FortressCraft Evolved is a unique blend of Voxel Landscapes, Tower Defense, Crafting, Logistics, Exploration, Combat and Assembly lines. Players begin by crash-landing on a strange alien world, left with only a small handful of starting machines.
This month has been almost entirely focused on the new Freight Carts, and a complete, end-to-end playthrough of the entire game, networked, from the very start, right until the building, testing and firing of the new Rail Gun.
Note : The Freight Carts are not currently available. You can build the 'Scrap' tier of carts, but anything higher than that will currently, incorrectly, open up the Dapper DLC page! Sorry.
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/5373901/90dbcea85744b502022051de3879da12a0e2ed2b.jpg[/img]
[h1]TL;DR[/h1]
[list]
[*]New main UI!
[*]Use Signs to name your rooms!
[*]All T2 crafting completely reworked to be similar to T1, and much more understandable to boot!
[*]Loads of Frozen Factory improvements and rebalances
[*]Freight Carts!
[*]Suit Inventory now auto-uses Ampules and Boosters
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[h1]Adventures Pack[/h1]
[list]
[*]Robot Herb Arms should now collect plants and hand them off to hoppers correctly.
[*]Robots should now do a 180 degree turn after servicing Hydro Bays or Storage Hoppers.
[*]Linked up all Orbital Railgun missions
[*]Orbital Railgun no longer uses ~47,000 Alloyed Machines Blocks to make, but will instead make ~1,700 Ultimate Upgrade Modules. This is still around 700k bars of each of the sub-types, but should be much easier to actually manage.
[*]Increased Ore Freighter carrying capacity by 4x, halved their speed, giving an effective 2x boost over previous.
[list]
[*]Scrap Ore Freighters now carry 50
[*]Basic Ore Freighters now carry 500
[*]Fast Ore Freighters now carry 500
[*]Large Ore Freighters now carry 1000
[*]Bulk Ore Freighters now carry 1000
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[*]Ore Freighters now show their carried ore correctly.
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/5373901/053177def1a4c58552f1eab26883c1e7b4e7734a.jpg[/img]
[*]Stations auto-name to the first freight item added if they don't have a name
[*]Carts now turn around at one-ways if they approach them from the wrong side and properly trigger a nav refresh
[*]SetErrorState now properly handles null interface case
[*]FreightCart error colours are now more specific
[list]
[*]Freight Cart error colours:
[*]Yellow - Offloading Excess
[*]Cyan - Parking at Depot
[*]Magenta - Station Full
[*]Red - Nav Error
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[*]Freight Cart Junctions of glory and win.
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[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/5373901/2a121a76060cc236c94efb3c278efa6a52b0f30f.jpg[/img]
Just remember, the Adventures Pack is planned to be released within 1-3 months, depending on things, but if you ABSOLUTELY CANNOT WAIT, then you can become a [url=https://www.patreon.com/Fortresscraft]Patreon[/url] and get immediate access, as well as supporting development of the game.
[h1]Rebalancing[/h1]
[list]
[*]Added Titanium Housings and Titanium Housing Crafter
[*]Added Gold Foil and Gold Foil Crafter
[*]Added Secondary Upgrade Module Crafter and Secondary Upgrade Modules
[*]Added Alloyed Upgrade Module Crafter and Alloyed Upgrade Modules
[*]Added Ultimate Upgrade Module Crafter and Ultimate Upgrade Modules
[*]Replaced all self-crafts that used Gold Wire with Gold Foil, 5 times less.
[*]Replaced all self-crafts that used Titanium Plates with Titanium Housing, 6 times less.
[*]Replaced all self-crafts that used Fortified PCBs with Secondary Upgrade Modules, 5 times less.
[*]This should make things much simpler for T2 crafts. Everything should be 'about' the same cost.
[*]Apologies that this may affect a few automation setups :(
[*]Hid a number of items until slightly later in the game, so players can't research things they can't make.
[*]Added Basic Conveyor Belt Crafting machines
[*]Added Conveyor Belt Crafting machines
[*]MK5 Induction kits are no longer used as a crafting ingredient. Instead you'll use UltimateUpgradeModules, each of which costs about 10% of the resources of a previous MK5 Induction Kit.
[*]Titanium Housing Crafter PPS reduced to 25
[*]Secondary Upgrade Module PPS increased to 150
[*]Secondary Upgrade Module no longer required Primary PCBs (this reduces the cost of Alloyed Machine Blocks by 30 Tin bars per block)
[*]Reduced Chrome and Moly cost in Chromed and Magnetic Block Assemblers
[*]Reduced a number of RP costs for early-game items
[*]Increased Research Value of Copper Ore
[*]Added ScrapTrack Crafter
[*]Added MinecartTrack Crafter
[*]Many FF recipes now use the higher-tier Overclocked Clocks, which were sorely underused.
