Major Update - Special Delivery has arrived!

[h2]Your package has been delivered![/h2]
We're excited to announce that AutoForge's next Major Update, Special Delivery, is now officially released! The delivery time for this update has been a lengthy one but we think you will find it was worth the wait. This shipment is jam packed with countless great changes from top to bottom, so let's open it up!

[h2]Need Input...[/h2]
Developing Controller Support turned out to be quite the undertaking! AutoForge has a substantial amount of UI, all of which needed to be factored in for controllers. While the top-level character-based movement and action of AutoForge was simple enough to translate, the automation and its many complicated user interface aspects added a difficult extra layer we had to juggle. Automation games (and their parent Strategy games) have historically been a tricky thing to translate to gamepad, but we think we've done a good job carving something out that fits our specific genre mashup well. We're sure there is still room for improvement, but being in Early Access we think this is a great place to build off of and improve with any feedback or ideas y'all might have. Let us know what you think!
As an additional bonus: while adding in support for controllers we expanded the input binding to allow secondary inputs, enabled input rebinding to ALL actions, and added in the ability to reset settings to the default. This of course extends to Keyboard and Mouse support too (which will also enjoy some spruced up input glyphs), so customize away!
Controller Glyphs are currently available and customizable for Dual Shock, Xbox, Switch Pro / Joy Con and Steam Controller.

[h2]Steam Deck Support[/h2]
We did it! Steam Deck is [deep announcement voice] VERIFIED! Fortunately, once we added in native controller support it was technically very easy to add in Steam Input support... Except I (Jasson), made it way more difficult for myself by falling down a completely unnecessary rabbit hole for a non-insignificant amount of time... I'm over it, I swear! Besides that, only a handful of other adjustments were needed, such as optimizations (see below), font scaling and setting up the on-screen keyboard. It should come as no surprise since AutoForge was already (completely unintentionally) running on the Steam Deck before we even looked at it, but we are still very impressed with how mostly painless (aforementioned rabbit hole notwithstanding) getting this working was.
Not being ones to ever just stop there, during the public experimental for this update, some community discussion also prompted us to build out support for the Steam Deck's very handy trackpad. The way this ends up working is how you would expect - using an elegant combo of the controller setup for movement / actions and mouse-like interface for aiming / cursor movement (utilizing the trackpad)- neat! We're not sure how many people will be into playing like this, so like regular gamepad support it is something we want to hear your feedback on!

[h2]Long Distance Transportation[/h2]
Transporting items and fluids over long distances is a thing of the past - Phase Technology is here! Items can be loaded up in Phase Stations and transported to other Phase Stations across networks, where they will continue their journey to whatever logistics problems you're solving! We've created multiple tiers of Phase Technology with the first intending to introduce the core fundamentals of phasing and then build up towards more advanced capabilities if/when you need them.
While this took a long time to get right, we're doing something a little different and are very eager to start collecting feedback. It shakes things up considerably and we will be listening closely to players thoughts on the system and how it affects the rest of the gameplay.


[h2]Tearing it Down[/h2]
Another long-requested feature, Deconstruction Mode also makes it's debut with 0.5! This was originally not intended for Special Delivery but since Long Distance Transportation will necessitate some big factory reworks, it seemed like a very welcome addition to try and include!
Along with Combat and Build, Deconstruct is a new in-game mode Otto can assume, that allows you to select multiple structures at once for mass-deconstruction; no more tedious dismantling of individual pipes and tubes!


[h2]Performance Gains & Improvements[/h2]
Between significant late game factory frame-rate drops and impending Steam Deck support, it became obvious that some serious optimizations were needed for AutoForge under the hood. In order to squeeze out more frames several key systems were moved from our scripting language to C++ while other systems were fully reworked to net additional gains.
The great news is that all of this work dramatically increased performance - seeing some giant factories go from 15FPS to 60+FPS on my machine. The bad news is that all of these systemic changes resulted in many critical issues that lengthened the beta and experimental stages, so we do apologize for the extra wait. We can say it was 100% worth it given how much better the game runs now. Thank you again to all of the wonderful folks who have been testing during this period, your bug reporting and automation efforts have been critical!

