Factorio - Klonan
Hello!

Research revolution
As the 0.15 work started, the first thing I wanted to do was to rebalance the science packs. We feel that the science pack 1 and 2 balance is just right, but the level 3 (blue) is quite a large jump in complexity, while the alien science pack is trivial. Then I checked that the last time we changed something about the science packs was 2.5 years ago, so it might be the time to try to be more creative.

After some discussions, we decided to make the science packs not so linear and more iterative, the current working version looks something like this:



The prices of the science packs are subject to change as we need to playtest it, but the first version is this:



To make the work of reassigning the science packs to technologies easier, I decided to finally implement the so long postponed feature of showing the needed science packs on the technology icon. We also sort the technologies by the highest science pack needed:



The icons might change, but a late game science setup might look something like this.



On top of that, I would like to implement the infinite research. It would give smaller and smaller gains, but people could spend the resources on something after finishing the regular research if they wanted to.

PvP scenario
This paragraph is brought to you by Klonan.

The concept of a player versus player experience in factorio has been around since we introduced multiplayer in version 0.11. Initially there was a small mod which places players alternately on the player and enemy force, the players would then fight it out, with the addition of some craftable biter capsules.

With 0.12 we expanded the forces system, to allow creating and assigning forces to players, allowing the possibility of up to 254 different teams in a single game.

However PvP attempts quickly fell at the first hurdle: multiple players were needed. With the issues of the peer-to-peer multiplayer, the actual experience was not ideal. With the recent success of the team production challenge and the MMO server tests, we decided the conditions were right to create an official PvP mode.

This last week I have been working on the foundation for this new scenario, along with ideas about how specifically it will work, this is what we have so far:
  • The first player to create the scenario will be the gamemaster. He will set some configuration options, such as how many teams, the starting tech level etc.
  • The original starting area will be copied to the new teams spawn positions, each identical to the other.
  • Each starting area will contain a rocket silo.
  • If your rocket silo is destroyed, your team has lost.
  • If you launch a rocket, your team wins.
  • If all other teams silos have been destroyed, you win.
  • When you destroy another team's silo, all their base are belong to you.
For other specifics we don't have a good idea, such as what to do with the players of defeated teams. The two main ideas were to allow them to spectate players, or allow them to join another team (which didn't defeat them).

Another issue is that copying the starting area directly would obviously look odd:



I had some discussion with Cube about possible solutions, but these would be some large changes to the internal map generator code, so will have to wait for 0.15.

Custom maps could be nice and simple solution, especially if someone from the community would come up with proposals.

In the end these small issues aside, we think it will be quite an enjoyable gameplay mode, and something for the more competitive players to sink their teeth into.

Liquid wagon
Look:



As always, if you have any comments or otherwise, please let us know on our forums.
Factorio - Klonan
Hello!

Research revolution
As the 0.15 work started, the first thing I wanted to do was to rebalance the science packs. We feel that the science pack 1 and 2 balance is just right, but the level 3 (blue) is quite a large jump in complexity, while the alien science pack is trivial. Then I checked that the last time we changed something about the science packs was 2.5 years ago, so it might be the time to try to be more creative.

After some discussions, we decided to make the science packs not so linear and more iterative, the current working version looks something like this:



The prices of the science packs are subject to change as we need to playtest it, but the first version is this:



To make the work of reassigning the science packs to technologies easier, I decided to finally implement the so long postponed feature of showing the needed science packs on the technology icon. We also sort the technologies by the highest science pack needed:



The icons might change, but a late game science setup might look something like this.



On top of that, I would like to implement the infinite research. It would give smaller and smaller gains, but people could spend the resources on something after finishing the regular research if they wanted to.

PvP scenario
This paragraph is brought to you by Klonan.

The concept of a player versus player experience in factorio has been around since we introduced multiplayer in version 0.11. Initially there was a small mod which places players alternately on the player and enemy force, the players would then fight it out, with the addition of some craftable biter capsules.

With 0.12 we expanded the forces system, to allow creating and assigning forces to players, allowing the possibility of up to 254 different teams in a single game.

However PvP attempts quickly fell at the first hurdle: multiple players were needed. With the issues of the peer-to-peer multiplayer, the actual experience was not ideal. With the recent success of the team production challenge and the MMO server tests, we decided the conditions were right to create an official PvP mode.

This last week I have been working on the foundation for this new scenario, along with ideas about how specifically it will work, this is what we have so far:
  • The first player to create the scenario will be the gamemaster. He will set some configuration options, such as how many teams, the starting tech level etc.
  • The original starting area will be copied to the new teams spawn positions, each identical to the other.
  • Each starting area will contain a rocket silo.
  • If your rocket silo is destroyed, your team has lost.
  • If you launch a rocket, your team wins.
  • If all other teams silos have been destroyed, you win.
  • When you destroy another team's silo, all their base are belong to you.
For other specifics we don't have a good idea, such as what to do with the players of defeated teams. The two main ideas were to allow them to spectate players, or allow them to join another team (which didn't defeat them).

