Watch the developer play the demo for Phosfi! Stop in and ask questions about the game and download the demo for free to try it out yourself. If you're interested in the full release of Phosfi, remember to add it to your Wishlist!
Last week, we showcased the updated roadmap for Techtonica. The updated roadmap includes a much closer look at v0.3, which we’re now calling The Factory Efficiency Update. Here’s a quick rundown of the features we’ve announced for v0.3.
Stack Filter Inserters
Vertical Belts
Quick Copy
Replacement Tool
Storage Limiting
The features listed above represent a large chunk of what you, our community, have been asking for on Steam, in our Discord, and on our Feedback site since, basically, launch.
So! Over the coming weeks, as we implement, test, and balance each of these new features behind the scenes at Fire Hose, we’re going to take a much closer look at these big efficiency and quality of life upgrades here in the blog posts and video updates.
That starts today with the new Stack Filter Inserter.
Meet the Stack Filter Inserter
The Stack Filter Inserter is easily one of the two most requested items for Techtonica. The other is Vertical Belts, but we’ll talk more about those between now and v0.3’s launch.
What is it? As factory automation fans know, the Stack Filter Inserter does exactly what it says on the tin. It grabs three user-selected items at a time, quickly, and transfers these full stacks into machines, storage, or belts.
We already have the Stack Inserter, of course, but the filtration functionality is the big new addition here. The Stack Filter Inserter will bring a lot more speed and throughput to late-game setups, including the Thresher.
Oh, you want exact stats? Sure!
Here’s the Stack Filter Inserter at its base upgrade level.
The Stack size upgrades that you’ll unlock on the tech tree also apply to Stack Filter Inserters, and that will get you up to 12 items in a stack, bringing the max speed to 600 items per minute.
Colors, am I right?
Is the Filter Inserter pink or purple?
No, really, I’m asking. Because we had whole Slack threads dedicated to this argument internally. Richard, who is not accepting hatemail at this time, indicates that they are pink. Ryan, who’s always accepting hatemail, says they have “no color relationship,” which felt really weird and intrusive to me.
Lauren posted charts, which drew big eye rolls from everyone involved.
The Stack Filter Inserter has a gray base and a definitely more pink top to be associated with the Filter Inserter while offering a unique read in the factory setting.
Let’s talk about the Stack Inserter logic that was revised with v0.2
If you’re new to Techtonica or you haven’t played since the v0.1 days, we thought it important to include some information about the updated Stack Inserter logic that will also apply to Stack Filter Inserters when v0.3 drops.
In v0.2, we tweaked the Stack Inserter logic so that it would give up on waiting for items to transport before turning. Players, especially those with sushi belts, found that their late-game factories would clog and stop functioning as the Stack Inserter stood and waited for exactly three resources before turning. Some sushi belts meant this turn never happened.
Here’s the precise patch note of what changed in v0.2.
The ANEXCAL Engineers have reworked the Stack Inserter logic a bit. Now, Stack Inserters have an increased maximum throughput and will give up on waiting too long for material and dump what they’ve got in queue instead of sitting static, forever.
That’s it for this week’s update! We’re really excited for The Factory Efficiency Update that arrives with v0.3, and we know you folks can’t wait to get your hands on all the quality of life upgrades headed your way.
We’ll also have another Update Pack for you in the coming weeks, so stay tuned for that.
Watch the developer play the demo for Phosfi! Stop in and ask questions about the game and download the demo for free to try it out yourself. If you're interested in the full release of Phosfi, remember to add it to your Wishlist!
Hello anglers, As you know, we are experiencing severe server stability issues at the moment. Some of the problems have been solved, others are still being worked on. Unfortunately, the risk of server disconnection at any moment still remains. We are working at full capacity on resolving these issues as fast as possible and will keep you informed about the progress. As usual, all matters related to compensation will be resolved after the problem has been fixed. Thank you for your understanding and your patience!
