Patch 20 - now live!

Date: Sat, 07 Oct 2023
FortressCraft Evolved! Game Banner
Genre: Adventure, Casual, Indie, RPG, Simulation, Strategy
Developer: ProjectorGames
Release Date: Mon, 09 Nov 2015
Here were are, at the 20th free Content Patch since we left Early Access. I'm going to keep saying that until it sinks in - I've *only* had a dozen people refer to it as Early Access in the last month, so maybe it's sinking in!

This patch has mostly focused on bringing the Adventures Pack closer to completion, a huge amount of performance optimisation (yes, I'm surprised there's any left, but we're definitely out of low-hanging fruit now), and just a couple of useful shiny machines for you.

I've also done 3 playthroughs of various Mutator combinations this month, and I'll be starting the P21 cycle by implementing the final changes to T1 progression, and then having a whoosh through the bonkers Sky Islands and the completely terrifying ResinPocalypse modes - feel free to join me!

Live Streams
Plans
Roadmap

So - on with the notes!

TL;DR



  • All Missions and Tutorials now disable-able from the Settings menu.
  • All Fluid is now on its own thread
  • Decomposed Bug Parts are now burnable.
  • Temperature calculations now threaded
  • Lots of room-related and instanced rendering performance boosts
  • Added Tin-based Upgrade Modules
  • Added Directional Storage Hopper
  • MAAAAAAAAAAAAAAAAAAAAAAAASIVE performance boost to Holobase rendering, working around a stupid Unity bug. Literally 100 times higher framerate in the Holobase.
  • Waypoint machines that are touching Ore are super awesome and super useful.
  • Added Tier 3 Glow to Skin Pack #1, replacing the utterly broken Neon Line effect.




Known Issues



  • Constructocons can act weirdly in MP
  • Manufacturing Plant in HardcoreCrafting mode has some issues syncing in MP.




Performance



  • Moved balance of fluid from 'the entire world updates slowly' to 'up to 25% the amount fluid moves 4x faster' - it should be noted that the faster fluid might not be fluid anywhere near the player.
  • A number of performance optimisations - worlds heavy on MatterMovers and Enrichers should see a substantial boost.
  • Moved a number of very common, additively-rendered, instanced, meshes into a system where nearby lights don't break the instancing run. Performance++
  • Monster update to every machine I noticed not instancing.
  • Optimisations to Mission Manager
  • Optimisations to player movement
  • Further Torch optimisations
  • Fixed major LFGP issue with Grass and Plants (also all other machines, but mostly those)
  • Substantial render improvements to Jet Turbines
  • Substantial render improvements to FALCORs (3.5ms -> 0.24ms)
  • Substantial render improvements to Defense turrets
  • CPU performance boost to FALCOR Beacons, Workfloor Excavators, Mass Storage Ports and Quarries.
  • Substantial performance boost to Hazard Panel
  • Fluid (Cryo/Sand/Magma) has now been moved onto its own thread, which is designed to run adjacent to the current low frequency thread. This should provide substantially better use of your CPU and a large reduction in issues.
  • All torch calculations are now threaded, giving the unusual boost of being more responsive AND improving the framerate.
  • Rewrote Holobase rendering to avoid a Unity bug, increasing performance at least 100-fold.




Quality of Life/Progression



  • All Missions and Tutorials now disable-able from the Settings menu.

