FortressCraft Evolved

FortressCraft Evolved

DjArcas  [developer] May 7, 2014 @ 10:37am
Forthcoming Patch Notes (Updated 21 Mar 2015)
This thread is now outdated! You should go here!

http://steamcommunity.com/app/254200/discussions/0/618456760275800567/

If you want the latest and potentially brokenest, please opt into the Bleeding_Edge SteamPipe. Once I've had some feedback on that, it'll get pushed into the Beta branch for everyone!

(Bleeding Edge updated 21st Mar)

Available in Current Steampipe Beta (V1.15d)
  • *************************************************************
  • Fixed SuperDig destroying OreVeins instantly at very high framerate (400+ fps)
  • Resetting an Ore Extractor's stats no longer also auto upgrades it.
  • Laser Power Transmitters now have much better readouts.
  • Laser Power Transmitters no longer hit walls and give up, and will rescan appropriately.
  • Nerfed Logistics Hoppers a bit more - you can no longer outrun a 16x motor with 4 LHs attached.
  • Added T2 and T3 grade Forced Induction smelters. T2 ones should be fitted before you traverse the Cold caverns. T3 ones should be fitted before you can afford a second smelter.
  • Forced induction now correctly straddles segment boundaries to connect to Smelters
  • Build2Me works again in Survival
  • Build2Me no longer builds through machines and ore in Survival mode
  • StorageHoppers no longer overfill in certain circumstances (Hopefully!)
  • PTGs now calculate and show Work Efficiency.
  • Moved Machine Components behind research, to avoid confusing new players
  • Added Logistics Hopper. Identical to the Storage Hopper, only with a maximum size of 10, and a VERY slow item distribution speed. Only costing 2 Copper and 2 Tin, it's absolutely ideal for early stages of the game.
  • You can no longer put items into Storage Hoppers that are Locked via Conveyors. RemoveOnly still allows addition.
  • Reduced cost of upgraded drill motors - they are supposed to be CHEAPER than building extra Ore Extractors!

  • *************************************************************
  • You now craft 5 conveyors at a time, for the same price.
  • Press U to toggle the HoloBase ('K') between Isometric and Perspective. Use WheelMouse to zoom in and out and WSAD to move.
  • Holobase now reflects laser tiering correctly
  • Holobase now show laser transmission
  • Holobase now has a handy "You are here" marker
  • Holobase now adds depth markers every 100m, down to the depth you have machines
  • Holobase has more unique icons for many machines, and many existing missing machines are now added.
  • Bumped version number. Considering getting tattoo on inside of eyelids as reminder.
  • ItemCubes now integrate velocity in a less crap-♥♥♥ way
  • SuperDigging non-ore in Survival is now MUCH slower and less stupid.
  • SuperDigging now gives Ore at fixed intervals, improving network performance significantly.
  • SuperDigging ore is now fixed at 5 ore per second, and is not affected by framerate.
  • SuperDig effects significantly improved (I hope you agree)