Our original plan was to kick the year off with a neat content update (more about it here) in early February together with a host of fixes but the team crushed so many bugs in January – some of them critical – that we decided to release the update earlier. So here we are. We’ll follow this up soon with what we originally intended. Very soon, actually. As always, the majority of the bugs we have fixed were reported by our amazing community. We can’t thank you enough for helping us improve Vagrus, but we’ll try with additional content in the future.
Now let's jump into the patch details!
Important Note: Considering the extent of the improvements, there is little to no chance that we broke nothing in the process. Assume that we did not want to make anyone's life harder. If you see something amiss, please flag it to us using the usual channels, like the inbuilt reporting tool (F1 button), forums, and our Discord server.
We took steps to alleviate the narrative dissonance caused by the setup of Certain Crew Combat encounters versus their defeat texts in Events. Setups were significantly altered (e.g. in the Criftaa tower fight at the end of her questline or the Sand Wyrm fights at the entrance of Tectum Carvos) so that enemies in them do not disengage so easily (or at all), causing a defeat for the player when, in fact, they won.
Interactions with the Darkstone Garrison of Hakhtarast after finishing the Ahari quest there have been improved to better depict the state of the settlement.
Lady Zahraja’s comment on the state of the north will be more context-sensitive depending on dates and/or having interacted with Sunfire and Moonshadow content.
Added a new way to acquire the Sand Wyrm codex entry if you missed it during the questline concerning Tectum Carvos.
Farud’s comments on Tamarra are now more context-sensitive to the state of her questline.
User Interface Improvements :pencil:
Tooltip sizing was rebuilt from scratch: the new system is more robust with various fixes. For instance, tooltips can never float out of the screen.
Event choice dependency tooltips in Kadaath or your Outpost now correctly display owned Equipment, Gear, Items, and Goods even if they are in the warehouse.
Tasks will no longer disappear from your Journal’s Active pane while standing on the target Node before actually turning them in. They will be shown as “Ready” while standing on the target Node but revert to “Active” when moving away from it.
Maximum Resourcefulness upgrade tooltips on the Leader UI have been clarified further to make a distinction between your current maximum and the absolute maximum of 12 Resourcefulness. Now they always display how much Insight it costs to raise the stat and mention only the absolute maximum until it is reached.
The display of potential Faction rewards were changed to show all contextual/conditional requirements for certain rewards (e.g. a specific Beast Type to gain a bonus) and you can also see which of these requirements you currently satisfy.
Updated how Trade Tasks display the Goods you have to deliver to the destination to be more streamlined.
Updated Features :shiny:
The yields of Critical Successes in Hunting were tweaked to give more Supplies but less random Goods.
Hidden Compartments and Smugger’s Compartments Equipment received the “minimum 100 Cargo capacity” requirement, thus preventing vagri from hiding everything they own if it was a small enough haul.
Bug Fixes :bug:
Numerous fixes to wording and style in Events, correcting typos, and improving texts otherwise.
Bandul and Ahari no longer take slaves in Crew Combat Appease interactions.
The Esc button can now be used to navigate back from the Savegame menu tab.
The tooltips of effects that belong to the comitatus (like Crew Properties) will now add up bonuses for the same stat from different sources.
Fixed the way Tasks can be arranged alphabetically and chronologically. This was working in a very confusing manner previously. Chronological ordering takes the date of gaining Tasks as a basis for the arrangement (Tasks that were taken later are toward the top of the list) with Active Tasks and the date of turning in (those turned in more recently are toward the top of the list) for Completed Tasks.
A very rare DLC requirement inconsistency preventing certain players from loading their manual saves was resolved.
Camp Events can no longer trigger during nights spent in settlements.
Characters can no longer Evade twice in the same Turn of Companion Combat (for example, when Evading from an attack and into an overwatched position), and thus will no longer cause a softlock by doing so.
Gifting Beasts of Burden to the locals of Shahsgabat will now work as intended (removing a Beast properly).
Non-hovering Characters who were floating over positions in Companion Combat no longer do so.
The Suncaller’s tiny shadow was fixed. They might revel in sunlight but they do cast shadows like everyone else.