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[h1]New things![/h1]
[list]
[/list]
[h1]Improved things![/h1]
[list]
[*]New 'heavy machine cracks the ground' effect
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[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/5373901/23fe872d88fd2e377c0a11ce41586c5d3acdc26a.jpg[/img]
[h1]Quality of Life[/h1]
[list]
[*]Basic and Regular Conveyors can now be made immune to the effects of Cold and Toxic gases by building them inside an appropriately-classed room.
[*]Signs next to Generic Room Controllers will now specifically name the room - you can use this to help newbies to your server understand things, or to remind you what on earth you had planned...
[*]Many more optimisations to fluid
[*]Players will no longer have a shadow when riding a minecart
[*]Players should no longer clip into Stations whilst riding minecarts.
[*]Decorative Blocks should no longer be cleared by WorkFloor Excavators.
[*]Teleporting will now cause a clear-up of memory allocation and outdated texture loads.
[*]Fixed issue where CompressDuringPlayOnly wouldn't submit folder for archival under certain circumstances
(You can use CompressDuringPlay or CompressOnExit for now to ensure backups are made.)
[*]Room Vaporators now support 256m^3, up from 192m^3
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/5373901/5d4b9301a2cf069853098e011c234cddb1386e8f.jpg[/img]
[*]Lancers and Melters are now 2x the speed on Rapid.
[*]Massive rework of the threaded fluid system. Now substantially better!
[*]Fluid Pipes can now change colour appropriately. This change was far harder than this sentence makes out.
[*]Destroying an OSC will no longer leave the OET in a really broken state. You WILL lose all the power tho - be more sure before hitting BOOM.
[*]Trenchers should now correctly page in target drill segment
[*]Healing Ampules are no longer used if you're dead. #bitlate
[*]Increased size of Organic Power Storage once more.
[*]Melters should now correctly support Freezon Boosting
[*]Freezon-Booster Ablators and Liquifiers now cover a much larger range.
[*]Lancers and Melters now have double range (18/26) when Freezon Boosted, as well as the increased clearance rate.
[*]Increased CryoMine radius by 25%
[*]Logistics Falcors will no longer service adjacent beacons.
[*]Overclocked Clocks now use 5 Clocks, not 1.
[*]All Overclocked use now reduced to 20%
[*]Added a new suit item that doesn't do anything other than have a really pretty drop object with a big light on it. Useful in Clumsy Mode, but not elsewhere.
[*]Improved Lens Polisher readout - it takes ALL lenses, btw!
[*]RayGun unlock now pushed before Labs
[*]Power cost for Rail Checking on Cargo Lifts is massively reduced, and doesn't change, regardless of fitted lift.
[*]Medbay range increased to 10 metres.
[*]All Ampules and Power Boosters now fit into the Suit Inventory.
[*]All items now droppable. ALL items now droppable.
[*]Assembly Line Machines are now 3x faster on Rapid.
[*]Ampules stored in your Suit inventory will automatically trigger when at <25% health
[*]Power Boosters stored in your Suit inventory will automatically trigger when ARTHER is at <15% health
[*]OET Charge now displayed with an ETA properly.
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[h1]Known Issues[/h1]
[list]
[*]Directional Hoppers cannot offload to Multiblock machines. I can't work out a good fix for this.
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[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/5373901/3ae5c9ecf91be54471d09a4635f28b36e22fe17d.jpg[/img]
[h1]Fix List[/h1]
[*]Ore Density fixed on non-Rapid modes
[*]Mobs that move outside of a Client's loaded frustum should no longer get lost in the ether.
[*]Ore Smelter no longer gives any tutorial once the player has completed the game in a previous playthrough
[*]Fixed rare crash in Mass Storage crates
[*]New UI should fade appropriately.
[*]Massively improved 'progress' indicator in Research Panel.
[*]Hooked up 'Just keep scanning' achievement to when you hit 400/457 items in progression. I may change this to be harder.
[*]Mynocks in a farm will no longer soak up lots of CPU time! This change will mostly only affect dual and quad core PCs.
[*]All of the modifiers to plant growth speed should now apply correctly.
[*]Fixed a generic issue with machines interacting with Assembly Line machines via the generic interface.
[*]Fixed typo in Cost of MK3 Storage Ports
[*]Fixed rare crash in Manufacturing Plants and Accessory Modules.
[*]Railgun can now be fired more than once.
[*]Railgun average, peak, ongoing and total firing stored and displayed.