    Be aware this will leave you with very little guidance on ideal progression.
  • Game should now correctly detect focus loss and regain on focus gain appropriately.
  • The Craft x25 button now shows how many you can craft, if you haven't got enough to craft 25. I'm really sorry I didn't add this 5 years ago, it's so good!
  • Increased HEFC biomass usage on non-Rapid difficulties. This has the net effect of making Geothermals more attractive, as well as making Resin farming relatively better.
  • All grades of FALCOR now have unique popup text
  • Servo Motor Makers are now a bit slower, as they were nearly instant!
  • Reduced the Paste cost of many blocks.
  • Removed CrystalOre usages from all recipes, and replaced with CrystalClocks.
  • Reduced craft costs of Minecart Track substantially.
  • Iron Bar usage removed entirely from all crafting recipes and replaced with Iron Gear where appropriate.
  • Self-healing now requires 4 power per health point, for a total of 400 power.
  • Torches' influence now slightly larger
  • Tweaked FALCOR Beacon heights so be 16m when underground
  • Airlock Doors are now a third of the cost, to encourage earlier-building of them
  • Changed a number of early and mid-game crafts to use Primary Upgrade Modules. This is aimed to relieve the pressure on the over-use of Lightweight Machine Housings, so 1 target hopper of each of these should go further.
  • Removed Mass Storage Input Ports, which are now entirely replaced with Mass Storage Stocking Ports. Craft costs are the same, and the upgrade path not a pain.
  • On non-rapid difficulties, Ore Density is substantially reduced near the CPH, increasing to the old density at approximately 256 metres. This means you'll need to decide between nearby, easy veins that won't last long, and further away, more challenging veins, that may lat your entire run.
  • Slightly decreased Rapid heal rate
  • Slightly increased healing power cost
  • Slightly increase Medbay heal rate
  • Fixed Issue where using a lower tier of healing after a higher tier would do nothing at all.
  • Dropped items readout now quantises to the nearest 25, to avoid mission spam
  • Conveyor Belts now count as a hard surface, and the player will move quickly.
  • Turrets will no longer wipe their power on game restart. No-one's noticed this in about 4 years.
  • Added 'hurt' sound effects for when the player is damaged by a mob. The voice is decided by your gender in the skin select screen.
  • Cargo Lifts now have improved paging capabilities; this should alleviate fluid dropping down shafts getting stuck, as well as allow them rapidly page in underground bases.
  • CPH can no longer sustain charge when destroyed, regardless of difficulty or gamemode. 3 playthroughs this month has shown that if you actually try and defend early, it's easy to win.
  • Day/Night sensitivity on Batteries - should give a little more performance, and a little less glow during the day.
  • AutoExcavator Preview should now run to the surface.
  • Decomposed Bug Parts are now burnable. This is mostly for Sky Islands, to ensure you're not screwed, even if there are no decent Coal deposits around.
  • Headlight power usage is now reflected in the Power Panel.




Adventures Pack



  • EMP Wasp health now scales with Threat
  • Added 1 EMP wasp per attack wave
  • Crystals high in the air are no longer of type 'unknown'
  • Fixed PTG/OSHA combo exploit.
  • Added correct ownership for Adventures Mode blocks
  • OSHA Chevrons now correctly craftable.
  • Added OSHA-compliant chevrons
  • PTGs and OEs will now lose charge during a CPH loss on Important CPH
  • Ore Smelter now loses power on Important CPH
  • EMP Wasps will now spawn on Lucrative Mobs, Aggressive Mobs, and Important CPH modes.
  • Added EMP Wasps which will drain the power of your PSBs
  • Lucrative Mobs mode added. This is hilarious.




Other



  • Aggressive Slimes found in Caverns now deal more damage to the player.
  • Slimes are no longer affected by Slime Attractors massively above or below them.
  • Slime movement is no longer entirely random, and they will now target your vibrating machines. The Slime Attractor will draw them away. P21 is likely to introduce 'Slimes getting jammed up in Ore Extractors', for those of you who decide not to defend your mining operation. ;-)
  • EMP Wasps will now spawn on Hard Mobs, if the user has the Adventures Pack or is a Patreon of the game.
  • CPH now repairs much slower than before.
  • Major fluid optimisation and completion of moving it to a totally unique thread - fluid should now be far more reactive
  • Further rework of graphics generation logic that should eliminate delay on vox changes
  • Updated Resin Handbook entries
  • Optimisations and priority changes to segment mesh updating - this should mean that 'busy' hiveminds no longer mean an incomplete and poor draw distance. It should also improve responsiveness when building.
  • Optimisations to fluid should reduce backlog and load.