    https://www.youtube.com/watch?v=Grh4wsZlD5o

  • Added visual effect for Toxic Caverns.
  • Added support for consumable items
  • Added Chargeable Explosive. Craft one, place where you want. To make it useful, you first have to place it next to a power source to charge it, then pick it up and place it elsewhere to explode.
  • Added ore ping items. Blank ore ping that perform colored ore ping without using power, but consumes the item. Specific ore pings can be crafted with a piece of ore and a blank ore ping, which will perform a colored ore ping but shows only that type of ore.
  • (Maintenance)Dropped support for converting very old smelter saves. Loading a smelter of >6 months old will now lose the contents of its input hopper.
  • ARTHER now stays gone when in SteadiCam/Screenshot/"B" mode
  • Coloured Ping option now only available after upgrading your suit.
  • Will only auto-slot items on hotbar if they have an action associated with them (No more copper bars on your hotbar that serve no purpose, unless you put them there!)
  • Replaced old collectable system with new dropped item system (for multiplayer purposes). Items dropping will feel different while we tweak things.
  • Conveyors, Robotic Arms, AI Movers, Matter Movers and BFL9000 now respect CubeValues, which should prevent crystals or machines losing their type / tier. Also opens the path to being able to move all items along those machines, instead of just ores.
  • BFL9000 now digs a 3x3 path, because Korenn is just as OCD as the rest of you. Other BFL problems not yet addressed.
  • Waypoint system added. No interface for it yet, you have to use console commands "waypoint add <name>" and "waypoint remove <name>" for now. Stored per player.
  • Location Markers added. This is an item with an action associated with it. Select it in your hotbar and click on a location to store that location in the item. While an item is selected, a temporary waypoint is shown that displays the stored location. (note, due to hotbar limitations it can only show and use the FIRST of that item in your inventory from top left, will be fixed later). Location Markers will be used in various machines that require a target location.
  • Teleporters added. Build one and install a Location Marker with a location set. To use it, supply enough power, stand on top of it and jump. Teleporting one kilometer will currently cost 20,000 power. Teleporters are an end-game tier item, so their tiering and recipe may change in future when more content is added.
  • When sampling a block, will now deselect the current hotbar icon, so that there's less confusion. In future, I hope to add a separate 'sampled' icon to the hotbar that pops up when needed.
  • On game load, will automatically select first slot on hotbar, instead of defaulting to sampling grass block.

  • Rejigged entire research tree, added many new research projects, streamlined and focused player progression!
  • Moved Manufacturing Plant away from base a little bit
  • Added HydroJet Cutter as a Manufacturing Plant upgrade; suit upgrades will now require this.
  • Doubled performance boost of Focusing Lenses.
  • Added AutoBuilders. AutoBuilders require power to run, and take resources from attached Storage Hoppers, and place them automatically in a straight line.

    https://www.youtube.com/watch?v=A07-tK2OS1k&feature=youtu.be

  • Halved power usage of MatterMitters.
  • MatterMitters now store and display their power usage
  • Reduced construction cost of MatterMitters slightly
  • Pointing at a Forced Induction Kit will allow you to control the Smelter it's attached to.
  • Altered cost of Smelters to require more T2 mats, but less of them. Multiple Smelters should be an option within 8 hours of a new game.
  • Improved AutoExcavators
  • You can no longer duplicate Steel Drill Cutter heads

