...the game has gotten so popular that I can't keep up with all the forum posts. I'll continue to do my best, but I'd need to spend half of my working day reading and reacting to posts on the forum, and I need to get these dedicated/hosted server bugs fixed!
Thank you so much for continuing to play and promote my game - we hit a new record average number of players last months! ːpcraceː
Added Horizon-Based Ambient Occlusion for people playing at Good quality and above.
Added mid-T2 machine; the Laser Borer. Capable of making a shaft to the Cold Cavern in a few seconds, this re-usable machine is powered by HEFC.
Added Organic Thief - this will automatically removed Ruined Parts from your inventory. It's highly recommended that you connect this straight to a CryoHopper and on to an Organic Reassembler.
Added a Waypoint machine. Place this down and give it a tiny trickle of power to have waypoints in your world! If you put it down next to an Ore Vein, it'll automatically name itself, otherwise, pop a sign next to it to name it.
Added Cluster Missiles; these missiles fire 4x quicker than Imbued, but only do 25% of the damage. However! They can target Heavies, due to their relatively small payload,
and 8 of them are crafted from 1x Imbued Missile. They also look sweet. (Red White and Blue colouring is available to Dapper owners only)
Added 'Video Tutorials' section to the handbook.
Added Fast Zipper Merge
Added 3'n1 Zipper Merge, which merges in the order Right Right Right Left - perfect for Research Assemblers.
Much improved AFK cam, capable of following along conveyor belts - use it near a deep Ore Extractor!
The final 2 achievements are finally implemented. By all definitions, the game is now complete. Go crazy!
Signs placed next to Ore Extractors will give unique names when mission readouts refer to that machine. A picture may help.
Added NanoDisintegrator. Place down, and after 5 seconds, it will remove a 3x3x3 area underneath it. It can be placed on walls and ceilings, and it can be used to make flat T4 ore spots, and to dig holes into Hardened Resin.
Completely redid surface fog.
ARTHER will now acknowledge Go Away/Come Here TAB commands
Superbuild works for /yourcraft mode
Added help/handbook entries for most early T4 machines.
Added Mass Storage colouring
Enriched and Infused Coal now have unique textures
MagmaBore has been visually reworked. PS that's 80 metres tall
Added SearchInventory command that does exactly the same as InventorySearch
Casual mode has been renamed to Rapid mode
You'll have a huge amount of incoming resources, allowing you to experiment and make mistakes without setting you back many hours. Here's a (current) comprehensive list of the Rapid Mode differences:
CPH generates twice as much power
MK3 Lasers do double damage
Research Assemblers are 3x faster (thus using up 33% of the power)
Laboratories are twice as fast (thus using up 50% of the power)
Geothermals generate twice as much power
All Generic AutoCrafters work twice as fast
Conduits have doubled throughput.
Particulate Systems generate 8x as much resource; you don't need multiple ones.
Logistics and MiniHoppers are twice as fast (30 and 4 items per minute, respectively)
Ore Smelters take only 66% of the usual smelt time
It's only 2 ore per bar!
Ore Extractors generate twice as much ore as Easy mode.
Cargo Lifts are twice as fast and carry twice as much
I highly recommend that new players, parents, people with fulltime jobs, impatient people and streamers play through to at least the OET level on Rapid before getting onto any harder difficulties!
If you want to polish off the game in a weekend of hard play, then this is the mode for you.
To make things clearer, I've also added a 'par' system to the main menu. This should give at least a rough idea of how long a given gamemode is expected to play through. Much like par in golf, however, this is for people who can actually play golf. Me, I see a par 3 and I'd be lucky to make the ball get in the hole in less than 50 whacks with the whacky golf stick.
I don't play golf.
But these par times are for someone who has a reasonable grasp of computer games, and follows the mission, without getting TOO distracted. FortressCraft is a game of a million distractions, I find. (Getting distracted a lot? Why not Middle Click on a Blueprint in the Manufacturing Plant to add a reminder?) Hopefully, tho, this should reduce the number of people cranking the difficulty up and going "Why is everything taking so long?"
Tweaks and Balance
Tweaked GeoThermal power input to scale better across modes and difficultes (values are approximate due to thermal difference, and are given for a full-extend geothermal with active Freezon boost; all other factors scale as below)
Rush = 25,000 PPS
Casual = 10,000 PPS
Easy = 5,000 PPS
Scarce = 2,500 PPS
textureres variable in settings.ini works again - set to 3 for low memory PCs!
Massively increased the spawn and steal rate of Mynocks in Trivial Mobs difficulty. People were finding it impossible to grow hives! Mynocks should spawn approximately every 45 minutes on Trivial, and can steal 1 item per 30 seconds (down from 2 hours/6 minute, respectively)
Basic Smelters use up slightly more power
Basic Smelters had their efficiency reduced from 50% to 25%
Basic Smelters are now twice as fast as they were
MK1 Trenchers are now only 5% efficient on T4 ores. MK2 are now 25% efficient and MK3 100% efficient. Using them on T1 materials confers a further 75% bonus (80/100/100), T2 materials get a 62.5% bonus (67.5%, 87.5%/100%) and T3 materials get +50% for 55%/80%/100%.
