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v0.2 Experimental | Hotfix #007

ADDITIONS:
- Builder drones now visually carry the building they are placing

CHANGES:
- Builder drones now consume required resources on deployment
- Removing a ghost building refunds the resources if used by a drone

BUG FIXES:
- Fixed inventory UI from not updating properly
- Fixed shotgun unlock being stuck on top left of the screen
- Fixed builder drones from sometimes not building
- Fixed being able to place down multiple free essential buildings
- Fixed multiple builder drones deploying at the same time

OPTIMIZATIONS:
- Small memory optimization for non-defensive buildings

NOTE: Investigation into essence and iridium storages not saving metadata correctly is ongoing. If you experience problems with them, please report it in as much detail as possible. A temporary fix has been implemented in the mean time to prevent saves from soft-locking.

v0.2 Experimental | Hotfix #006

This update fixes a few issues with the first version of the new unlock system.

BUG FIXES
- Fixed drone ports, storages, and collectors from always being free
- Fixed inventory UI from not updating properly
- Fixed saving and reloading old saves from not updating the save structure properly
- Fixed research nulling out when starting new techs

v0.2 Experimental | Unlock System Update

[h3]--- IMPORTANT ---[/h3]
To update your saves, load the save, save it, and then restart the game.

This update changes the building unlock system to instead be objective-based rather then heat-based. Feedback on this change will be monitored closely, along with any required balance changes.

ADDITIONS:
- New objective-based unlock system for buildings

MODDING:
- Modding support added for building unlock system. Not currently implemented.
- Modding support added for enemy spawn system. Not currently implemented.

CHANGES:
- Renamed "Corrupted" enemy variant to "Dark" enemy variant
- Storages, collectors, and drone ports will now be free when none on map
- Updated save structure for new building unlock system
- Added additional logging information while loading saves
- Custom errors now log the stack trace in the Player.log file

FIXES:
- Fixed Guardians not spawning when playing from a fresh save
- Fixed Guardians sometimes spawning twice on older saves
- Fixed game from not auto saving on fresh saves

v0.2 Experimental | Guardian Fix

This is a ghost patch for v0.5 (though I guess not really since I'm announcing it) - The issue was caused by an old naming script, which has now been removed and replaced by an ID based system. The fixes applied in previous patches WERE working, but the naming script was countering them.

IMPORTANT: You will have to defeat both guardians again AND save your game for the patch to take effect, since it slightly changes the save system.

v0.2 Experimental | Hotfix #005

This update fixes numerous bugs, as well as introduces some large balance changes.

BUG FIXES:
- Fixed resource drones for essence collectors / storages
- Fixed resource drones for iridium collectors / storages
- Fixed iridium storages and collectors from not being unlockable
- Fixed explosive storages from one-shotting Guardians.
- Fixed Phantom Spirits from sometimes not registering when hit
- Fixed 2x2 buildings from being placeable outside AOC
- Fixed 2x2 buildings from not being pipetted
- Fixed Kraken spawning a second time when beneath 25k heat
- Fixed Research carrying over between saves
- Fixed building menu from opening when the game is paused
- Fixed drone ports being clickable when the game is paused
- Fixed missing icon for Fusion Reactors
- Fixed gold storages not updating correctly from research
- Fixed spelling mistake in the Research menu
- Fixed a crash that was caused by empty Storages
- Fixed a crash that was caused by explosive units
- Fixed the off-centered spinner on Shurikens
- Fixed resource generation artifact when reloading a save

GENERAL CHANGES:
- Made Phantom Spirits easier to hit
- Disabled explosive damage on bombers (lag inducing / crashes)

BALANCE CHANGES:
- Drastically lowered the speed of all enemy types
- Drastically lowered the health of all saw types
- Lowered Phantom Spirit health from 50 to 1
- Lowered Fusion Reactor cost from 1,000,000 to 800,000
- Increased Fusion Reactor output from 10,000 to 25,000
- Increased Disintegrator damage from 250 to 350
- Lowered Artillery cost from 400,000 to 100,000
- Lowered Ripper cost from 800,000 to 400,000