Available in next SteamPipe Beta (V1.16c)
  • Added a new Rough Hewn Rock type
  • Deprecated old Rough Hewn Rock
  • Old Rough Hewn Rock is automatically converted on load
  • Added colouring to RoughHewnRock
  • Biomass and Crystal Deposits are now considered ORE for Conveyor Filters.
  • HUD disappears properly when you take screenshots
  • Reinstated all previous underground rock types (oops, they weren't supposed to be disabled)
  • Dropped items now save and load with world.
  • Fixed graphics issue with waypoint beams not appearing
  • Ore smelters now drop contents of input and output hoppers when deleted.
  • inventory synced in multiplayer
  • research synced in multiplayer (some issues)
  • hooked up 'help' button in options menu
  • Reduced log file spam when using Build2Me
  • RayGun now shoots things again
  • Added craftable Toxic Filter (Will require you to use the now working RayGun and hunt down some Pristine wasp parts!)
  • Removing perks from your inventory will remove the perk effect
  • Adding perks to your inventory from storage will reapply the perk effect
  • Research panel now scrolls
  • Added death UI screen
  • Fixed Auto Excavator skipping layers if outside of player view range
  • Added 18 new decorative blocks, 15 of which are paintable
  • fixed lots of multiplayer bugs (but there will be lots more)
  • Crafting panel now scrolls properly
  • DLC should now work in the bleeding edge patch
  • Improvements to Steam stats (if not working entirely)
  • Vsync setting now re-applied for 60hz target framerate
  • Added intro UI with pre-game terrain generation. Dropship pilots have received their flying lessons and will no longer miss the ground when crashing.
  • Fixed DLC check
  • Reinstated working statistics checks - these aren't 100%, but you should be able to progress towards achievements again. Let me know!
  • Implemented Alien Tendrils, which will grow towards vibrations from Ore Extractors, and will need to be culled. Alien Tendrils cannot grow through 'reinforced' block types. (Currently these do not spawn. Next patch maybe!)
  • Fixed issue with crafting panels not working if you press ESC to close the inventory.
  • removed conveyor low LOD
  • scanner no longer overwrites Machine interaction message with BLOCK HAS BEEN SCANNED if Handheld scanner is active
  • Removed some annoying messages whilst handheld scanner is active
  • committed fix for crafting clicking - the same issue existed when closing a generic machine panel through escape
  • All Machines and items show now have correctly coloured tiering, which follows the Warcraft/Borderlands colouring scheme, White, Green, Blue, Purple, Orange (To remember this - When Grandma Burps, Patrick Obeys)
  • PSBs should now sync correctly over the network
  • T1 air inductors no longer cause crash
  • Intro sequence should now take ~7 seconds, down from ~30 minutes.
  • All machines should be able to be rotatable.
  • Rotate keys now bindable
  • Fixed various network crashing
  • Infinite tree bug fixed
  • Auto builder slightly more efficient
  • Crystal spawns no longer cause errors
  • Drag and Drop to Smelters should work in mutiplayer again
  • AutoBuilders no longer break if you rotate them
  • AutoExcavators should be more efficient
  • AutoExcavators should report progress more accurately
  • AutoExcavators will no longer longer get stuck on ores
  • AutoExcavators should no longer leave massive gaps in their dig
  • Improved feedback on picking up irrelevant crap

    **Copy Paste**
  • Copy Paste Preview now only updates if you've moved, rather than all the time no matter what
  • Copy Paste Sparklies are much much much cheaper now, and might even look a bit better
  • Copy Paste preview now uses a very cheap and fast shader for performance
  • All CopyPaste Objects are now done using Forward Rendering, avoiding the lengthy shadow collection phase for deferred.
  • Copy Paste preview no longer casts or recieves shadows on detail setting Good or below
  • Enclosed CopyPaste blocks are no longer previewed for performance!
  • TL;DR CopyPaste now like 5 times higher framerate than it was.


Available in THE FUTURE
  • Basic fluid tests
  • Fluid implemented (not available for a while tho!)

Known Issues in current release:
  • Depth indicator is useless
  • Editing signs doesn't stop in game commands running
  • Occasionally a segment can reset, leading to loss of its contents. This seems particularly prevalent in segments that only contain conveyors. Updated : mostly fixed, but may still appear very rarely. let us know if it does.
  • In the Ore extractor generic interface, the retrieve ore icon is 2x too small
  • CPH has wrong icon sometimes
  • external temperature bar missing text!
  • Sometimes dropped items float away (!)
  • Smelters with >100 bars stored will not use attached Hoppers. Oops.

If you see any hud elements obviously slow, let me know, as that means I've overdone it.
Last edited by DjArcas; Mar 22, 2015 @ 12:14pm
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Showing 1-15 of 461 comments
Nat20 May 7, 2014 @ 9:33pm 
Cool!
Lemon Head May 7, 2014 @ 11:03pm 
so this is pushed though to steam, it just hasnt hit the australian shore yet, i guess im just going to have to wait. but thats ok, I have a 10 hour wait for a patch thatts downloading now anyways :P
DjArcas  [developer] May 8, 2014 @ 10:56am 
Originally posted by Lemon Head:
so this is pushed though to steam, it just hasnt hit the australian shore yet, i guess im just going to have to wait. but thats ok, I have a 10 hour wait for a patch thatts downloading now anyways :P