[*]CargoLifts should no longer get stuck forever after suffering from CryoPlasm or Sand
[*]CargoLifts should be much more responsive for network clients.
[*]Raygun now part of the Care Package.
[*]Fixed issue where Dazzler would sulk if it couldn't find anything. Fun fact : 256 doesn't fit into a byte
[*]Substantial improvements to smartness of fluid
[*]Substantial improvements to performance of fluid
[*]Segments with Cryo in them that haven't moved in a substantial timeframe will now freeze.
[*]Falcor Bomber Radar is network synced
[*]Falcor Beacons are network synced
[*]Fixed threaded timing issue with CryoMap.
[*]LOIC should now move under all circumstances.
[*]Some fixes to the mission readout for the OET
[*]Some fixes to TourCarts
[*]Magma Storage now animates to show fullness.
[*]MagmaBore readout switches across to Inferno Readout appropriately. Includes clients!
[*]Fixed CryoMap machine display
[*]Fixed CryoSpawner exploit
[*]Network Freight fixes
[*]Added Current Ride Cart debug
[*]Added a new client comms stream to send world-wide data, even with the target machine isn't nearby.
[*]Dropped items should no longer end up being visually in the wrong place.
[*]Plenty of MagmaBore polish and fixes.
[*]New top-UI
[*]Teleport Mods should no longer punish you with pink
[*]Locked TrackReservations to prevent thread clashing
[*]Carts at request only hopper stations will automatically leave at the loading step
[img]https://steamuserimages-a.akamaihd.net/ugc/922556999177145368/65AA4DE0EB3E36342BB5F5DFCB02F67E21B41786/[/img]
[*]Made StationFull error state take precedence over OffloadingExcess - this should stop spamming of carts that are trying to offload at a full station
[*]Freight cart depots should no longer report stations asking for carts of unknown tier
[*]Freight stations on mass storage should have a popup box again
[*]Doubled the penalty for carts passing through stations other than the destination
[*]Carried out a bunch of graphical tweaks to all of the T4 Particulate filtration systems
[*][FreightCart]Suppressed some client spam for track reservations for FreightCartMob
[*]Cleaned up the network reservation update for client FreightCartMob
[*]Disabled the network updates of cart stats as that would be handled on mob creation and isn't needed each network update
[*]Client freight carts can no longer shoot past a depot and derail while awaiting the server removal of the cart
[*]FreightCartStations now force a UI refresh when a MS crate is registered (so MS connection is recognized)
[*]Adds the abstract TrackPiece object for use in generic track tracing applications
[*]Adds all necessary child TrackPieces for each existing track type with full navigation rules
[*]Adds support to the AutoUpgrader to upgrade Scrap Track into standard Minecart Track
[*]Fixes power requirement for AutoUpgrader to properly consume power for each upgrade
[*]Freight Stations now flash red if there's an error
[*]Ore Carts now show which ore they're carrying.
[*]Freight Carts now utilise the Mass Storage colouring and texturing scheme, to show what they are carrying.
[*]Fixed Overmind Guts hitbox + accidental achievement
[*]Added error when Directional Hoppers are connected to offload to Multiblock machines.
[*]Hiveminds will no longer be able to over-build and saturate orders.
[*]Hiveminds now inter-react more strongly.
[*]The punishment for nuking a hivemind is now about 4x worse. I'm tempted to reduce the amount of RP out there, in order to persuade people to go blow up hiveminds. Remember - hiveminds drop RP when blown up!
[*]Fixed a number of issues regarding Hiveminds placing Mynocks onto Conveyors, that should now be resolved and improved substantially. You may spend a little more power on keeping conveyors clear now, tho.
[*]Usable Item code now supports Suit Items
[*]Hotbar counts now support Suit items.
[*]Ampules are now correctly colour-coded by tier, starting with White at T0
[*]Fixed the 'blip' of HODOR rocket noise when it loads.
[*]Solar Panels are now 32x more efficient over the network
[*]Ablators and Liquifiers should now correctly aim as network clients.
[*]All Freight Carts and Ore Carts of all tiers now modelled
[*]Lots and lots of Freight fixes
[*]Lots of Freight fixes and improvements
[*]Improved HEIST networking usage
[*]All Spiderbot missions will no longer trigger when all overminds are dead
[*]Added low-pass filter to Crystal Resonance, reducing some of the high frequencies at distance.
[*]Fluid focus rebalanced to give priority to fluid near the player. When player isn't present, all fluid will tick equally.
[*]Signs will now render faster
[*]Improved Minecart track rendering
[*]Freight Mod now part of the Adventures Pack! New, improved and improved!
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[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/5373901/a2f6e5d0dddd6b2105f53a0e4c785d41830b561a.jpg[/img]