FortressCraft Evolved!

FortressCraft Evolved! Patch 15 and FortressCraft's 3rd Christmas!

Version
Patch 15 and FortressCraft's 3rd Christmas!
Version Date
Dec. 24, 2016
Links

Patch Notes

Patch 15 and FortressCraft's 3rd Christmas!



Another month, another patch. It sometimes saddens me that 'daily test builds and monthly content patches by a single developer' hasn't gotten me one jot of publiclity - anyone know anyone famous?

This month has been an especially odd one. To get the patch out in time for Christmas has meant that the patch cycle's only been about 2 and a half weeks, which means I haven't been able to touch much in the way of risk. On the good side, I've taken the opportunity to put some plans in place, and do some engine/tech work. So!

Engine and Tech work


You won't SEE any of this, but I feel that communication is important, and it's good for you to know that I haven't just been playing Astroneer all month. Just a little bit.
  • Major engine work on non-gameobject linked, threaded instanced rendering. Speed+++. Not available yet.
  • That's a picture of the test bed - I can shunt 100m-150m verts to the screen at ~60 fps using this technique! (No Man's what?)
  • Work on supporting proper multiple languages. Not available yet.
  • Added a HUGE amount of VR-specific work. This build will automatically run on your Vive or Oculus Touch but I DO NOT RECOMMEND THAT YOU DO AS IT'S NOT VERY GOOD YET.
  • If you want to run in 2d, and you have a VR headset, just hit space bar on the loading screen. If you don't press space bar after 10 seconds, then it'll go to your HMD. If I get enough people expressing their interest, I'll do some more work on it. Details here : http://steamcommunity.com/app/254200/discussions/0/154643795210839159/?ctp=5
  • Moved to Unity 5.5. This should mean improved performance and a *lot* of crash fixes.
  • New BC7 Texture Format should allow a massive reduction in texture sizes without the corresponding loss in quality.





Changes and Fixes you might care about


  • A small present to all Dapper DLC owners, as a 'thank you'
  • Wooden planks should now correctly boost movement speed, along with Dyed Marble
  • Added loads and LOADS of loading hints! <3 http://steamcommunity.com/app/254200/discussions/0/1843493219417867240/?ctp=2
  • Clicking the magnifying glass now clears the search
  • Plant entity updates are now 300% - 500% faster than before. Thank you, new Unity 5.5 profiler!
  • Storage Hopper Unity-side update now about 3x faster.
  • Improved LPT beam detection rendering; saving 1.5ms for 1300 machines!
  • Substantial improvements to Conveyor Belt CPU cost.
  • HBAO now lower in quality (more speed, minor visual impact) for detail settings lower than Fabulous.



VR only changes


  • This isn't going to get by on VR minimum spec. 1060 or above, pick a lower detail setting than 2d!
  • Should work on Touch and Vive
  • There's no specific plans on release or support.
  • This is just a preview version, so I can get feedback
  • It'll either be free, a paid-for DLC to cover the cost of the work, or a completely separate version. It depends on the scope of the work, really.
  • Ins, Home and Page Up toggle quickly between low, medium and high quality renderscales.
  • The game will start up in a quality BELOW low - this should hopefully give you the hint to change it ASAP :-)
  • Left Control toggles between fixed and floating hud modes
  • All 2d menus have to be nagivated using a mouse - look for the spinning circle of particles. That's the mouse cursor. I plan to allow that to be controlled via the controllers. (Update - you should be able to drive the cursor around with the left touchpad now, but you need to click with the mouse)
  • F1 will toggle the 2d mirror output
  • F2 should recenter you.
  • Left Touchpad will override the mouse position in a fairly ugly way. You'll need to click the mouse tho.
  • Touchpads should no longer control your look
  • Use your Right hand to aim, as you would normally aim in FC
  • Use the new Teleport Gun to teleport to where you're currently aiming. (left trigger == teleport)
  • No support for switching used items yet! (so you're stick on the scanner)
  • Mildly improved main menu experience (Space, Space is still the fastest way to your world)



Known issues:


  • Typing /help/ as a client is just completely useless. Sorry.
  • Server name override isn't working correctly
  • Grappling Hooks and player Laser shots aren't synced
  • Literally 30 seconds of testing of the pause system has thrown this up.
  • [Pause]Grappling hook not affected
  • [Pause]Robots don't move, but continue to animate
  • [Pause]Gravity continues to work
  • Recommendation is never "Fix your damned Ore Extractors"
  • Conveyor belts continue to animate when the game is paused, as do many other machines using SinRot or UVScrolling.
  • Tabbing away from the game whilst the inventory is open doesn't pause it.



Minor Changes and Fixes


[*]Lots and lots of specular highlight changes
[*]Fixed T2 pipe glare
[*]Fixed issues with Conduits not working if the player removed and fixed the battery within 1 second (Thanks Mad Vandal!)
[*]Fixed mission report derp
[*]Fixed plants visibility to use the very cheap segment-based vis
[*]Bloom tightened
[*]Fixed LPT glow; it's now based on firing and stored charge
[*]Missions will no longer instruct you to build an OET after all overminds are dead
[*]Missions will now guide you through T4 again
[*]Base Reports will now guide you to building an OET
[*]Lancers and Melters no longer play annoying audio the first time you go near them
[*]Stomach has recovered from VR week
[*]All list variables fixed in Base Manager - no more escalating Mynock counts!
[*]The game no longer nags you to build an Orbital Power Transmitter once all overminds are dead
[*]Removed a bunch of tunnel nuker debug log spam
[*]Moved plasma head charger to Advanced Mining Upgrades.
[*]Fixed a number of poorly-performing non-instanced rendered machines
[*]Base reports no longer fires when the player is using the jetpack
[*]Base Report no longer fires when the player is moving
[*]Upgrading a lense on a server should now correctly recalculate packetsize and power storage size. Ty MrWorm and co for the debug reports.
[*]Hid away 'Robotics' error message.
[*]Boosted Durability of non-Plasma Charged Cutter Heads.
[*]Reworked Scan Effect
[*]Mission Reports are no longer broken in Creative.
[*]It's not often that patch notes aren't completely inclusive, but, just for once, I plan to drop a large new resource feature without piecemeal stuff - so; did some secret work on [redacted]
[*]Wrote a new InstancedMesh system, allowing generation of THOUSAND of graphical elements without any GameObjects. Super fast!
[*]Spent the morning debugging the LAN in my house - my wireless repeater had gone nuts and taken out my router. Morning, wasted! :(
[*]Removed HODOR and Fuel Compressor erroneous spotlight
[*]Added substantial, yet very incomplete, VR support.
[*]Moved to Unity 5.5.0p3, in an attempt to fix some of the memory allocation crashes that are present.
[*]Moved to Unity 5.5.0p1, in an attempt to fix some of the VR crashes that are present in their engine.
[*]More sensitive fix for the ""Error, ended up with DF" bug
[*]Lifts speed now reduces to a maximum of 1.2 metres/frame - this should, maybe, alleviate the 'falling through the lift' issues.
[*]Moved to Unity 5.5
[*]Instancing crashes should be fixed




See you next month for Patch 16!