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MegaFactory Titan News

A Demo for MegaFactory Titan has launched!

There is now a demo for MegaFactory Titan that you can try out for free!

It includes the first part of the tech tree, and 2 of the 7 playable factions, and you can start as many new games as you'd like.

Download it now from the Steam store page.

If you do end up enjoying the demo, remember to wishlist or purchase MegaFactory Titan!

Update 0.3.1.0 - More Maglev Options, Improved Tutorial, Quality of Life Changes

Update 0.3.1.0 is here! Several new features and quality of life changes are included.

[h3]More Maglev Options[/h3]
The Shifter Maglev is a new late game maglev tube type which is optimized for lots of winding curves and turns. Experiences little to no slowdown at curves or when going over other tubes. Combined with a maglev catapult, it can really shoot your flow rate up.
The Superpush Maglev is another late game maglev which operates similar to the Floodfill tube, but with better stats all around, including improved curve top speed.
The start of game Maglev and Floodfill tubes have been renamed to "Pull" and "Push" maglevs to better hint at their behavior.

[h3]Tutorial Rework[/h3]
The tutorial has been redone. Rather than one big tutorial at game start, there are now many smaller bite-sized tutorials that are triggered intermittently based on the current game state.
This makes it easier to follow, while still allowing more concepts to be covered, such as unblocking maglevs, dealing with slag, and so on.
You will need to start a new game to have access to the new tutorial.
Loading screens now show tips.

[h3]Starting Resource Densities[/h3]
On custom difficulties when starting a new game, you can alter how many resources are in each starting plot. For players who want infinite, if you crank the resource density to maximum, you likely won't ever run out.
You can also reduce the density for an extra challenge!

[h3]AI Land Buying Rework[/h3]
Allied and neutral factions will warn you when they're about to settle next to you. This gives you time to plan out how you buy land. If you really aren't happy about them settling nearby, you can contact them and request they settle elsewhere.

[h3]Material Shopping[/h3]
The Conflux Market faction now stocks up daily with new refined materials, like nickel or copper, that you can purchase if you can't find the right ores in the world. Their prices are quite steep, though these resources also go on sale sometimes.

[h3]Mission Reward Changes[/h3]
Factions now may offer Augmentations or huge amounts of Raw Materials as bonus rewards for missions now. They also offer a greater variety of existing structures and units.

[h3]UI Changes[/h3]
You can now disable mouse camera rotation in the options.
'More options' button added to every building and unit, exposing various options like copying settings, open infolinks, relocation, etc.
Land Buying UI gives more info about each land plot, purchased or unpurchased, including why you can't buy certain plots, for instance.
In the zoomed out view, hovering over anything will tell you what is there.
In resource view, the floating resources show their name.
New Game UI gives basic strategy info on each faction, and also explains difficulty levels better.
Many more UIs throughout the game have been tweaked to be clearer.

[h3]And Much More[/h3]
Gameplay tweaks, graphical changes, bug fixes, crash fixes, and the like.



Full Changelist
New Player Experience
- Tutorial is now broken up into smaller, bite-sized parts that are triggered intermittently rather than all in one go. Many more concepts covered by the tutorial now, but they are no longer as overwhelming.
- Loading screens now show tips.
- For custom difficulties, you can now alter the starting resource densities. At maximum density, it is similar to having infinite resources.
Gameplay
- Shifter Maglev - New late game maglev tube type which is optimized for lots of winding curves and turns. Experiences little to no slowdown at curves or when going over other tubes. Combined with a maglev catapult, it can really shoot your flow rate up.
- Superpush Maglev - Another late game maglev which operates similar to the Floodfill tube, but with better stats all around, including improved curve top speed.
- Conflux market regularly stocks up on simple refined materials you can purchase (like nickel, copper, etc.) at a steep price. These materials also go on sale occasionally.
- You can request some factions (Settlers and Feds) to not buy land directly adjacent to you.
- You now get a warning when allied factions are thinking of buying land you've explored. The factions that usually settle adjacent to you will also message you directly to inform you that you can request they settle further away.
- Factions now may offer Augmentations or huge amounts of Raw Materials as bonus rewards for missions now. They also offer a greater variety of existing structures and units.
- Combat mission requests cannot give combat rewards.
- Early game tech tree tweaked.
- Factions tweaked.
- Prices have been tweaked.
- Tweaked strings.
Graphics
- Fog/cloud graphics, especially in unexplored areas, improved.
- Mining fx tweaks.
- Touched up some portraits.
UI
- Land Buying UI made clearer.
- 'More options' button added to everything you can select.
- Tweaked New Game UI. Now gives basic strategy behind each faction. Shows more info on each difficulty level.
- You can now disable mouse camera rotation in the options.
- In the zoomed out view, hovering over anything will tell you what is there.
- In resource view, the floating resources show their name.
- Maglevs vs Floodfills have been renamed Pull vs Push to hint at their behavior. Infolinks on each is explained better.
- Tweaked many more UIs throughout the game.
- Tweaked some ui sounds and notifications to be less obtrusive.
Other
- Bug fix - Random plots of land not being buyable.
- Bug fix - Borders not visible in alternate view modes.
- Bug fix - Spaceports behaving badly with Endpoint Buffers. Disabled interaction to fix.
- Bug fix - UI widgets being out of order in certain cases.
- Crash fix - Rare unit pathfinding crash.
- Crash fix - Turret selection crash.