All characters that were offset in their Companion Combat position were fixed.
Multiple instances of the Resistance stat from the same source (e.g. the same Gear) are now calculated and displayed correctly on Companions (i.e. added together).
The infinite swarming of certain enemies in Defend Tasks was fixed.
Fixed the location artwork issue at the Umbra River Bridge location.
Fixed an issue that caused Abolitionist faction location unlocks (via cyphers) to not work if you have reached the maximum unlocked locations in the base game. Cyphers are counted separately between the Expansion and the base game now as intended.
A lot of named enemies had their (modified) stats erroneously displayed or (in some cases) their stat modifications did not work at all. These were fixed, causing some “boss fight” encounters to be significantly more difficult, as intended.
Activating Auto-Scouting no longer causes issues with the calculation and display of Movement Points and March Movement Points.
Pieces of Equipment can not be placed into locked slots directly from the Market pane’s list.
Fixed an issue that caused Faction reputation rewards for delivering certain Passengers to be displayed differently in the Journal and in the popup window upon their arrival, preventing the right amount of reputation to be added to your standing (often this meant no reputation at all).
All legionnaire and elite legionnaire enemies that belong to the Chimera Legion now use their proper, unique artwork instead of the common Imperial variants.
Fixed an issue that allowed an exploit to use infinite Insight when generating a new player character.
Hunting and Foraging will now actually grant yields when successful even if the comitatus is camped via an Event.
Fixed an issue that allowed the skipping of compulsory camping during Event sequences.
Tooltip flickering on high refresh rates was fixed.
Machine Localization: Certain characters from Chinese and Japanese fonts that caused display issues specifically on the character creation screens and ending slides should now appear properly.
Coming Up Next
The Dreamwalker questline Part I.
Bug fixes and balancing continue at full speed
Stay tuned and conquer the wasteland! - The Lost Pilgrims Team ------------------------------------------------------------------------------------------------------
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We are really excited to share a brand new trailer and demo for Paper Ghost Stories: Third Eye Open with you today!
To play the demo you just need to head to the game page to download it. Let us know what you think in the comments. If you played our demo from LudoNarraCon last year we hope you will enjoy the new content we have added as well as notice that it is all more polished!
And of course, if you like what you see, please wishlist the game.
We're thrilled to announce the new Update 20. Today, we're pulling into the station with some exciting news that's bound to make your railroad management experience even more thrilling. As always, don't forget to hop on board our Discord community to stay in the loop and connect with fellow rail enthusiasts and our dedicated dev team!
Rail Route 1.0 arriving on February 22nd!
Don't miss out on our epic LIVE stream on our Steam page, where I'll be joined by a special guest. And it’s more than just a launch; this will be a grand celebration of our shared passion of trains.
Now, let's embark on this journey and explore what's new!
Improved Contract Configuration: Precision is Key
In Rail Route Update 20, we've fine-tuned the contract configuration process. A new algorithm takes the reins when you accept a contract, ensuring your railroad schedules are as precise as ever. This updated system calculates routing for intermediary stations based on your existing tracks, taking into account actual track speeds. Platform selection is now streamlined, with pre-selection based on search results.
But that's not all! If the algorithm encounters any hiccups along the way, it falls back to the original one, highlighting problematic segments with dashed lines. Our aim? To boost accuracy and make contract scheduling smoother than a well-oiled locomotive.
3rd Star Reward for Endless Mode: Reach for the Stars
Ever felt like something was missing on your endless railway journeys? Well, we've got just the ticket for you! While you could earn 2-star awards on endless maps before, one for red traffic and one for green traffic, the elusive 3rd star remained out of reach, until now.
With Update 20, you can now aim for that coveted 3rd star on endless maps as well! To unlock it, you'll need to reach a certain score threshold. But here's the twist – you can configure this threshold in your custom maps. Just head to the system upgrades menu, where you can also set the thresholds for the red and green stars.
Hover over the score at the top of your screen, and you'll find your progress toward earning that 3rd star next to the cycle report. And yes, you guessed it right – endless leaderboards and contests are on the horizon!
