Dec 24, 2015
FortressCraft Evolved! - DjArcas
And here we are at the 4th patch, confusingly with the version number 3.09, a mere 24 days since the last one! After 14 hours of live streaming this patch, I'm at least a little confident in saying there there's no crippling bugs, and as of now, the Mac, PC and Linux versions have all been matched up to this patch. Bleeding Edge patch service should be resumed early next week ;-)

New Features
  • Shift-mousewheel cycles through available weapons
  • Ore Extractors will automatically check adjacent storage hoppers for Drill Heads. Merry Christmas, end-game players! -

  • Snowmen for Dapper DLC owners!

  • Cryogenic storage! Most efficient in the Cold Cavern, this system allows you to keep Ruined Organic parts in storage until you can Recombine them.
  • Recombined Organic Matter can be crafted into Pristine Organic items - get farming!
  • TL;DR - do this Ruined Bug Parts -> Cryo Hopper -> Recombinator -> Recombined Organic Matter -> Normal Hopper -> Player Inventory -> SelfCraft -> Desired Pristine
  • Added Calmers and Agitators, allowing you to better manage your threat generation. Don't over do it.

  • Added DireWolf20 'Overdid it!' Achievement.

Major Improvements
  • Huge performance increases in really large (>10,000) machine worlds. A 4 gig I7 should now be able to deal with worlds up to 300k machines (!!)
  • New SmartVis(tm) system means that all entities can obey Segmen Vis - things like Minecart Tracks should
  • Much improved Hive Mind growth and loot table system.


  • Mynocks are now saved to disk, making farms possible:


  • CamoBots should now be a much bigger threat to your underground power network systems. Defend appropriately!
  • Tons of network improvements. I've spent a LOT of time playing as a client on other people's worlds, and it's at least within 80% of where I'd like it to be.

Quality of Life improvements
  • Most Machines now show a read (not estimated) Power-Per-Second (pps) usage
  • T5 batteries show useful PPS flow information
  • Increased richness of biomass veins and cores
  • Cold Caverns should be much improved, visually, with new lighting and new animated plants.
  • Lots of new achievements, fixes to old achievement, and achievement tracking progress!
  • Basic LPTs rebalanced to be more useful in the first 4-6 hours of the game
  • Added Rubble and SuperDig (Left-Ctrl) hints for new players.
  • Added Clearing! message to help out with knowing when to move veins
  • New Icons, Normal Maps and Textures all over.
  • Ctrl-M is now a toggle on music, and should be stored in persistentsettings.ini
  • Pressing TAB to make ARTHER 'come closer' also works if he's docked.
  • Generic Machine UI is no longer ridiculously tiny - no more pointless scrolling!
  • Conveyor Filters support Organic types.
  • Significant improvements to world backup and restoration.
  • Loads of auto-reported crash fixes!


As ever, you can find the full patch notes over at the forum


Dec 24, 2015
FortressCraft Evolved! - DjArcas
And here we are at the 4th patch, confusingly with the version number 3.09, a mere 24 days since the last one! After 14 hours of live streaming this patch, I'm at least a little confident in saying there there's no crippling bugs, and as of now, the Mac, PC and Linux versions have all been matched up to this patch. Bleeding Edge patch service should be resumed early next week ;-)

New Features
  • Shift-mousewheel cycles through available weapons
  • Ore Extractors will automatically check adjacent storage hoppers for Drill Heads. Merry Christmas, end-game players! -

  • Snowmen for Dapper DLC owners!

  • Cryogenic storage! Most efficient in the Cold Cavern, this system allows you to keep Ruined Organic parts in storage until you can Recombine them.
  • Recombined Organic Matter can be crafted into Pristine Organic items - get farming!
  • TL;DR - do this Ruined Bug Parts -> Cryo Hopper -> Recombinator -> Recombined Organic Matter -> Normal Hopper -> Player Inventory -> SelfCraft -> Desired Pristine
  • Added Calmers and Agitators, allowing you to better manage your threat generation. Don't over do it.

  • Added DireWolf20 'Overdid it!' Achievement.

Major Improvements
  • Huge performance increases in really large (>10,000) machine worlds. A 4 gig I7 should now be able to deal with worlds up to 300k machines (!!)
  • New SmartVis(tm) system means that all entities can obey Segmen Vis - things like Minecart Tracks should
  • Much improved Hive Mind growth and loot table system.


  • Mynocks are now saved to disk, making farms possible:


  • CamoBots should now be a much bigger threat to your underground power network systems. Defend appropriately!
  • Tons of network improvements. I've spent a LOT of time playing as a client on other people's worlds, and it's at least within 80% of where I'd like it to be.