Further improvements and balance to the Magma Bore; this is now pegged at 100k PPS minimum.
Pushed MK2 lasers until after the player has actually seen the mats to make them
Fixed Hardened and Advanced block manufacturer graphics
New magma bore textures
Fix to SuperBuild mission
Drop rate bug with Deorbit containers now fixed
Fixed more Unknown Material issues; pipes should no longer appear this way.
Fixed Race condition that could cause the player suit power to drop when the Mk2 battery is fitted
Lots of Magma Bore polish - new graphics, new audio, new info, new 'why am I blocked' stuff
Added Magma Bore handbook entry.
Reduced cost of Charged Explosives to 128 resin.
Added a bunch more handbook entries courtesy of Taboo Raver
ARTHER now tells you if you turn music on or off.
Cargo Lifts are twice as fast and carry twice as much in Casual mode. You probably won't need to bother with more than 1.
Workfloor Excavators don't take out Minecart tracks anymore. Sorry!
Some nice CPU optimisations.
Shaved 0.5ms off of the mission introspection code.
Removed a significant amount of dictionary calling time for the Torch light code.(0.6ms)
Minor performance boost to oozes; they also shouldn't consume too much CPU time when the game is running at a lower framerate.(0.7ms)
Minor performance boost to weapon selection systems(0.1ms)
Improved CPU Usage of Rotation Script to pay attention to the Segment visibility (0.5ms)
Total savings : 1-2ms regardless of base size (equating to a potential 30+ fps boost, depending on relative GPU/CPU balance)
Mission system will no longer bug the player to have an OET live when there's a C5 active.
Breaking a Grinder should no longer result in you losing 1/9th of it.
Nano Disintegrators will no longer convert Air into Rubble
Laser Impact Particles now obey segment vis
Fixed issue where Hard Rock Grinder failed to page in segments correctly - this could have lead to all sort of weirdnesses.
Auto Upgrader now lists current power.
Auto Upgrader now uses 1/4 of it's previous power.
Fixed minor BFL exploit
Missions now work for Mobs and Minecarts
Some Ore Extractor missions no longer pester you after building Trenchers.
Secret. Why not press H and check out the new Video Tutorial section?
Added Build2Me mission for players who haven't build 100 blocks!
Reduced RP cost of Manufacturing Plant.
Fixed issue where the Lab popup text flickered as network clients.
Basic Smelters are now 30% faster
Organic Rock chance from Nukers increased from 1% to 3%
Multiple Tunnel Nukers can now spawn whilst your base threat is low, increasing the chance of plenty of Soft Resin and Organic Rock, and also increase the chances that attacking wasps will vector over a sensible path.
Crashes shold now list the callstack of the crash, not the callstack of the crash handler
Enqueing missions should now work from any thread
Missions added on the first frame will no longer crash, but will defer instead
Tweaked Critical mission time for normal difficulty up, reduced it for Casual.
Changed loading/saving priority for segments, meaning that bases should load faster after a game restart.
Power panel now displays during Battery and Extractor Charge tutorial stages
Player can no longer get stuck during tutorial due to suit power being full up
Player can no longer get stuck during tutorial due to CPH being full on power
Player can no longer die from Hypothermia during the tutorial
ARTHER should no longer bug you about the power core after it's fitted, during the tutorial
Added some intro text so people will stop thinking it's a cinematic. It's not. It's a bloody loading screen! Unskippable cinematics can DIAF.
Spent the entire afternoon on loading polish.
Added Default/Loading Screens
[Tutorial]Explained PSB text in subtitle : "Power Storage Blocks (PSBS) are the main method of storing power."
[Tutorial]CPH will no longer show bottom-left popup text during the critical parts of the tutorial, reducing the amount of text on screen, as it was confusing people.
Reduced power booster cost of Booster Chargers from 32 to 8
Players should no longer suffer from ? when referring to blocks
/YourCraft mode now works for SuperBuild
Research Assembler has a purty glow
Fixed issue where teleporting could cause a machine to think you're still close by.
Generic AutoCrafters now have their particles modulated by framerate; this should help performance
Dead overminds should be very obviously actually dead.
Added a mission feedback for minecarts derailing - no more suprises!
Note : CryoPlasm can cause Minecarts to derail
Fixed missions in Rush mode
Fixed confusion when missions were disabled
Imbued Machine blocks now require 3 Advanced Machine Blocks (up from 1), but craft 3 at a time. They still need a single MK5 power booster. Another perfect use for the 3'n'1 Merger!
Generic Auto Crafters can now hand off multiple items to a single conveyor belt
Dapper Owners will get a FREE visual upgrade to the Cluster Missiles.
FALCOR Bombers now give better offline message, and also should stagger their damage better across CryoPlasm.
TechAxes and ARTHER Dapper parameters are now synchronised for network players.
Improved Load times of Overminds, C5, and various other multiblock machines.