Major Update 0.3.0.2 Released!

Major Update 0.3.0.0 has been released!

Graphics Upgrade

All Factions now have portrait art. AI portraits show up when you speak to them, user portraits show up in the new game screen.
Main menu and new game screens have new background art.
A number of models replaced or polished visually.
Screen space ambient occlusion shading added, which improves visual quality of all structures and terrain in game.
Buildings, especially producers, have more glow and dynamic lighting.
Interface graphics have been polished.

Build Templates

Rather than simply duplicating small groups, you can now save off a group of structures as a Build Template, and use it later. Build Templates can be used between different save files. You can also rotate your build templates how you see fit.

Vehicle Automation Improvements

Cargo vehicle automation is improved. Cargo vehicles will go through cycles of gather and distribute in order to maximize inventory space usage. They now prioritize non-warehouses first, assuming non-warehouses are automation-enabled.
Additionally, endpoints like research labs and prefabricators have an option to allow auto-delivery directly from vehicles, similar to turrets and upgraders. Powerplants which require inputs also have this option now too.

Gather Directly from Excavators

Your cargo vehicles can now gather directly from mining vehicles. You can manually assign a cargo vehicle to a mining vehicle. There is a new automation mode on cargo vehicles for auto-gathering from mining vehicles which do not have a dropoff point assigned.
There is a new mining vehicle, the Heavy Excavator, which functions like a regular excavator, but moves extremely slow and holds far more capacity, designed for being gathered directly from.

Performance

The game engine has been rewritten to utilize the Entity Component System (ECS) architecture. This has led to performance gains (cpu-side) across all gameplay, though gains are most prevalent in late game factories with huge numbers of items.

Quality of Life

Selecting any structure to build shows a popup which describes what that building does before you place it.
Allies and neutral factions avoid your territory. Particularly helpful during wartime when their vehicles are exploding all around.
You can build Lake Bridges from the shore to your Lakeside Extractors, and then either run vehicles or Maglev Tubes across those bridges. This removes the need to use land reclamation to alter your lakes and rivers.
Prefabricators show how many structures you have stored.
Building or selecting a turret or radar shows the range of all similar buildings.
Being unable to place anything in build, relocate, duplicate, or other modes sends you a notification explaining why.
Labels of anything quick-located or renamed will show up on the zoomed-out view.

[h2]And More![/h2]
And many more smaller ui tweaks, gameplay changes, graphics tweaks, bug fixes, and crash fixes.



[h3]Note about Saved Games[/h3]
Save data layout has changed. Save files will still work from version 0.2.x.x, but you will want to save them in 0.3.x.x, otherwise they may stop working in later versions.
Also, some vehicle automation settings from 0.2.x.x will be reset and you will need to set them again.