[h2]A Real Creature Feature[/h2]
New monsters have finally joined the roster! These have been a long time coming, as we have had their spawners, nests and farming aspects already in the game since Early Access launch! We're now very happy to say that the slime hordes will be thinned tremendously now that this new batch of monsters will be emerging from their designated spawn points.


[h2]In Your Face Interfacing[/h2]
Along with new symbols for inputs we've reworked lots of other subtle parts of the UI to help with readability, including some more notable things like the health containers and pointers. This is an ongoing mission, with additional changes already in the pipe for 0.6, but we'd love to hear your thoughts on the current state of all things User Interface and any ideas you might have!

[h2]0.4 Saves Detected, Continue?[/h2]
That's right! As previously mentioned there will be no save wipe with 0.5! Pick up right where you left off and enjoy the full host of new features with your current world!
We will also note that a heavily requested save-related feature is currently undergoing testing and is planned for release in the near future... Shall we talk about the near future?

[h2]Coming Soon In AutoForge...[/h2]
While we're all hands-on deck for fixing any issues with deployment of Special Delivery over the next few weeks, in-between dealing with those we will be diving straight into the Forgotten Wilds (our next Major Update). James has already been working on the graphics for the new biomes and the flora and fauna you'll find ready to great you, and I've begun testing and implementing some fancy new upgrades for Otto.
As far as the current state of the game in Early Access goes - we're both really happy now that a large amount of the major systems have been built! We're eager to switch over to introducing some more new content to the world of AutoForge and then start working on the next steps on our journey to 1.0. Let us circle back to that Roadmap once again for a little refresher on what we can look forward to!