The 1.95 patch is opt-in only, and you MUST be very clear that you are opting into a probably broken game, and are prepared to test it. It will be rolled out wider once it's stable and good.
Shake Like E May 8, 2014 @ 11:06am 
I am confirming your fix to Smelters works, my dual ore smelters are working properly again.
LilysDad May 12, 2014 @ 2:18pm 
What was edited there in the OP? Looks similar to what it was.
Astasia May 12, 2014 @ 2:28pm 
New stuff is this I believe:

Originally posted by DjArcas:
  • Added Ore Extractor interface.
  • Added Advanced Machine Block recipe, base material for refinery and jet turbine generator parts
  • Added Jet Turbine Generator recipes
  • Power panel and Hazard panel now behind other windows, quick fix for 4:3 users. Better fix incoming later.
PliusInfo May 12, 2014 @ 3:22pm 
how do we get this new beta patch ? I'm still on old 1.95 and steam don't want to update my game :warmage:
steveman0 May 12, 2014 @ 3:25pm 
"Forthcoming" i.e. they aren't out yet. Some made it in a special build Arcas released but most aren't available to the public yet. Watch the release thread for that.
PliusInfo May 12, 2014 @ 3:33pm 
Originally posted by steveman0:
"Forthcoming" i.e. they aren't out yet. Some made it in a special build Arcas released but most aren't available to the public yet. Watch the release thread for that.

well it says in post "You can opt-in using the usual method." and "Available in next Steampipe Beta: (V1.95)" if I can't try ALL things mentioned in this post then why do they releasing the beta test version then ? :)
Last edited by PliusInfo; May 12, 2014 @ 3:34pm
Cryptic Edge May 12, 2014 @ 6:52pm 
Originally posted by PliusInfo:
Originally posted by steveman0:
"Forthcoming" i.e. they aren't out yet. Some made it in a special build Arcas released but most aren't available to the public yet. Watch the release thread for that.

well it says in post "You can opt-in using the usual method." and "Available in next Steampipe Beta: (V1.95)" if I can't try ALL things mentioned in this post then why do they releasing the beta test version then ? :)

If you bring up the game properties from within steam theres an option to opt into the games beta. You may have to first enable beta mode steam client, you may not. I run beta steam client and can see beta mode games, though only participate in a couple that are more beta than just early access. Mostly because I'd rather not lose my persistant worlds in games like this after taking 30 restarts before I was happy.
steveman0 May 12, 2014 @ 7:42pm 
Originally posted by PliusInfo:
Originally posted by steveman0:
"Forthcoming" i.e. they aren't out yet. Some made it in a special build Arcas released but most aren't available to the public yet. Watch the release thread for that.

well it says in post "You can opt-in using the usual method." and "Available in next Steampipe Beta: (V1.95)" if I can't try ALL things mentioned in this post then why do they releasing the beta test version then ? :)
Well some of the items are in the beta build but the patch notes update faster than the actual build so there are discrepancies. That's just what you have to deal with if you must test the cutting edge content.
Korenn  [developer] May 13, 2014 @ 1:59am 
this thread is not about things in the beta version, this is a list of items we're working on in development. Hence that they will be available in the *next* beta version.
Last edited by Korenn; May 13, 2014 @ 2:00am
Mithious May 13, 2014 @ 3:10am 
Originally posted by Korenn:
this thread is not about things in the beta version, this is a list of items we're working on in development. Hence that they will be available in the *next* beta version.

If we keep the items in the list in the order they were committed it may be handy to add entries for the most recent build for 32 / 64 bit, so people would know everything above that entry was included.
Korenn  [developer] May 13, 2014 @ 4:27am 
Not necessary. The intermediate build Adam pushed up wasn't a planned release candidate, so it's not the norm.
Lemon Head May 13, 2014 @ 4:45am 
running beta, now, so it updated a little bit. i see some land not loading into world. i will upload this.

http://tinypic.com/r/iodh5f/8

this has been a reset world and craft landed and i went to the home site and found some parts of the formation like this.
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Date Posted: May 7, 2014 @ 10:37am
Posts: 461