Apr 29, 2015
FortressCraft Evolved! - johnkaiser3

I received a lot of 'WHY HAS SURVIVAL NOT GOT ANY LOVE?' messages, so these are the major specific, Survival-centric fixes from the last patch:

  • New T2 and T3 Induction systems
  • Chargeable Explosives
  • Research Tree entirely rewritten to be much more friendly to new players
  • Added Crystals and Focussing Lenses to allow tweaking of your power network
  • added the Logistics Hopper to help speed up automation for new players.
  • Added intro UI with pre-game terrain generation. Dropship pilots have received their flying lessons and will no longer miss the ground when crashing.
  • All Machines and items show now have correctly coloured tiering, which follows the Warcraft/Borderlands colouring scheme, White, Green, Blue, Purple, Orange (To remember this - When Grandma Burps, Patrick Obeys)
  • Laser Power Transmitters now have much better readouts.
  • Moved Machine Components behind research, to avoid confusing new players

There's about a million other Survival and Creative fixes, available here in all their glory : http://steamcommunity.com/app/254200/discussions/0/648814842759470951/
Apr 29, 2015
FortressCraft Evolved! - DjArcas

I received a lot of 'WHY HAS SURVIVAL NOT GOT ANY LOVE?' messages, so these are the major specific, Survival-centric fixes from the last patch:

  • New T2 and T3 Induction systems
  • Chargeable Explosives
  • Research Tree entirely rewritten to be much more friendly to new players
  • Added Crystals and Focussing Lenses to allow tweaking of your power network
  • added the Logistics Hopper to help speed up automation for new players.
  • Added intro UI with pre-game terrain generation. Dropship pilots have received their flying lessons and will no longer miss the ground when crashing.
  • All Machines and items show now have correctly coloured tiering, which follows the Warcraft/Borderlands colouring scheme, White, Green, Blue, Purple, Orange (To remember this - When Grandma Burps, Patrick Obeys)
  • Laser Power Transmitters now have much better readouts.
  • Moved Machine Components behind research, to avoid confusing new players

There's about a million other Survival and Creative fixes, available here in all their glory : http://steamcommunity.com/app/254200/discussions/0/648814842759470951/
FortressCraft Evolved! - DjArcas
Version 1.16c : 1st April.

It's been a long time coming - apologies for letting Real Life issues get in the way, but just occasionally nothing can be done. Rest assured I never want to let 3 months happen between major patches again!

Summary :
  • A bazillion fixes
  • 18 new Creative blocks
  • Copy/Paste rewritten and hundreds of times faster,
  • New T2 and T3 Induction systems
  • Chargeable Explosives,
  • Research Tree entirely rewritten to be much more friendly to new players
  • Added Crystals and Focussing Lenses to allow tweaking of your power network
  • added the Logistics Hopper to help speed up automation for new players.

As ever, full details can be found on the forum : http://steamcommunity.com/app/254200/discussions/0/648814842759470951/
FortressCraft Evolved! - DjArcas
Version 1.16c : 1st April.

It's been a long time coming - apologies for letting Real Life issues get in the way, but just occasionally nothing can be done. Rest assured I never want to let 3 months happen between major patches again!

Summary :
  • A bazillion fixes
  • 18 new Creative blocks
  • Copy/Paste rewritten and hundreds of times faster,
  • New T2 and T3 Induction systems
  • Chargeable Explosives,
  • Research Tree entirely rewritten to be much more friendly to new players
  • Added Crystals and Focussing Lenses to allow tweaking of your power network
  • added the Logistics Hopper to help speed up automation for new players.

As ever, full details can be found on the forum : http://steamcommunity.com/app/254200/discussions/0/648814842759470951/
Feb 27, 2015
FortressCraft Evolved! - DjArcas
I just forgot that the announcement page was a thing. Ahem. Apologies.

The new Beta patch should be uploaded very soon - whilst you wait for me to work out how to write code that doesn't crash, why not watch the trailer for some of the new features you might have missed?

https://www.youtube.com/watch?v=Oa7EeFugXIc
Feb 27, 2015
FortressCraft Evolved! - DjArcas
I just forgot that the announcement page was a thing. Ahem. Apologies.

The new Beta patch should be uploaded very soon - whilst you wait for me to work out how to write code that doesn't crash, why not watch the trailer for some of the new features you might have missed?

https://www.youtube.com/watch?v=Oa7EeFugXIc
Nov 24, 2014
FortressCraft Evolved! - DjArcas
The 14th major patch is now live for everyone.

