is now anchored to the location of the problem (two cubes colliding, an incorrect cube sent to a Shipper, etc)
[*] The extra, somewhat superfluous and sometimes annoying extra popups that occurred the first time you failed a level in a particular way have now gone.
[*] Now that there's an extra UI that shows the buffer that stores teleported cubes, the Hide/Show All Tracks and Restart Tutorial buttons have moved to the top-left of the screen.
[*] You can now also zoom further out on some levels, so that the extra UI doesn't keep you from seeing the whole factory at once.
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[b]
Bugfixes[/b]
[list]
[*] Fixed a situation where a workstation with Await Cube as its first command might not wait when restarting a factory.
[*] Glass panels no longer punch holes in UI overlays to the factory beneath.
[*] Using the Run One Step button no longer causes a cube that will match at the end of the [i]next[/i] step due have a panel added or removed to be marked as matching an output.
[*] The Failure UI now correctly overlays cubes in UI elements
[*] Fixed a problem where overlapping cube visualizations would sometimes interfere with each other.
[*] Fixed a problem where deleting a track could break the Undo history.
[*] Undoing track deletion now correctly restores which track should be highlighted.
[*] The main UI's shadows no longer block clicks.
[*] Fixed a divide-by-zero problem for new levels with no histogram data yet.
[*] Decorations no longer sometimes go missing on rewind.
[*] Cube visualizations now have flame VFX again when their factory counterpart is on fire. The flames now rotate with the cube if you spin it while the factory is paused.
[*] Rewinding a factory that has failed because a cube was sent to an inactive workstation no longer creates extra cubes with every rewind step.
[*] Lasers firing at a cube that's been passed into an inactive workstation now have the correct-length beam.
[*] Fixed a minor sprite atlasing problem with branching arrows.
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