Improved Load times across the board; analysed further areas for improvement.
Further fixes to logging spam and Load times
Fixed PTG mission not to say 'FG'
Fast Zipper Merge should now be craftable.
Couple of exploits fixed, ty Somon!
Fixed 3'n'1 Zipper description to be correct ; it's RRR L!
Fixed a particularly brilliant misuse of a machine. Nice one. No it's not going to stay. But nice.
Fixed storage crate UI issues
Fixed an issue where missions could accidentally trigger the OH WELL DONE sound effect, if the framerate was particularly low.
Fixed responsiveness of Vsync and Target Frame Rate modulation
Fixed a number of potential Frustum memory leaks.
Fixed exploit with Cargo Lifts.
Removed archaic snow particles
Reworked Snow Mist to render in the correct order; lasers (etc) should now no longer appear behind the snow
Flickering mist/snow - fixed...?
Optional Missions no longer turn 'critical' and flash
Fixed crazy basic laser transmitters!
Conduits should always drop 9 items when destroyed, not 9-or-10
Chromed Machine Blocks now use more Chrome
Magnet Machine Blocks now use more Molybdenum
Fixed crash with null LoadSegment
Mission system will cease warning you about offline PTGs when you have Solar and/or Jet Turbines
Killing CryoSpawners should cause players to correctly unlock FlatLand.
Transport Pipes now use 3 Hardened Machine Blocks instead of Nickel + Titanium Bars. This should help players understand about crafting intermediary blocks much sooner.
Transport Pipes now require Alloys research.
Explosives now requires Refined Liquid Resin. It's suggested that a player will now use a combination of Nano Disintegration and Resin Handling in order to deal with Hiveminds. Once you get access to the soft core, explosives will do just fine to clear up the infestation.
Creep Inferno now marked as a multiblock machine
Fixed an issue where the Gas Storage might lose pressure when connected to a Gas Bottler.
Added some specific Mission audio
Tweaked a number of missions based on watching streams
Removed Q and E prompt when >100% threat
Removed incorrect E prompt from Storage Hoppers
Added /missions to toggle all missions. Requested by the community, but NOT RECOMMENDED.
Crafting Panel now shows current category
Removed some server spam
Added SCT to Automated Smelters for new bases
Tweaked specular on the Ore Scanner, to hopefully be more readable.
Made timed-out critical/progression missions significantly more flashy and in-your-face. If it's flashing, you really should deal with it! (this isn't stuff like "Ore Extractor Offline", this is progression, BLOODY WELL DO IT FFS AND STOP IGNORING ME type missions)
Missions when on Greg difficulty give a huge amount longer amount of time to complete before prodding you.
Fixed Audio Spatialisation on PSBs
AFK mode should no longer drop you into the cold cave with 0 power
Reinforced Wood uses up Construction Paste.
CPH/Charge health should be back
CPH/Charge should disappear when all surface attacks are cleared
Calmers can now be used when a C5 has been built AS LONG AS the C5 has not been powered up.
Care Package should no longer become 'unresearched' on a restart (I think! Lemme know if this doesn't work)
Care Package now available to Patreons
Added T4 mission for scanning T4 ores, if you have the Frozen Factory Expansion Pack installed.
Added audio reward for completing critical missions. GO YOU! ANNE PERKINS!
Altered CryoPlasm spawning behaviour; it should now be much more consistent across worlds. There's just 2... slight problems.
1) If you have an existing world with CryoPlasm, the CryoPlasm might just simply not work well, and be no threat at all.
2) If you have an existing world with CryoPlasm, it might spawn in upto 8 new spawners, and be really quite hard. This is unpredictable, and is based on the vertical placement of your C5.
Increased CryoPlasm loop rate; hardcap is 8x higher too
CryoPlasm is now much keener to cut through soft rock
Vsync should save and load correctly now
Workfloor excavators no longer do Bad Things to Cargo Lift Rack Rails
SpiderBot power readout can no longer stack with the upgrade requsts
SpiderBot weapons should do significantly less damage to the ground now.
SpiderBot will now remain significantly closer to your CPH during combat - it was within range of a FALCOR setup anyways, but this should hopefully alleviate a number of people's complaints.
Space Window should drop Paste now
Workfloor Exacavators should no longer break any sort of pipe
Fixed an issue where HoloHoppers appeared next to Smelters - rotating the Smelter will usually fix this for now tho.
Fixed Lancer warning when C5 is offline/underpowered.
You'll no longer be harrassed about SpiderBot Cannons before you can make 'em
Induction Charger is no longer placeholder!
Iron-based missions no longer trigger until you've automated your smelter
Other mission-related tweaks to avoid confusing new players
Added Mission related to Orbital Debris
Fixed debounce with music; both LEFT and RIGHT control now toggle the music with Ctrl-M
Implemented a completely new music system. All the old music is gone. If you want it, it's available on iTunes, Zune and Google Music. All the money goes to the musician.
Conduits and Trenchers will now work on non-dedicated servers.