FortressCraft Evolved

FortressCraft Evolved

 This topic has been pinned, so it's probably important
DjArcas  [developer] Jun 2, 2016 @ 11:03am
The road to T4.
These didn't make it in yet!
  • Acid Washer; 1 ore in, 2 out, requires Chlorine, multiblock, allows 3 in parallel? Creates Enriched <X> Ore which Blast Furnaces understand.
  • MK3 'larger build gun' with toggleable 3x3 mode (!) (build gun in, build mode isn't)
  • Upgraded Jetpack that works in the CC
  • Lithium Bombs (low pri)
  • Hide in-flight DropPods when <100 underground (or so)

The grappling hook will either not work, or will have a cooldown when fired from, or, landing in, -200 to -280, without the MK3.

Server-related plans (these are lower priority than T4 work)
  • /history on server to show players joined/left?
  • player blasters predicated off of server, not hosting!
  • spawn glowstick (position + vel?)
  • player blaster (position + vel?)
  • other people's corpses (position + forward)
  • ranks
  • add in admin.xml, using same code as black/white list; requires physical access to the server folder (?)

Complete
  • Increase defence requirement for T4 mats substantially (unsure)
  • Larger Suit Battery
  • Care Package.

  • Added Chromed, Magnetic and Hiemal blocks, assemblers and recipes.
  • All CryoDefences offline if CPH destroyed
  • Calmers offline when C5 is active.
  • C5 can only be placed in the cold cavern.
  • C5 cannot be dug up under any circumstances.
  • C5 will warn you about the above restriction during placement
  • Achievements, achievements, achievements.
  • Particle Filters to be the correct effect
  • Trencher Head MK2
  • Trencher Head MK3
  • Magma Bore craftable
  • Magma Bore needs to stop if infected with CryoPlasm.
  • Change CryoBombs to Sulphur (they're awesome, they need to be made more difficult)
  • Flatland for MagmaBore to full depth
  • Magma Bore rewind to parked after full depth
  • MagmaBore pulls lava (visually) up from the MagmaCavern. You can connect a pipe to that, and then across to the CyroPlasm Inferno
  • Fix tourcart size + doors
  • CryoPlasm neutraliser; requires 30 mins of uninterrupted LoS to the hive core? (w/30s c-c-c-c-c-combo breaker)
  • Tags Core as active when neutralising, so you can't time it when the Core is asleep.
  • Requires heavily focussed defences on this creep spawner. This is currently nearly impossible.
  • Freezon Injector; this allows you to super-cool (and hence super-charge) an attached machine. Initial use is to allow the Lancers to work 4x quicker, giving a tiny chance you might be able to cap off a Cryo Spawner. A Lancer will need 1 Freezon per 30s, giving a total of 40 blocks destroyed in that time (compared to 10 in 30s without supercharging)
  • Added a T4 (ie orange) End Of Line skin.
  • Check FALCOR bomber bomb usage. Seems to be incredibly high!
Last edited by DjArcas; Aug 1, 2016 @ 1:49am
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Showing 1-15 of 121 comments
Flexible Games Jun 2, 2016 @ 11:28am 
Just how many hours are you targeting for start-to-finish expansion? Seems like you are trying for another 100-200 hours.
DjArcas  [developer] Jun 2, 2016 @ 11:45am 
Originally posted by simtropbuggi:
Just how many hours are you targeting for start-to-finish expansion? Seems like you are trying for another 100-200 hours.

"40" was the posted figure, assuming 40 hours of play, not just idling whilst things work for you. One thing I haven't been in this expansive, is idling!

I suspect we're looking at more like 100-200 on Casual, however; setting up an effective CryoPlasm defence is time-consuming, resource-hungry, and LOADS OF FUN.
steveman0 Jun 2, 2016 @ 12:15pm 
Um is the acid washer going to be a one time process? Or could you feed the same ore in over and over to keep multiplying it if you have the chlorine?
whiter2501 Jun 2, 2016 @ 12:19pm 
Don't remove grapple in caves, some of them in my world when I am digging my shafts will kill me if I fall and can't grapple the ceiling to the nearest wall.
DjArcas  [developer] Jun 2, 2016 @ 12:31pm 
Originally posted by steveman0:
Um is the acid washer going to be a one time process? Or could you feed the same ore in over and over to keep multiplying it if you have the chlorine?