Victory Screen for Endless Mode: Celebrate Your Triumphs
Victory screens have been a hit in Rush Hour and Timetable modes, and now, endless mode joins the celebration! When you earn a star on an endless map, a panel on the right side of your screen will notify you of your achievement.
You can choose to simply hide this panel or view details, which will open the victory screen. On this screen, you'll see how many stars you've earned and how close you are to unlocking the remaining ones. Want to check your progress at any time? Just click on the score at the top of your screen.
Shunting Trains Visualization: Keeping Things on Track
In this update, we've given our trains a fresh look and enhanced their visual cues. Trains now clearly indicate their travel direction. But that's not all – trains in shunting mode sport a different appearance, making it easy to identify which trains won't stop at stations or be handled by sensors because they are currently shunting.
Particles and Animations: A Visual Treat
If you've enjoyed the particle effects and animations while configuring contracts, you're in for a treat! Update 20 introduces more dazzling effects across the game. From tracks to sensors and signals, these effects not only enhance the game's aesthetics but also provide clarity on the elements you're interacting with.
Improved Sounds: A Symphony of Rails
We've fine-tuned the soundscape of Rail Route. Different train types, like Com, IC, Reg, Freight, and Urban, now have distinct sound variations. Train sounds are intelligently positioned based on your zoom level and time speed, immersing you in the railroad experience. Plus, we've added new sounds for the victory screen – a harmonious reward for your achievements.
With Rail Route Update 20, we're excited to bring you these enhancements and more. Join our Discord community to share your experiences with this update and stay tuned for more exciting developments in the world of Rail Route.
Until next time, keep those trains on track and your railways running smoothly! - The Rail Route Team
Full Changelog
NEW: Added 3 new music tracks
NEW: Added 3rd star reward for endless maps based on total amount of trains per cycle
NEW: Added star progression indicator to endless cycle report
NEW: Added tooltip to inventory amount editor on building buttons in map editor
NEW: Contract Schedule computation determines passed stations according to existing layout
NEW: Contract Schedule computation determines travel times according to tracks speed
NEW: Contract Schedule computation falls back to original search if some stations not connected (visualized by dashed line)
NEW: Contract Schedule computation finds fastest instead of shortest path
NEW: Contract Schedule computation in Editor determines passed stations & travel times according to existing layout when schedule recalculated
NEW: Different sounds for different train types
NEW: Fullscreen victory screen with star rewards can be shown on endless
NEW: Game Over sound
NEW: More visual effects for the board items
NEW: Punch animation on clicking a an item on the board
NEW: Route decoration particles on highlighting a manual signal
NEW: Station search in Debug Panel
UPDATE: Highlighting an auto signal that has a queued route will not only highlight the destination track but also the whole path on the way
UPDATE: Increased color of inactive perpetual circuit icon to be better visable
UPDATE: Localizations (cs: achievements; de: achievements, research; en: achievements; es: achievements; fr: achievements, research, ui; hu: achievements, research; it: achievements; ja-JP: achievements, research; ko: achievements, research; nl: all; no: achievements, ui; pl: achievements, research; pt-BR: achievements; pt: achievements; ru: achievements, research; sv: achievements; zh-HK: achievements; zh-Hans: all; zh-Hant: achievements; exports_pl: achievements)
UPDATE: Reduced thresholds for when endless stars are awarded for red and green traffic
UPDATE: The cross button in task panel now have a text which indicates that you can end the tutorial by clicking on it
UPDATE: Trains in shunting mode now have different sprite on locomotive
PERF: Contract Configuration view initialization spread to multiple frames to prevent single big lag
FIX: Bottom bar for train with rejected contract was still shown after rejecting the contract
FIX: Entering WASD values in shunting track configuration field would move the camera
FIX: Input fields required two clicks to lose focus after typing in them instead of just one
FIX: Map completion indicator in menu did not update after receiving stars
FIX: Perpetual circuit was not being refunded when its signal gets bulldozed
FIX: Shunting / Stabling Sensor train composition condition was ignored when no destination was selected ('other destinations' rule)
FIX: Signals that were hidden under the lock sign were clickable in the tutorial
FIX: Some station signs where having a black text instead of white in buy mode which made it hard to read
FIX: Switches was not being allocated in buy mode
FIX: Task tooltip shake effect was too much aggressive in the tutorial
FIX: Train in shunting mode was not disposed by Coach Yard
FIX: Trains arriving within a minute aftter their scheduled arrival were marked as delayed on the train bottom bar schedule
FIX: Unlocking auto accept trains upgrade does not enable auto accept trains toggle until the station configuration view is closed and opened again
FIX: Endless mode map completion screen could be shown on timetable and rush hour maps by clicking the score
War Robots: Frontiers servers are scheduled to enter maintenance at the following time:
Maintenance Time: 30/01/2024 at 09:00 UTC
Estimated Downtime: 1 hours
The game servers will be inaccessible during this time. Keep an eye on our official social channels and Discord for further updates, and to find out when War Robots: Frontiers servers are live again.
