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Update 3 - Experimental | Hotfix #004 now available!

A hotfix for Update 3 Experimental is now live with the following bug fixes and balance changes...

BUG FIXES:
- Fixed build priority not always working as intended
- Fixed research from not taking from storages
- Fixed research not resetting when reloading a save
- Fixed changing research not revoking previous resources
- Fixed drone builder icon switching incorrectly
- Fixed drones not rotating properly when build is cancelled
- Fixed dropships and carriers not spawning enemies when destroyed
- Fixed resource bars displaying incorrectly on reload
- Fixed buildings not showing their health stat
- Fixed Trident challenge showing wrong heat value
- Fixed reloading on a new world with no save loading blank worlds
- Fixed super weapons being affected by research
- Fixed iridium collectors from not collecting
- Fixed Turret and Ranger lights being too bright
- Fixed enemy trails rendering underneath resource tiles
- Fixed purple variant from using big death effect
- Fixed pausing not freezing enemies or group spawning
- Fixed collectors still collecting while paused
- Fixed purifiers not showing range
- Fixed radiators not showing range

BALANCES:
- Increased Trident cost from 100k to 1m
- Decreased Trident damage from 1.5m to 150k
- Increased Trident heat from 250 to 800
- Decreased Pulser damage from 80 to 60
- Lowered Minigun heat from 150 to 100
- Lowered Minigun power from 180 to 120
- Lowered Minigun cost from 120k to 80k
- Lowered Fusion Reactors cost from 2.5m to 800k
- Increased Gold Storage from 500 to 1000
- Increased Essence Storage from 250 to 500
- Increased Essence Extraction rate from 2/s to 3/s
- Decreased Flamethrower damage from 50 to 35
- Lowered Gremlin iridium cost from 10k to 1k

Update 3 - Experimental | Phase 2 now available!



[h2]Hello again![/h2]

With phase 1 wrapped up, it's time to move onto Phase 2 of Update 3's experimental version. This new phase adds a ton of new content and QOL features, such as a new research system, super weapons, dynamic group spawning, build planner, and more!

As always, I like to preface that when I say experimental, I mean experimental. These updates are not fully tested, and so if you're expecting a buttery smooth experience, I recommend waiting until the early access version. Especially with later portions of experimental, the balance of the game is still up in the air, so there's a chance you may get wiped out unfairly.

[h2]So, what's new in Phase 2?[/h2]

As mentioned, phase 2 introduces about half the content coming in Update 3, with the second half coming in phase 3. This phase goes more into the QOL features, and adds a few new buildings to show off some of the new mechanics coming in Update 3. Here's what you'll see in-game now...

[h3]The Trident[/h3]

The trident is one of the first super weapons being introduced to the game. Super weapons will be unlocked after a guardian is destroyed, each coming with it's own unique ability. Eventually you'll be limited to one per world, but for now you can have as many as you want, and they'll fire automatically.



[h3]Gremlin[/h3]

Another new defense coming this update that replaces the Ripper is the Gremlin! A new mechanic that some turrets will have moving forward is splitting bullets. It was lightly shown off with the Disintegrator in Update 2, but the Gremlin really start to give form to the mechanic in Update 3.



[h3]Purifier[/h3]

Arguably one of the biggest new mechanics being introduced in Update 3 is the pull mechanic. The radiator can now attract enemies towards it, allowing you to create funnels for enemies to passthrough. This is where the purifier can come in handy. Any enemies destroyed in the Purifier's radius will get turned into resources, allowing you to farm even more resources than before!



[h3]Drone Gunships[/h3]

Boom! Gunships are now available in Update 3. Possibly one of the coolest defenses so far, gunships automatically roam around the map hunting down targets and firing at them from a long range. And yes, don't worry, you WILL be able to pilot them! (just not yet) More info on this later.



[h3]Radiator[/h3]

Radiators are getting a rework! As mentioned above, they now pull nearby enemies towards them, allowing you to create funnels in your base. This is especially useful in later portions of the game when enemies start to pose a serious threat, as you can lure them into your defenses line of sight. I can't wait to see what the community does with this mechanic, especially once it's fully implemented!



[h2]Research Changes[/h2]

As stated in a previous post, research is getting a huge rework! Labs now boost different global variables by pumping in specific resources to it's corresponding tech. Variables also go based off a multiplier rather than a static number like in Update 2, which means each lab actively researching is exponentially more useful than before.

Another new mechanic to this system is laboratory meltdowns. If you run out of one of the resources needed to pump a certain tech, the lab will enter a 3 second grace period. If in that 3 second grace period now additional resources are recovered, the lab will explode! So make sure you always have enough resources on hand and are actively monitoring your income vs expenses.

[h2]Quality of life[/h2]

- Pausing: You can now freeze time by pressing P, allowing you to plan out your base without worrying about buzzsaws ripping apart your unwatched defenses!

- Build Planner: This is still a heavily WIP feature, but you can now see the total cost of all planned builds, as well as control what your drones prioritize, and soon, copy + paste builds!