Another issue is that copying the starting area directly would obviously look odd:



I had some discussion with Cube about possible solutions, but these would be some large changes to the internal map generator code, so will have to wait for 0.15.

Custom maps could be nice and simple solution, especially if someone from the community would come up with proposals.

In the end these small issues aside, we think it will be quite an enjoyable gameplay mode, and something for the more competitive players to sink their teeth into.

Liquid wagon
Look:



As always, if you have any comments or otherwise, please let us know on our forums.
Unseen Diplomacy - poke50uk
Hey all!

Unseen Diplomacy is up for a few awards! These are for pubic voting, so if you have the time, we would love your vote;
Best VR Game and Golden Cube Awards at the Unity Awards
Game of the Year at the TIGA Awards

We've also been play testing a couple of brand new rooms at KernowDAT (in Cornwall, UK), and EGX 2016 (Birmingham, UK). They need some tweaking and fixing before they go up on Steam, but hopefully we will get in when we are happy with how they play test. Keep an eye out for us at events, and updates in the future.

We are actively looking for funding! We are still having to work 'after hours' on the project (which are few and far between). So if you know of anyone that you believe may be interested, send them our way.

Thanks for all your support!
Unseen Diplomacy - poke50uk
Hey all!

Unseen Diplomacy is up for a few awards! These are for pubic voting, so if you have the time, we would love your vote;
Best VR Game and Golden Cube Awards at the Unity Awards
Game of the Year at the TIGA Awards

We've also been play testing a couple of brand new rooms at KernowDAT (in Cornwall, UK), and EGX 2016 (Birmingham, UK). They need some tweaking and fixing before they go up on Steam, but hopefully we will get in when we are happy with how they play test. Keep an eye out for us at events, and updates in the future.

We are actively looking for funding! We are still having to work 'after hours' on the project (which are few and far between). So if you know of anyone that you believe may be interested, send them our way.

Thanks for all your support!
Picross Touch - jgallant
Fixed issue with submitting workshop levels.

Let me know if you have any problems submitting levels. Thanks.
Community Announcements - pogosan


Friday nighty dev frame has arrived! There is a cool artwork inside, plus a brief overview of today's progress :)

Tomorrow is the last day you can ask questions for our official Q&A!

Link to dev frame
PULSAR: Lost Colony - leafygamesdev
Hello explorers!

Beta 10.5 is out now. Thanks for those quick reports!

Fixes
-Loading a saved game game should no longer uninstall your ship components. If this happened to you yesterday, you should be able to just load that save again and things should work properly.
-Unequipping inventory items should work appropriately
-Fixed an issue with accepting one of the AOG pickup missions


Best,
The Leafy Games Team
PULSAR: Lost Colony - leafygamesdev
Hello explorers!

Beta 10.5 is out now. Thanks for those quick reports!

Fixes
-Loading a saved game game should no longer uninstall your ship components. If this happened to you yesterday, you should be able to just load that save again and things should work properly.
-Unequipping inventory items should work appropriately
-Fixed an issue with accepting one of the AOG pickup missions


Best,
The Leafy Games Team
Oct 7, 2016
Battle Dome - Dr. Gooseman
Hey, everybody.

So I've been working non stop because I really want to get a few updates done before I go to Seattle for a week (Steam Dev Days). Since I've been trying to get these updates done so fast, there may be a few bugs, so let me know if you find any.

- New Heist level! Get the space cash and get out, though you will have to escape through a space bar to get back to your spawn.

This new level has ramps, which I had to program my trackpad loco to work with. Since I just programmed that today, it is still a little janky and will need to tweaks.

Also, the level will probably need some tweaks and optimizing as well.

Hopefully I'll be able to push out one more update (which should be an interesting one) before I leave for Seattle on Sunday.

I hope you enjoy the new level. Have fun!
Oct 7, 2016
Battle Dome - Dr. Gooseman
Hey, everybody.

So I've been working non stop because I really want to get a few updates done before I go to Seattle for a week (Steam Dev Days). Since I've been trying to get these updates done so fast, there may be a few bugs, so let me know if you find any.

- New Heist level! Get the space cash and get out, though you will have to escape through a space bar to get back to your spawn.

This new level has ramps, which I had to program my trackpad loco to work with. Since I just programmed that today, it is still a little janky and will need to tweaks.

Also, the level will probably need some tweaks and optimizing as well.

Hopefully I'll be able to push out one more update (which should be an interesting one) before I leave for Seattle on Sunday.

I hope you enjoy the new level. Have fun!
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