Get ready, Pilots. The following changes are available in War Robots: Frontiers on Windows PC as of the latest update on January 30, 2024. Update your game to the latest version on MY.GAMES Launcher or Steam to play War Robots: Frontiers in Early Access.
BALANCE CHANGES
WEAPONS
The following stats are relevant to the maximum Weapon level:
Shredder: Damage to shields reduced (300 → 280), and damage to hull reduced (550 → 360).
Trebuchet: Damage to shields increased (6,417 → 7,680), and damage to hull increased (8,108 → 9,730).
Dragoon: Damage to shields increased (6,125 → 7,712).
Thunder: Damage to hull increased (992 → 1,035).
Vortex: Damage to shields reduced (2,050 → 1,540), and damage to hull reduced (3,990 → 2,880)
Orkan: Damage to shields reduced (170 → 126), and damage to hull reduced (400 → 250); splash damage to hull increased (300 → 380).
Zeus: Damage to shields increased (8,167 → 9,800), and damage to hull increased (7,468 → 12,802).
Railgun: Damage to shields reduced (4,550 → 3,570), and damage to hull reduced (6,183 → 4,620).
Lighter: Damage to shields increased (183 → 210).
Fowler: Damage to shields reduced (525 → 490), and damage to hull reduced (758 → 658).
Gozer: Damage to shields reduced (397 → 259), and damage to hull reduced (338 → 203).
Sticky Gun: Splash damage to hull increased (217 → 517).
Quantum: Damage to shields reduced (4,500 → 3,230), and damage to hull reduced (4,750 → 3,440).
ROBOTS
Blessing (Ravana Torso Ability): This Ability will now absorb 19% of incoming damage at Lvl 1 and 25% at Max Lvl.
PILOTS
Wrecker: Rewind (Idy Demorest Skill): Upon activation, the Skill will reduce the reload time of an Ability currently on cooldown by 20%. The Skill will always prioritize the Ability with the least remaining cooldown time.
BUGS FIXED
Fixed multiple cases of sound distortion.
War Robots: Frontiers is available in Early Access. Development is ongoing and relies on your feedback to help improve and polish the overall game experience. You may encounter gameplay and technical issues while playing in the meantime. The game will undergo regular maintenance as we deploy patches and hotfixes to resolve any issues. Please keep an eye on Discord and future patch notes for more updates.
If you need troubleshooting for common technical problems or account-related queries, or if you can’t find a solution to your issue, please visit our Support page.
Play War Robots: Frontiers now on PC via MY.GAMES Launcher and Steam with a Pioneer Pack!
Follow War Robots: Frontiers on Discord, X/Twitter, Facebook, and Instagram, subscribe to our YouTube channel for the latest videos, and sign up for the official newsletter to stay on top of the latest news, updates, special offers, and more via email.
All details in this article are accurate as of the time of publication. Follow War Robots: Frontiers on Discord and via social channels for up-to-date information.