This patch has been a serious look at player progression, tons of feedback from watching the new streamers, and includes AutoExcavators, lovely visual upgrades to the Ore Pings, Crystals to encourage players to explore, falling damage, a revamped and improved crafting interface and rare, craftable upgrades for the Power Logistics.

However, not resting on our laurels, whilst we're waiting for the testers to give a thumbs up to the previous patch to go to mainline, there's a shiny NEW test patch for you to test!

The new 1.15 patch is going to include the brand-new AutoBuilder, which should take a lot of the tedium and hassle out of building very long vertical Conveyor Lines. There's also been a complete redesign of the Research system, which should guide new players in a much less confusing fashion, new Manufacturing Plant upgrades and MatterMovers have been made much more attractive to players!


New Features
Fixes and Improvements
  • Only machines and Ore have lights in the cubes. Performance++
  • Ankle break noise for when you take damage
  • Global lighting will now blend smoothly when moving into and out of the depths
  • Players can no longer use Build2Me with Storage Crates!
  • Fixed issue with incorrect results when using Unknown Ping.
  • LPTs now store rolling average power transmitted - handy for testing how a specific LPT is behaving.
  • All Ore Pings' transparency increased by 15%
  • Reduced many machines' maximum audible distance to 32 metres.
  • Ore Smelters now calculate and display efficiency (Heating or Smelting versus Idling and looking for materials)
  • Blueprints now accept wheel mouse inputs when using the Manufacturing Plant
  • ChatPanel now much more reactive to input
  • Increased max storage of LPTs, as the lens upgrades were emptying lasers too quickly relative to their charge and discharge rate
  • Ore Extractor now stores and displays work efficiency
  • Induction systems now cause double burn rate, but 8x power usage and heating rate. This is to counterbalance the previous, (now fixed) bug that causes un-inducted smelters to use up WAY too much power.
  • Reactor VATs now give better error messages when missing ingredients.
  • Vastly improved readout and status of AutoExtractors.
  • Reduced research cost of Macerator.
  • Lasers can now pass through blocks marked as glass
  • Tweaked cave wall colouring rate
  • Crystals are tiered according to depth - the best crystals are around -500 metres deep.
  • Research panel now lists category ID
  • Research panel now lists the necessary requirements to achieve research
  • Added 6 tiers of Crystal Lenses, used to upgrade Laser Power Transmitters
  • Reduced hopper Vacuum rendering distance
  • Tweaked Ore Ping colours
  • Changed ARTHER to give more reliable solar power in new bases.
  • tweaked behaviour on locking cursor to be less stupid on focus grab
  • extractor window marked as dirty under better circumstances
  • locked game input away when console is open
  • dragging stuff around no longer adds to your hotbar randomly
  • UI keeps smooth when SIPPanel is sliding off
  • Improved mouse/joystick input separation
  • Substantially reduced the amount of power smelters need to maintain temperature
  • ARTHER now continually signals where the base is, until such time as you craft him a power core
  • Fixed erroneous triggering of the ore dig fail sound
  • Ctrl-M now mutes music for the rest of your session
  • HoloBase now rounds numbers so it's easier to read.

Full details for the brave :

http://steamcommunity.com/app/254200/discussions/0/558755529534192988/
Nov 24, 2014
FortressCraft Evolved! - DjArcas
The 14th major patch is now live for everyone.

This patch has been a serious look at player progression, tons of feedback from watching the new streamers, and includes AutoExcavators, lovely visual upgrades to the Ore Pings, Crystals to encourage players to explore, falling damage, a revamped and improved crafting interface and rare, craftable upgrades for the Power Logistics.

However, not resting on our laurels, whilst we're waiting for the testers to give a thumbs up to the previous patch to go to mainline, there's a shiny NEW test patch for you to test!

The new 1.15 patch is going to include the brand-new AutoBuilder, which should take a lot of the tedium and hassle out of building very long vertical Conveyor Lines. There's also been a complete redesign of the Research system, which should guide new players in a much less confusing fashion, new Manufacturing Plant upgrades and MatterMovers have been made much more attractive to players!