I haven't worked that out quite yet. I need to work out a way to do this. There may just be a richer type of ore that Blast Furnaces understand.
DjArcas  [developer] Jun 2, 2016 @ 12:31pm 
Originally posted by whiter2501:
Don't remove grapple in caves, some of them in my world when I am digging my shafts will kill me if I fall and can't grapple the ceiling to the nearest wall.

Sympathy level : really quite low.
SpeedDaemon Jun 2, 2016 @ 1:17pm 
IMO nerfing the grapple would just increase time spent walking... not really a fun way to increase difficulty. Sure, it might encourage more automation, but it's the early game that would really suffer, since you can't afford too much automation then.

I could potentially see not having it work in the cold caverns until the suit heater progression point. Currently it can be abused to bypass the caverns before then.
DjArcas  [developer] Jun 2, 2016 @ 1:19pm 
Originally posted by SpeedDaemon:
IMO nerfing the grapple would just increase time spent walking...

Are you spending that much time walking around the Cold Caverns?

SpeedDaemon Jun 2, 2016 @ 1:57pm 
Originally posted by DjArcas:
Originally posted by SpeedDaemon:
IMO nerfing the grapple would just increase time spent walking...

Are you spending that much time walking around the Cold Caverns?

That was a more general comment. You mentioned three tiers of grapple in the OP, which seemed to imply more restrictions/gating than just not working at CC and below at first.
DjArcas  [developer] Jun 2, 2016 @ 2:16pm 
Originally posted by SpeedDaemon:
Originally posted by DjArcas:

Are you spending that much time walking around the Cold Caverns?

That was a more general comment. You mentioned three tiers of grapple in the OP, which seemed to imply more restrictions/gating than just not working at CC and below at first.

There are already 2 tiers to the grappling hook, this just disallows usage/rapid usage within the later areas. It also means the CryoPlasm is very, very dangerous, rather than just something you grapple over and ignore.
Dodgeball Jun 2, 2016 @ 2:44pm 
So does this mean we get lifts that work in MP past 64 blocks, if you're disabling our primary ascent/descent tool?
inkelyad Jun 2, 2016 @ 2:46pm 
Originally posted by SpeedDaemon:
Sure, it might encourage more automation, but it's the early game that would really suffer, since you can't afford too much automation then.
Solution: you have the grappling hook at start of a game. And then it slowly breaks down.
Last edited by inkelyad; Jun 2, 2016 @ 2:46pm
DjArcas  [developer] Jun 2, 2016 @ 3:12pm 
Originally posted by Dodgeball:
So does this mean we get lifts that work in MP past 64 blocks, if you're disabling our primary ascent/descent tool?

JUST TO RE-ITERATE AS APPARENTLY I WASN'T CLEAR ENOUGH. THERE IS AN APPROXIMATE *EIGHTY* METRE RANGE OF DANGEROUS, 250 METRES BELOW THE START. RIGHT NOW PEOPLE ARE IGNORING IT. THIS WILL BE CHANGING. IF YOU FEEL THIS WILL ADVERSELY AFFECT YOU, I SUGGEST YOU START WITH ELEVATORS AND MOVE ON TO TELEPORTERS AND THEN STAIRCASES AND MINECARTS.

You have like 3 weeks to get around this. It isn't going to affect anyone anywhere NEAR as much as the whining and complaining is ALREADY making out.
DjArcas  [developer] Jun 2, 2016 @ 3:14pm 
Note : It's been about 2 years since I started saying 'stop hellevating', and I've not ever stopped saying it.
Shax de Rjack Jun 2, 2016 @ 3:54pm 
awesome:dwarfbeer: ащще нормэ, ящитаю:Doomsday: ща лучшая из подобных игор (untranslatable)
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