The plan is to push 1.19 out on Monday; the last few multiblock machines have now been added, the tutorial works great, the Orbital Power Transmitter is ready for charging - a few more days of spit and polish and it'll be ready.
There's been tons and tons of fixes and improvements to Multiplayer and optimisations all across the board too.
This is planned to be the final patch before leaving Early Access - head over to the forum and have your say!
The plan is to push 1.19 out on Monday; the last few multiblock machines have now been added, the tutorial works great, the Orbital Power Transmitter is ready for charging - a few more days of spit and polish and it'll be ready.
There's been tons and tons of fixes and improvements to Multiplayer and optimisations all across the board too.
This is planned to be the final patch before leaving Early Access - head over to the forum and have your say!
I can almost smell the end of Early Access! 1.19 has introduced titular tower-defence style Fortress Crafting, more aliens, mobs, minecarts, a brand new tutorial and a million other things! Head over to [url]this thread[/url] for full details, or just look at the pics below.
I can almost smell the end of Early Access! 1.19 has introduced titular tower-defence style Fortress Crafting, more aliens, mobs, minecarts, a brand new tutorial and a million other things! Head over to [url]this thread[/url] for full details, or just look at the pics below.
There were a few teething issues with the craft reporter - however, those have been fixed *AND* the results from all the auto-crash-reports that came in have been rolled into the patch, along with a few fixes here and there enjoy!
Added Threat Scanner to give info about the attacking enemy waves
Failing to add items to StorageHoppers no longer fails to return the items to the player!
Bars, Ores and Power per min now accurate on HoloBase for the last min
Fixed NRE when taking damage in Creative(oops)
If the user picks a target framerate that is radically higher than his computer spec allows, the target framerate is allowed to reduce itself.
Shift allows fine grain control of lifts.
ARTHER turrets and charging stations allow realtime updating of how ARTHER faces
ARTHER charges off of ARTHER turrets VERY slowly
ARTHER can keep a turret going for several minutes, but it will want power.
ARTHER purrs when telling a joke
Increased non-fatal fall damage.
Instadeath velocity reduced slightly.
Added Craft-Anywhere conversions for all basic Minecart Track pieces from other Minecart Track pieces
Crash traces are now automatically uploaded - faster bug fixing!
Ping no longer gets stuck when pinging in huge areas.
There were a few teething issues with the craft reporter - however, those have been fixed *AND* the results from all the auto-crash-reports that came in have been rolled into the patch, along with a few fixes here and there enjoy!
Added Threat Scanner to give info about the attacking enemy waves
Failing to add items to StorageHoppers no longer fails to return the items to the player!
Bars, Ores and Power per min now accurate on HoloBase for the last min
Fixed NRE when taking damage in Creative(oops)
If the user picks a target framerate that is radically higher than his computer spec allows, the target framerate is allowed to reduce itself.
Shift allows fine grain control of lifts.
ARTHER turrets and charging stations allow realtime updating of how ARTHER faces
ARTHER charges off of ARTHER turrets VERY slowly
ARTHER can keep a turret going for several minutes, but it will want power.
ARTHER purrs when telling a joke
Increased non-fatal fall damage.
Instadeath velocity reduced slightly.
Added Craft-Anywhere conversions for all basic Minecart Track pieces from other Minecart Track pieces
Crash traces are now automatically uploaded - faster bug fixing!
Ping no longer gets stuck when pinging in huge areas.
As we move towards leaving Early Access, we've been changing the focus of the patches just a little; 1.18 is primarily concerned with a better experience for new players.
After languishing in the garage for many months, ARTHER has finally had a major set of upgrades in order to help you survive the rigours of FortressCraft. His intelligence module has been replaced, allowing him to give you extensive context-sensitive help on progression and the state of your base. If you're already an expert, then ARTHER has also received the his first two stations. The first is a recharging station, allowing ARTHER to directly charge off of your power grid; this allows you to get back to spelunking quicker than ever. If you're having issues defending your base, then the ARTHER Turret will allow you easily defend large areas against low-level mobs.
New for this patch are the first of the unusual mobs; HiveMinds now spawn in your world; these can then teleport in Mynocks onto your conveyor belts, which will start to steal your resources. Turrets have been added to counter this threat, but you're going to need a more explosive solution to deal with them permanently.
If you venture deep enough, you'll come across entire seas of lava - one of our next goals is to add in machines to deal with management of dangerous fluids. If for some reason your PC isn't quite up to scratch, then under the in-game Settings menu, you'll find a whole host of ways to customise your visual experience;
Ensuring the game runs well on the widest variety of machines is very important to us, and there's been tons of optimisation work to boot!
New players have also gained a number of advantages - after some full runs of the game's progression, we've tweaked the costs of many of the early machines, so players should be seeing their first quarry within 20 hours (on easy mode!); the new MiniHopper and revamped Logistics Hoppers should aid this!
And all this topped off with a brand-new introsequence for fresh worlds!
As we move towards leaving Early Access, we've been changing the focus of the patches just a little; 1.18 is primarily concerned with a better experience for new players.
After languishing in the garage for many months, ARTHER has finally had a major set of upgrades in order to help you survive the rigours of FortressCraft. His intelligence module has been replaced, allowing him to give you extensive context-sensitive help on progression and the state of your base. If you're already an expert, then ARTHER has also received the his first two stations. The first is a recharging station, allowing ARTHER to directly charge off of your power grid; this allows you to get back to spelunking quicker than ever. If you're having issues defending your base, then the ARTHER Turret will allow you easily defend large areas against low-level mobs.
New for this patch are the first of the unusual mobs; HiveMinds now spawn in your world; these can then teleport in Mynocks onto your conveyor belts, which will start to steal your resources. Turrets have been added to counter this threat, but you're going to need a more explosive solution to deal with them permanently.
If you venture deep enough, you'll come across entire seas of lava - one of our next goals is to add in machines to deal with management of dangerous fluids. If for some reason your PC isn't quite up to scratch, then under the in-game Settings menu, you'll find a whole host of ways to customise your visual experience;
Ensuring the game runs well on the widest variety of machines is very important to us, and there's been tons of optimisation work to boot!
New players have also gained a number of advantages - after some full runs of the game's progression, we've tweaked the costs of many of the early machines, so players should be seeing their first quarry within 20 hours (on easy mode!); the new MiniHopper and revamped Logistics Hoppers should aid this!
And all this topped off with a brand-new introsequence for fresh worlds!