New Features
Fixes and Improvements
  • Only machines and Ore have lights in the cubes. Performance++
  • Ankle break noise for when you take damage
  • Global lighting will now blend smoothly when moving into and out of the depths
  • Players can no longer use Build2Me with Storage Crates!
  • Fixed issue with incorrect results when using Unknown Ping.
  • LPTs now store rolling average power transmitted - handy for testing how a specific LPT is behaving.
  • All Ore Pings' transparency increased by 15%
  • Reduced many machines' maximum audible distance to 32 metres.
  • Ore Smelters now calculate and display efficiency (Heating or Smelting versus Idling and looking for materials)
  • Blueprints now accept wheel mouse inputs when using the Manufacturing Plant
  • ChatPanel now much more reactive to input
  • Increased max storage of LPTs, as the lens upgrades were emptying lasers too quickly relative to their charge and discharge rate
  • Ore Extractor now stores and displays work efficiency
  • Induction systems now cause double burn rate, but 8x power usage and heating rate. This is to counterbalance the previous, (now fixed) bug that causes un-inducted smelters to use up WAY too much power.
  • Reactor VATs now give better error messages when missing ingredients.
  • Vastly improved readout and status of AutoExtractors.
  • Reduced research cost of Macerator.
  • Lasers can now pass through blocks marked as glass
  • Tweaked cave wall colouring rate
  • Crystals are tiered according to depth - the best crystals are around -500 metres deep.
  • Research panel now lists category ID
  • Research panel now lists the necessary requirements to achieve research
  • Added 6 tiers of Crystal Lenses, used to upgrade Laser Power Transmitters
  • Reduced hopper Vacuum rendering distance
  • Tweaked Ore Ping colours
  • Changed ARTHER to give more reliable solar power in new bases.
  • tweaked behaviour on locking cursor to be less stupid on focus grab
  • extractor window marked as dirty under better circumstances
  • locked game input away when console is open
  • dragging stuff around no longer adds to your hotbar randomly
  • UI keeps smooth when SIPPanel is sliding off
  • Improved mouse/joystick input separation
  • Substantially reduced the amount of power smelters need to maintain temperature
  • ARTHER now continually signals where the base is, until such time as you craft him a power core
  • Fixed erroneous triggering of the ore dig fail sound
  • Ctrl-M now mutes music for the rest of your session
  • HoloBase now rounds numbers so it's easier to read.

Full details for the brave :

http://steamcommunity.com/app/254200/discussions/0/558755529534192988/
FortressCraft Evolved! - DjArcas
The 1.14 patch should go live tomorrow morning - this introduces quite a lot of new things!

This patch has been a serious look at player progression, tons of feedback from watching the new streamers, and includes AutoExcavators, lovely visual upgrades to the Ore Pings, Crystals to encourage players to explore, falling damage, a revamped and improved crafting interface and rare, craftable upgrades for the Power Logistics.

However, not resting on our laurels, whilst we're waiting for the testers to give a thumbs up to the previous patch to go to mainline, there's a shiny NEW test patch for you to test!

The new 1.15 patch is going to include the brand-new AutoBuilder, which should take a lot of the tedium and hassle out of building very long vertical Conveyor Lines. There's also been a complete redesign of the Research system, which should guide new players in a much less confusing fashion, new Manufacturing Plant upgrades and MatterMovers have been made much more attractive to players!

https://www.youtube.com/watch?v=A07-tK2OS1k&feature=youtu.be&a

Full details for the brave : http://steamcommunity.com/app/254200/discussions/0/558755529534192988/
FortressCraft Evolved! - DjArcas
The 1.14 patch should go live tomorrow morning - this introduces quite a lot of new things!

This patch has been a serious look at player progression, tons of feedback from watching the new streamers, and includes AutoExcavators, lovely visual upgrades to the Ore Pings, Crystals to encourage players to explore, falling damage, a revamped and improved crafting interface and rare, craftable upgrades for the Power Logistics.

However, not resting on our laurels, whilst we're waiting for the testers to give a thumbs up to the previous patch to go to mainline, there's a shiny NEW test patch for you to test!

The new 1.15 patch is going to include the brand-new AutoBuilder, which should take a lot of the tedium and hassle out of building very long vertical Conveyor Lines. There's also been a complete redesign of the Research system, which should guide new players in a much less confusing fashion, new Manufacturing Plant upgrades and MatterMovers have been made much more attractive to players!

https://www.youtube.com/watch?v=A07-tK2OS1k&feature=youtu.be&a

Full details for the brave : http://steamcommunity.com/app/254200/discussions/0/558755529534192988/
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