- Resource Calculation: Resources now offer a bit more information for you to use. This includes the addition of a per/second calculation that is especially useful when you get into research.

- Reseed: Start a new save and don't like the look of it? Press ESC and quickly regenerate the world with a new seed! Now you don't need to go back to the menu over and over again!

- Reload: Base falling apart? Don't worry, the new reload feature will quickly reload your base to it's last save, without needing to quit to menu.

- Enemy Health bars: Now you can visually see how much damage your defenses are doing. This is also useful for seeing which enemies pose more of a threat to your base.

- Building stats: All buildings in the game are now clickable, which allows you to view their health and information. Soon, turrets will also display a bunch of useful info, like shots fired, kills, etc.

- Guardian button: Hate it when you accidentally spawn a guardian in Update 2? No more. Now you can choose when to spawn a guardian once you hit max heat!

- Power / heat bars: Drones stop building and don't know why? Not anymore! The heat and power bars now flash red when you exceed power consumption or heat production!

- Active enemy counter: You can now visually track how many enemies are actively attacking your base at a time. Especially useful in later portions of the game with group spawning!

- Group spawn timer: You can now see when a group is gonna spawn, allowing you to prepare ahead of time and make any quick adjustments to your base!

[h3]And more![/h3]

This is just the start. There are plenty of more improvements that have been made, including numerous bug fixes, stability improvements, and performance increases. As the experimental phase of Update 3 continues, you can expect even more improvements in these areas, as well as the continued development of the new building mechanics and QOL features.

With all that said, it is important to keep in mind that this is still experimental. Bugs will most likely be present, and the game is likely very unbalanced. So as I mentioned in the opening, do NOT play experimental if you want a smooth experience!

For those that do choose to play though, I hope you enjoy what this new phase has to offer, and that you get a better idea of how Update 3 is shaping up. I am really excited to continue working on the update, and I can't wait to see people get their hands on Multiplayer in phase 3!

Thanks for reading!
~ Ben

Update 3 - Experimental | Hotfix #003 now available!

The next and final hotfix for Phase 1 of Update 3 experimental is now available. If any other bugs are discovered, they will be fixed with the release of Phase 2 tomorrow or Wednesday.

CHANGES:
- Added challenge tracking to inventory
- Optimized turret collision logic
- Re-Enabled basic U3 tutorial overlay

BUG FIXES:
- Fixed some challenges from not working
- Fixed defeating Revenant setting the wrong stage
- Fixed resources not saving, again (smile)
- Fixed Atlas not having any collision
- Fixed turrets from not being able to target Atlas

Update 3 - Experimental | Hotfix #002 now available!



CHANGES:
- Physicalized resource storages
- Changed a lot of Update 3 building stats to Update 2 stats

BUG FIXES:
- Fixed storages not adding when insta build is on
- Fixed collectors not being clickable when insta build is on
- Fixed tower radius projection from not being accurate
- Fixed building menu button not opening the menu
- Fixed info panel not remembering metadata from tiles
- Fixed info close button from freezing the menu

Note: MacOS and Linux version are slightly delayed. Try updating in 10 minutes from now.

Update 3 - Experimental | Hotfix #001 now available!



[h3]Hello again![/h3]

For those that don't know, Update 3's first phase of experimental has been out for a few days now. I have not made any sort of announcement about it yet since it's been riddled with bugs so far (which was planned for, this is just a necessary evil after undergoing the huge refactor)

If you would like to test Update 3, I would STRONG ADVISE you wait until phase 2, which should be out tomorrow or the day after. This phase is still not totally stable, and if you don't want the update spoiled by bugs, then this phase may not be for you. On the plus side as well, phase 2 will add a lot more of the planned content for Update 3, whereas this first phase has little to no new content in it in order to focus testing on previously established systems.


Anyways, this is the first OFFICIAL hotfix for experimental (technically the 3rd). Here's the deets...

[h3]New additions / changes[/h3]
- Added ability to delete saves from menu
- Added ability to Shift + Click collectors
- Numerous balance changes to heat

[h3]Bugs fixed in this version:[/h3]
- Fixed mac OS version from not launching
- Buttons on menu have incorrect event spacing
- Button animations on menu can induce motion sickness
- Guardian UI sometimes gets stuck when starting a battl
- Can't click and drag to collect gold from collectors
- The hub is STILL sellable my god
- Gold has a cyan mark in the corner
- Pressing ESC does not fully deselect the building
- Clicking hotbar does not work
- Heat and power limitations are not working
- Saving with ghost tiles causes them to be placed
- You can sometimes place stuff on top of 2x2's
- Money seems to disappear randomly
- After reloading a save, you cant interact with buildings
- Collectors sometimes allow placement over top of them
- Changing a drone type causes any of it's plans to freeze
- Drone port metadata not saving
- Resources are not syncing correctly
- Guardians can spawn more than once
- Border colors still do not change
- Unlocked things do not save properly
- Defeated bosses data not saving
- Delete save is not implemente
- Storages show refunded resources incorrectly