Trust me, this hiatus is killing me as much as it's boring you. So, a quick status report is in order I think!
Unity 5 integration
This, overall, has gone swimmingly. Framerate has increase about 40% across the board, and there are preparations in place to move to Unity 5.4 and GPU Instanced rendering as fast as possible.
If you're interested in having a look, then please be aware of the high risk factor, back up your world, and opt into the BETA_TEST branch!
CRC and Disk Thread changes
This has been a scary, scary set of changes. The entire disk system has been overhauled and made consistent. This should mean no more lost inventories, no need for player backups, and whilst we can't do anything about corrupted worlds (to massively re-re-re-re-iterate, those are 100% down to Windows' horrific disk system screwing up big time on hard crashes), we CAN now detect them 100% of the time and roll back to backups.
Testing is still on-going on this.
DLL-based mod support
This is implemented in the latest version, but isn't ready yet. Hopefully next week or so. This is low risk to un-modded versions of the game, so I'll be happier about pushing bleeding edge builds out with them implemented.
Skins!
We've FINALLY gotten an AppID through from Valve, so I'll be able to upload and link against this, once the art has been finished. Totally planned on being available for Patch 5.
Dedicated server stand alone download
See above!
Frozen Factory Expansion Pack
Work's been progressing on this still. I'm gonna take a stab in the dark and say it's about 25% complete. Most of the major machines are in and working, about 10% of those have models, and 1% of them have final textures.
Moving to Unity5 has allowed me to implement the 'generic' Virtual Reality support, meaning that all major headsets 'should just work'. It's a very long way from finished, but you can look around an existing base happily.
Trust me, this hiatus is killing me as much as it's boring you. So, a quick status report is in order I think!
Unity 5 integration
This, overall, has gone swimmingly. Framerate has increase about 40% across the board, and there are preparations in place to move to Unity 5.4 and GPU Instanced rendering as fast as possible.
If you're interested in having a look, then please be aware of the high risk factor, back up your world, and opt into the BETA_TEST branch!
CRC and Disk Thread changes
This has been a scary, scary set of changes. The entire disk system has been overhauled and made consistent. This should mean no more lost inventories, no need for player backups, and whilst we can't do anything about corrupted worlds (to massively re-re-re-re-iterate, those are 100% down to Windows' horrific disk system screwing up big time on hard crashes), we CAN now detect them 100% of the time and roll back to backups.
Testing is still on-going on this.
DLL-based mod support
This is implemented in the latest version, but isn't ready yet. Hopefully next week or so. This is low risk to un-modded versions of the game, so I'll be happier about pushing bleeding edge builds out with them implemented.
Skins!
We've FINALLY gotten an AppID through from Valve, so I'll be able to upload and link against this, once the art has been finished. Totally planned on being available for Patch 5.
Dedicated server stand alone download
See above!
Frozen Factory Expansion Pack
Work's been progressing on this still. I'm gonna take a stab in the dark and say it's about 25% complete. Most of the major machines are in and working, about 10% of those have models, and 1% of them have final textures.
Moving to Unity5 has allowed me to implement the 'generic' Virtual Reality support, meaning that all major headsets 'should just work'. It's a very long way from finished, but you can look around an existing base happily.
Not me, no, I have guests over next week and my house needs a serious tidy, but there's always someone streaming FortressCraft - always great if you want to learn some of the more complex parts of the game:
It's the 29th of January - boy, a lot has changed since the 27th of December!
So, just to get this out of the way - Here's my Patreon. If you're lovin' the new features and patches, please consider donating. It helps out massively, and means I
can continue to produce content for the game. ON WITH THE PATCH NOTES!
Ok, first off, here's the stuff you REALLY need to know:
Research Pods now requires 6 plates and 2 PCBs, making automation dead-easy. You HAVE to automate them now, no more hand-crafting.
Smelters can now collection power through the attached Forced Induction Kits; there's also MK4 and MK5 induction kits for super-fast Ore loading.
All new Ore Ping graphics for T2 materials; you can also craft Hardened Resin Pings.
Turrets have got some tactical readouts; either press E when looking at them or left-ctrl on the HoloBase to view range.
Added Motorised Conveyors for super-fast emptying of Storage Hoppers. Conveyor Filters and Advanced Filters have been improved substantially.
Added Plasma-Imbued Cutter Heads. These give 100% resources for 2500 ore, at a 400% collection rate! To be clear : THIS cutter head DOES increase the ore rate, MASSIVELY, but only for a SHORT period of time.
Remember you can automate the fitting of cutter heads by putting them in a Remove Only Hopper.
Added Coal Enricher - Enriched Coal gives double Power Per Seconds to PTGs! (But not the CPH. Stop trying)
Completely rewords the way Missiles work - they're at least a million times more awesome, and much easier to make, too!
It's the 29th of January - boy, a lot has changed since the 27th of December!
So, just to get this out of the way - Here's my Patreon. If you're lovin' the new features and patches, please consider donating. It helps out massively, and means I
can continue to produce content for the game. ON WITH THE PATCH NOTES!
Ok, first off, here's the stuff you REALLY need to know:
Research Pods now requires 6 plates and 2 PCBs, making automation dead-easy. You HAVE to automate them now, no more hand-crafting.
Smelters can now collection power through the attached Forced Induction Kits; there's also MK4 and MK5 induction kits for super-fast Ore loading.
All new Ore Ping graphics for T2 materials; you can also craft Hardened Resin Pings.
Turrets have got some tactical readouts; either press E when looking at them or left-ctrl on the HoloBase to view range.
Added Motorised Conveyors for super-fast emptying of Storage Hoppers. Conveyor Filters and Advanced Filters have been improved substantially.
Added Plasma-Imbued Cutter Heads. These give 100% resources for 2500 ore, at a 400% collection rate! To be clear : THIS cutter head DOES increase the ore rate, MASSIVELY, but only for a SHORT period of time.
Remember you can automate the fitting of cutter heads by putting them in a Remove Only Hopper.
Added Coal Enricher - Enriched Coal gives double Power Per Seconds to PTGs! (But not the CPH. Stop trying)
Completely rewords the way Missiles work - they're at least a million times more awesome, and much easier to make, too!