Full Changelist
Graphics
- Screen space ambient occlusion shader implemented.
- All factions have new portrait art.
- New models for Storehouse, Warehouse, Supply Depot, Stackable Storehouse, Stackable Warehouse, Prefabricator.
- Numerous existing models altered and improved.
- Production structures have dynamic lights on, and lighting will pulsate as they work. Powerline lights pulse as well.
- Terrain textures improved.
- Main menu screens have new background art.
- New loading splash screens.
- UI gfx have been touched up.
- Smelter/forge/etc. floor glow made much more prominent.
- Improved particle fx graphics.
Gameplay
- You can now set cargo trucks and cargo quadcopters to manually gather resources directly from mining vehicles.
- New unit, Heavy Excavator, similar to regular excavator, but moves extremely slow and carries far more. Designed to pair with gathering resources directly with trucks.
- Normal excavators move slightly faster.
- You can now build Lake Bridges, which allow vehicles and tubes to cross over lakes. This makes it much easier to pull hydrocarbons from Lakeside Extractors via tubes. Requires Steel or later materials.
- Walls are much stronger.
- Nerfed subsurface wells significantly in favor of atmospheric extractors and lakeside extractors.
- The Orbital Exchange's special ability can never give you more money than you get from a mission plus bonus.
- Rebels second main mission reward buffed.
- More varied faction dialogue.
- Early game missions are tweaked to have fewer jumps up the tech tree for new players.
- A number of recipes tweaked and rebalanced.
AI
- Allies and neutral factions keep their land vehicles out of your territory. Useful when they are going to war with each other, at worst, you'll only have to worry about explosions at the edge of your territory (unless dealing with enemy factions).
- New cargo vehicle automation mode for auto-gathering from mining vehicles which do not already have a set dropoff point.
- Improvements to automated cargo vehicle decision making. Cargo vehicles now go through cycles of gather and deliver, which makes them fill up as much as possible from as many sources before delivering to as many sources as it can. This can yield inefficient setups if your gather points are far away from each other, but this is up to the player to optimize using filtering. It does yield much greater efficiency in most cases though, especially when dealing with resupplying gun turrets, for instance.
- Default cargo automation mode now gathers in a demand-oriented manner. Non-default automation (gather from miners, gather from external sources) are supply-oriented.
- Default cargo automation mode round robins to prevent resource starvation from demanders. Non-default cargo automation modes gathers from nearest.
- Non-warehouses are prioritized over warehouses for automated cargo vehicles.
- Endpoints like research labs and prefabricators have an option to allow auto-delivery directly from vehicles, similar to turrets and upgraders now. Powerplants which require inputs also have this option now too.
UI
- You can make Build Templates of buildings, which functions similar to Duplicate, but it instead saves these templates. These nameable templates can then be used across different save games, or across the same save without needing to reference the original setup. These can be rotated as well.
- Building mode immediately shows you info about whatever you are building, same as what you can find in infolinks. You no longer need to build things to see what they do, it will tell you beforehand.
- Much more info about each building is shown now in building mode and in infolinks.
- You can always select a structure build mode, even if you can't afford it or don't have enough stored, simply to see the build mode info.
- Modes such as Duplicate/Relocate/etc. now show additional information about the current mode.
- Explosions always tell you what you were killed by.
- Infolinks has more info on everything. Rent costs, maintenance costs, upgrader input consumption times, etc.
- Better errors for non-cargo vehicles whenever there are issues with dropoff or pickup. Better errors in general for all vehicles.
- Prefabricators/garages/hangers put requested items at the very top of the list.
- 2D Marquee select for structures in special modes (like relocate, create template, etc.) highlights structures within the selection.
- Many UI paths and workflows made consistent with each other.
- You can marquee select units in the zoomed out view.
- Ammo and Augmentations are split out into separate headers amongst all good types.
- Byproducts in infolinks fixed to show actual recipes to produce them.
- Prefabricator UI shows how much of each structure is stored.
- Building or selecting a turret or radar shows the range of all similar buildings.
- Labels of anything quick-located/renamed will show up on the zoomed-out view.
Other
- Bug fix - Buying land not refreshing build requests.
- Bug fix - Many small ui fixes.
- Bug fix - Fixed Squatter habitats being invincible sometimes.
- Bug fix - Prevent relocating structures out from under units.
- Bug fix - Fixed duplication not working in seemingly random cases.
- Bug fix - Storages counting incoming goods wrong for trucks fixed.
- Bug fix - Inventory UIs not replenishing properly.
- Bug fix - Powerplant UIs not showing contents.
- Bug fix - Tube colors not updating properly.
- Bug fix - Producer limits serializing improperly.
- Bug fix - Dangerous science mode leaves behind wreckage fixed.
- Crash fix - Crash on ordering about gun turrets.
- Crash fix - Crash with tubes entering double placed structures.
- Crash fix - Rare crash on AI building stuff.
- Crash fix - Crash on returning selected unit from the vehicle tracker menu.
- Crash fix - Partially deleting tube wreckage.
- Performance - Engine worked to use Entity Component System. Provides much better CPU-side performance. Improvements are most significant between paused and unpaused.
- Performance - Many smaller cpu-side performance improvements through a variety of changes.
- Performance - Some minor graphics optimizations.

Hotfix 0.2.0.4

0.2.0.4 (7/26/2022)
- You can now mute all trade requests from a faction (or from all factions if you'd like).
- AI now rushes to ask for new trade requests if you happen to run out of requests.
- Your buildings show up as green in zoomed out view. Allied buildings show up as blue.
- New Project UI changed to be a call button. New Project UI flashes yellow instead of red.
- Call UI tweaked to be clearer.
- Ledger has a dedicated UI button for better discoverability.
- Vehicle/Structure Tracker and Quick Locator have a button for selecting an item without moving the camera.
- Anything controlled by a trading faction now has a button to open dialogue with them, as well as open their store.
- Trading posts can now been selected so you can see their contents (trash, purchases, etc).
- Added button to close tutorial prematurely.
- All buildings have zoom to button.
- String tweaks.
- Bug fix - Enemy buildings don't display what they're building.
- Bug fix - Junctions can be filtered.
- Bug fix - Grave messages getting cleared.
- Crash fix - Junction entering a sorting house crash.
- Crash fix - Complex multi-junctions crash.
- Crash fix - Rare random crash from marauders moving about.
- Performance - CPU perf improvements.

Hotfix 0.2.0.1

0.2.0.1 (7/20/2022)
- Bug fix - Fixed money getting drained randomly.
- Bug fix - Solved soft lock on main story mission deliveries not working.
- Bug fix - Corrected research items getting stuck on last cycle.
- Bug fix - Factions won't ask you to build them HQs anymore.
- Bug fix - Endpoint storage buffers work with research labs.
- Crash fix - Fixed crash when getting trash out of a trading post.
- Crash fix - Fixed crash when upgrading tube wreckage to normal tubes.
- Fixed crash logging issues.