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No, it won't. Some small parts might need small adjustements.
Rail system will need to be updated by the time 2.1 drops, and rail blueprints updated.
For more details refer to malogoss' link.
"Brake" is an interesting, even if unintentional, word choice. I am not so sure that even brake will have much to do with the update, though. The only changes which seem impactful to an existing base, as I understand them, are the new math for beacons and the complete loss of the RCU.
From my understanding, when the previous major changes happened WUBE included scripts to read 'old' maps and convert the content to the 'new' map format. I know they intend to do so for the 2.0 update as the discussion about the new rail shapes, when it was a fresh topic, included the basics of how the conversion script would deal with existing rails on a 1.1 map loaded into 2.0. There was also, with much less detail, a bit about how they will handle the change for no longer having filtered style inserters while having the ability to apply a filter to any inserter. With all that in mind, and knowing they have a pretty good idea exactly what has changed, I anticipate that all the changes will be automagically adjusted when the 1.1 save is loaded into the 2.0 game.
The beacon change is one which I see them leaving alone, and allowing the new math to apply to old builds. 90% of the time the change won't be significant. In 8 or 9 beacon builds the effect difference is almost nothing, with 8-beacons being slightly better in 2.0 than 1.1 and, iirc, 9-beacons while rare, being the same. For finely-tuned, tight-ratio mega bases the difference will surely be noticed, by the master of the plan even if nobody else can see the difference. With games still 'in development' such fine-tuned setups are probably quite rare. 3 or 4 extra advanced circuits per minute from a factory is probably not an issue for the base.
All the rest of the WoL stuff, if it makes a difference in the game's behavior, such as the new train controls and combinator updates, have been stated to keep working the old way, with the extra tools being optional. (About as optional as a 25% pay raise at the office, but ... you don't have to accept the raise.)
The big one, RCUs, is the one I cannot even figure how they can deal with it. The best, and I don't like it, option seems to be that any machine making RCU is converted to a special - unbuildable - machine which takes in a blue chip and a speed module and makes a blue chip, at the same base speed as the RCU currently runs. If the recipe for the rocket, and other RCU things, is kept the same with the BC directly replacing the RCU in quantity, then that would keep the base running, as-is. It ends up wasting a speed module (essentially voiding them), but all the production timing, train schedules and the rocket launches will remain as functional as before. I am sure they have a "plan" for it, but I'm not so sure there's a clean way to handle it which will work on all, or even 80%, of the 1.1 games we might want to load.
The only brake I can see is the slightly smaller production rate for 10 and 12 beacon builds, which are quite popular, and the slightly more slower rocket launch for a fully-beaconed silo. Megabasers beware!
As one who plans on getting the expansion, and as one who has played with various mod sets before ... I plan on starting new games.
Adding a new mod to an existing game may work, or it may not, depending on the mod. Its often not recommended though. If you want a mod to be part of the game, its usually better to start with the mod enabled from the get-go. I really doubt that the three expansion mods are good to play added to a new game. It would be like playing vanilla, launching a rocket, then adding Space Exploration to the mix - not gonna turn out all that well.