[h2]Outstanding Issues[/h2]
There are still many smaller known issues that we're continuing to track down but believe this version is now far superior to 0.4. We do have one fairly major issue that we are having a hard time tracking down and need your help:
Bypasses and drills will seemingly randomly stop working - If you run into this please let us know and provide as many details as you can.
[h3]Known Issues[/h3]
- New text in game has not received proper translations yet
- Barberry invaders can get stuck on terrain
- Lighting can sometimes show incorrect brightness when a light source is just off screen
- Tooltips can block other windows while using a gamepad
- Researching technologies sometimes consume a little more resources than stated
- Many other small issues not quite as noteworthy
[h2]Patch Notes[/h2]
[h3]Major Changes[/h3]
- Introduced Phase Transportation for long distance item and fluid transportation
- Steam Deck support
- Native Gamepad and Steam Input support
- Greatly improved input rebindings
- Introduced Fire Wisps to the wild
- Introduced Wind Wisps to the wild
- Introduced Flame Crystace to the wild
- Introduced Ortomi to the wild
- Introduced Zabis to the wild
- Introduced Voidling to the wild
[h3]Quality of Life Changes[/h3]
- Added support for secondary input bindings
- Pipette secondary input defaults to middle mouse button
- Ability to quick transfer/split to items into and out (shift + lmb/rmb) of structures
- Ability to copy meta data (ctrl + rmb) and paste it (ctrl + lmb) to other structures
- Added support for rebinding inputs for all missing actions
- Added reverse rotate item input binding
- Added volume setting for factory ambience
- It is now must faster and easier to place a row of scaffolding and ladders (they work like tubes)
- Blocks can now be placed while running without having to move the mouse
- Sturdy Crates can now display inventory item hint
- Camera and Map zoom levels now persist between sessions
- Build Radius setting now persists between sessions
[h3]User Interface[/h3]
- Added input hint displayed at the bottom of windows
- Introduced Slider element in a number of places
- Improved handling of interaction input hints
- Improved display of mouse and keyboard inputs
- Interaction input hints are now hidden when UI is focused
- Improved Technology Research
- Healthbars now display in front of most other things
- Changed HUD tutorial collapse/expand icon
- Settings menu now dynamically resizes based on game resolution
- Added ability to reset settings to default
- Improved visual styling for modal windows
- Closing a container inventory while selecting a limit will now reset that state
[h3]Optimizations[/h3]
- Greatly optimized the combat system
- Greatly optimized logic handling item transportation
- Significantly improved game startup time
- Optimized lighting system
- Several other smaller optimizations made
- Smoothed out frame drops spikes a good amount
- Greatly optimized drawing powered areas
[h3]Changes[/h3]
- Dramatically changed how lighting illumination works to improve readability
- Added support for lights to have their lighting falloff at different speeds
- Countless changes to object lighting - including brightness, color, falloff, illumination and many new things now have a light source
- Oil Slime now face its target when attacking
- Upgraded engine to use latest SDL3
- Added idle animations for the remaining new NPCs
- Improved some tile readability with color changes
- Improved map grab and move interaction
- Improved visuals for lamps and torches
- Ladders and Scaffolding can no longer be placed on the backwall layer
- Reduced craft time for Silver Ingot from 9 to 8 seconds
- Reduced craft time for Gadget from 9 to 8 seconds
- Reduced craft ingredients for Gadget from (Iron Gear x2, Crank x1, Mana Fiber x3) to (Iron Gear x1, Crank x1, Mana Fiber x2)
- Reduced craft ingredients for Magical Essence from using 2 Gadget to 1 Gadget
[h3]Bug Fixes[/h3]
- Resolved issue with craft queue tooltip not displaying the correct item
- Resolved issue with illumination overlapping incorrectly
- Resolved issue with illumination not working on Otto
- Resolved issue with some sprites being cut off on the bottom slightly
- Resolved issue with Adamantite Ingots and Cermet being craftable before researching
- Resolved issue with bad item in Refiner breaking all item fabrication
- Resolved issue with Mana Conduits not taking Mana II after Expert Conduit Tapping technology is unlocked
- Resolved issue with some NPCs not spawning correctly during world generation
- Resolved issue with some Mana Turrents created during world generation not being "broken"
- Resolved issue with not always being able to harvesting items while using more than 1x1 build area
- Resolved occasional crash within item transportation system
- Resolved a crash that could occur when attempting to target a recently deleted entity
- Resolved crash caused by monsters attempting to destroy a block that is out of bounds
- Resolved issue with UI Scale setting being reset based off of resolution during game launch
- Resolved issue with Barberry (invader) rarely becoming invincible
- Resolved issue with Sturdy Crate map icon not appearing - Sturdy Crate icons will only appear for newly placed ones (sorry!)
- Resolved issue with some ancient devices not showing up on Apotheos map (only fixed for new worlds)
- Resolved issue with Power Relay III having a shorter connection range than intended
- Resolved issue with an "error" sound playing when placing blocks
- Resolved multiple instances of technologies missing dependencies
- Fixed missing backwall for an NPC point of interest
- Resolved issue with game not initializing 100% correct when settings file is missing
- Resolved issue with Quaridin Egg recipe missing from Replicator
- Resolved issue with research progress bar on HUD sometimes being misaligned
- Resolved issue with collection range not being applied correctly with pipette tool
- Resolved issue with many things popping in and out when on the edge of the screen
- Fixed timing of when "crafting done" sfx is played to only play when a final product is done and not dependencies
- Fixed graphics for Power Relays
- Fixed graphics for Large Mana Crystal Variant
- Fixed graphics for Ember Calcite Light Doubling
- Fixed graphics for Drowned Tree Tile Vector
[h2]Closing Thoughts[/h2]
That about wraps us up for this one, Folks! As we said before we'll be right here listening out for any bugs you come across, so feel free to reach out here on our Steam Discussion Forums or over on our Discord should you need us!
We'll be in touch soon with exciting news on 0.6! Peace!
Jasson & James