Fix list



  • Fixed a bug where ignoring a Critical mission for more than 20 mins would cause an erroneous success popup dialogue. This was specifically the Ore Thief one that was the cause of a number of negative reviews.
  • Ore Pings should now work in all languages
  • Fixed IO port recipe
  • Solar panels no longer work underground
  • BFL9000 has now been mothballed, and all recipes using it have been replaced with TurretMK3s.
  • Dirt is no longer invisible.
  • Removed the information cluttering up the info panel about how to craft something.
  • Fixed a number of critical issues with Creative, for the 3 people who still use it.
  • Solar Panel mission no longer persists if the player decides he hates solar. (?!)
  • Tweaked hivemind growth rates
  • Added extra safety checks for Dazzlers accidentally sweeping active beams around the entire Cold Cavern
  • Added Primary (tin) Upgrade Module + Support machines
  • Items will no longer default back to 'broken cube' when on Conveyor. This mostly applies to RackRails.
  • Fixed Jet Turbine exhaust, cone and heat haze
  • CargoLifts that don't fill in 1 tick now attempt to fill 3x more, every 3 ticks. Less spam, less CPU usage!
  • MFP preview of objects with sound will no longer play their sound whilst crafting.
  • Fixed potential issue with stat upload.
  • Slimes will no longer attack AFK players
  • Slimes will no longer attack guests
  • Tweaked Tunnel Nukers
  • Tweaked EMP Wasps
  • Waypoint machines now support Hardened Resin
  • Workfloor Excavators now appear on the Holobase.
  • Improved CamoBot targetting of Teleporters, Induction Plates, PSBs and LPTs

  • Teleporters now use up power in network games. Previously, a teleporter would never drop power. This may lead to a rebalance of Teleporters, as I nearly ALWAYS play as a network client, and I thought they were just fine.
  • Fixed issue with Melters not forcing segment into Fluid state
  • Fixed a number of MFP issues in network play
  • Turbine exhaust should no longer act oddly
  • You'll no longer be endlessly prompted to build 9 torches.
  • Grass now generates on headless network servers
  • OET should now show approximate time until full charge.
  • Fixed power cost of Imbued Machine Block crafter, which was accidentally 15.
  • Blue Bar (top right) now represents your CPU load; lower is better.
  • The Caverns now have a more substantial ongoing power cost to exist in them, which is negated via rooms. Hopefully this is a *little* more encouragement to room up your base.
  • 2020 mode now keeps graphics live to an unlimited distance. Do not use until the year 2020. Well, you can use it all you like, just don't complain it runs slow until at least 2020. ;-)
  • Fixed an issue that could cause a Mynock to spawn into the wrong segment
  • Fixed an issue on reloading a world with Mynocks on existing conveyors.
  • Fixed constructobot 'escaping' issue
  • Fixed exploit in
  • Tweaked FALCOR fps rate
  • Oozes can no longer attack the player unless they can see them (this is updated once per 5 seconds, so there's a bit of a window where they can shoot through walls still)
  • Fixed visibility issue with attacking Wasps
  • Fixed error with MFP generating preview object
  • Fixed potential block and repetition on Ore Thief mission
  • Fixed timing issue with updating of Mobs during Saving.
  • Fixed a large number of potential Mob issues with segment handoff. If there were any Minecart bugs left, they should be gone now!
  • Fixed an issue where more than 100 mobs in a single segment would lose ALL of the mobs. Mobs can no longer enter 'full' segments.
  • MedBays now accept power 5 times faster than before.
  • Entirely-threaded temperature calculations!
  • Waypoint Machines placed on Ore are now super-duper useful. Try it!
  • Slime Attractor mission gives up if the player is determined to ignore it.
  • Ore Thief mission will no longer bug the player after they have killed at least one Overmind. Please note, I HIGHLY RECOMMEND that ALL players build an Ore Thief and connect it up to their start smelter, with virtually no exceptions.
  • Players should no longer see incorrect "Well done you done a copper" messages after being in-game a long, long time, or in Trencher-only bases.
  • Fixed performance issue with Crystals rendering incorrectly
  • Refinery Vats in segments by themselves are no longer invisible
  • Ore Extractor error count warning needs 5 minutes before an extractor counts towards that total.
  • OET charge should not longer get replaced with CPH 'kill counter' whilst charging.
  • MK5 batteries should now show their charge via glowing again
  • Fixed an issue with vis for Robotic Sorters when you come into range
  • Fixed a poor vis issue for Conveyor Belts when in a room and you come into range
  • Fixed vis issues with Storage Hoppers when in a room and you come into range
  • Fixed vis issues with PSBs inside rooms and... yeah. Range.


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