Quality of Life improvements
  • Most Machines now show a read (not estimated) Power-Per-Second (pps) usage
  • T5 batteries show useful PPS flow information
  • Increased richness of biomass veins and cores
  • Cold Caverns should be much improved, visually, with new lighting and new animated plants.
  • Lots of new achievements, fixes to old achievement, and achievement tracking progress!
  • Basic LPTs rebalanced to be more useful in the first 4-6 hours of the game
  • Added Rubble and SuperDig (Left-Ctrl) hints for new players.
  • Added Clearing! message to help out with knowing when to move veins
  • New Icons, Normal Maps and Textures all over.
  • Ctrl-M is now a toggle on music, and should be stored in persistentsettings.ini
  • Pressing TAB to make ARTHER 'come closer' also works if he's docked.
  • Generic Machine UI is no longer ridiculously tiny - no more pointless scrolling!
  • Conveyor Filters support Organic types.
  • Significant improvements to world backup and restoration.
  • Loads of auto-reported crash fixes!


As ever, you can find the full patch notes over at the forum


FortressCraft Evolved! - DjArcas
There's going to be an hour of two of bug-fixing, then I'll delete this announcement and do one about the actual testing. I'll be continuing a previous world, so you should be seeing some more end-game stuff happening.
FortressCraft Evolved! - DjArcas
There's going to be an hour of two of bug-fixing, then I'll delete this announcement and do one about the actual testing. I'll be continuing a previous world, so you should be seeing some more end-game stuff happening.
FortressCraft Evolved! - DjArcas
Christmas.

Having had a day off to visit family and friends yesterday, I'm back to almost a hundred unread threads on the forum, and quite a lot more posts than that!

So, let's try and summate up what's going on, in case I miss something important on the forum, or in case YOU miss something on the forum!

  • The game is selling extremely well, in no small part to it being covered buy DireWolf20. Go check him out!
  • An absolute massive thank you to all the other Twitch Streamers and Youtube video makers - your work showcasing the game is watched by me for 10-12 hours a day. Thank you!
  • Monday is going to be spent on a few little Christmass-y items for the Dapper pack, and a 100% final never-to-be-revisited fix for the Floating Combat Text
  • Tuesday should see the release of the 3.2 patch into testing. Assuming all goes well, it should only be in there for 24 hours or so - it's been a reasonably low-risk
  • Wednesday should therefore hopefully see the release of 3.2 to everyone.
  • THEN IF IT'S OK I'D LIKE A COUPLE OF DAYS OFF
  • I will ensure a matching set of Mac and PC builds, and hopefully Linux too!
  • I really thought the Force Awakens was great, and am planning on seeing it a couple more times. This is not FortressCraft-related.

Priorities for after Christmas include mod support, even BETTER backup and corruption detection, and dedicated server support. This might mean that progress on the single-player game is a tad slower for a bit, but it should be good in the long run!

Are there any other critical issues that I need to address?

In the meantime tho - keep on automatin' :



and keep on streamin' : http://www.twitch.tv/archimedes213

-Dj
FortressCraft Evolved! - DjArcas
Christmas.

Having had a day off to visit family and friends yesterday, I'm back to almost a hundred unread threads on the forum, and quite a lot more posts than that!

So, let's try and summate up what's going on, in case I miss something important on the forum, or in case YOU miss something on the forum!

  • The game is selling extremely well, in no small part to it being covered buy DireWolf20. Go check him out!
  • An absolute massive thank you to all the other Twitch Streamers and Youtube video makers - your work showcasing the game is watched by me for 10-12 hours a day. Thank you!
  • Monday is going to be spent on a few little Christmass-y items for the Dapper pack, and a 100% final never-to-be-revisited fix for the Floating Combat Text
  • Tuesday should see the release of the 3.2 patch into testing. Assuming all goes well, it should only be in there for 24 hours or so - it's been a reasonably low-risk
  • Wednesday should therefore hopefully see the release of 3.2 to everyone.
  • THEN IF IT'S OK I'D LIKE A COUPLE OF DAYS OFF
  • I will ensure a matching set of Mac and PC builds, and hopefully Linux too!
  • I really thought the Force Awakens was great, and am planning on seeing it a couple more times. This is not FortressCraft-related.

Priorities for after Christmas include mod support, even BETTER backup and corruption detection, and dedicated server support. This might mean that progress on the single-player game is a tad slower for a bit, but it should be good in the long run!

Are there any other critical issues that I need to address?

In the meantime tho - keep on automatin' :



and keep on streamin' : http://www.twitch.tv/archimedes213

-Dj
FortressCraft Evolved! - DjArcas
I'm also on the voice chat with him today, answering questions and helping him understand the slightly more confusing parts of the game :)

http://www.twitch.tv/slowpoke101/
FortressCraft Evolved! - DjArcas
I'm also on the voice chat with him today, answering questions and helping him understand the slightly more confusing parts of the game :)

http://www.twitch.tv/slowpoke101/
FortressCraft Evolved! - DjArcas
Lots of fun with the Beta Testers tonight (I love you guys) - it looks like all the reported issues have now been fixed. (So much for 'safe changes only', eh?)

I'm going to let the dust settle on the test build overnight, and assuming that the forum isn't baying for my blood, then I'll push it live tomorrow!

FortressCraft Evolved! - DjArcas
Lots of fun with the Beta Testers tonight (I love you guys) - it looks like all the reported issues have now been fixed. (So much for 'safe changes only', eh?)

I'm going to let the dust settle on the test build overnight, and assuming that the forum isn't baying for my blood, then I'll push it live tomorrow!

...