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AutoForge News

Forgotten Wilds (0.6) is now in Experimental

Forgotten Wilds Experimental
[p]AutoForge’s next update, Forgotten Wilds, is now live on the public experimental branch! This means it has already undergone testing with our beta players and is now open for everyone to try.[/p][p][/p][h2]Feedback and Issues[/h2][p]During this experimental phase, we’re focused on resolving issues and getting feedback on any of the new changes. If you do have any feedback to give or issues to report then please do so either in the Steam Forums or better yet over on our Discord.[/p][p][/p][h2]Important Reminder[/h2][p]Forgotten Wilds is backwards compatible with saves from 0.4+. If you are going to be playing on experimental then please backup your save files. You can find your save files in the folder: "Steamuserdata//1960480/remotesaves".[/p][p][/p][h2]How to get started playing the update:[/h2][p] Go to AutoForge Properties > Betas and select the "experimental" branch from the dropdown menu. Steam should update AutoForge to the latest build. You can verify this by launching the game and checking the version in the bottom left corner - it should be "0.6".[/p][p][/p][p] [/p][p][/p][h2]Major Changes[/h2]
  • [p]World generation options[/p]
  • [p]World generation changes[/p]
  • [p]Save file management[/p]
  • [p]Many new Mainframe upgrades[/p]
  • [p]Two new biomes including many new plants and monsters[/p]
  • [p] Lots of optimizations Full changelog will come with the full release of Forgotten Wilds![/p][p][/p]
[p] Thank you for taking the time to play the experimental version of Forgotten Wilds![/p]

Patch Notes for v0.5.16 (Experimental)

[p]Our next major update, Forgotten Wilds, is not too far off but I wanted to release one last patch for 0.5. I have fixed a few critical issues that have been plaguing players and I did not want them have to wait any longer than they have had to. I am putting this on experimental to give it a little time to cook and will release it fully within the next few days. Thank you to everyone that has reported issues and helped me figure these issues out![/p][p][/p][h3]Changes[/h3]
  • [p]Resolved crash caused by power networks becoming misaligned[/p]
  • [p]Resolved occasional crash during world generation[/p]
  • [p]Resolved issue with bypasses getting into a bad state after using auto collect near them[/p]
  • [p]Resolved issue with Porters rarely getting into a broken state[/p]
  • [p]Resolved issue with biomass being dropped during world generation[/p]
  • [p]Resolved issue with wind bullet when defender dies while being pushed back[/p]
  • [p]Resolved issue with interacting with Matter Refiner possibly leading to being unable to interact with other things in that session[/p]
  • [p]Resolved issue with UI mouse click triggering on technologies when dragging Research tree around[/p]
  • [p]Resolved issue with clicking on research queue also activating items behind it[/p]
  • [p]Resolved issue with invasions markers not being cleaned up[/p]

Forgotten Wilds - Sneak Peek

[h3]Greetings, fellow Golems![/h3][p]We’re thrilled to give you a sneak peek at our next major update: Forgotten Wilds. This update brings a huge amount of new content—two brand new biomes, revamped world generation, eight powerful new Mainframe upgrades and more (keep reading)![/p][p][/p][h2]The Forgotten Wilds[/h2][p]The world of AutoForge is about to get a whole lot wilder. We’re introducing two entirely new biomes, teeming with strange plants and dangerous creatures. This also means the full map can now finally be unlocked through Apotheos.[/p][h2][/h2][h2][/h2][h2]World Generation Upgraded[/h2][p]World generation has received a major overhaul. You’ll now be able to customize your world during creation, tailoring it to your preferred playstyle. We’ve also significantly improved cave generation — making exploration more enjoyable.[/p][p][/p][p][/p][h2]Mainframe Software Update[/h2][p]Each update we've been doing minor updates to the Mainframe but this time we're bringing a major update. There are eight new upgrades being introduce and some of these are amazing: Tether, Pilot, Overclock, Compress, Pierce, Organize, Brighten, and Scan. What do they do? We'll be keeping some secrets for now but here's a fun one — Tether is a brand new way to get around your factory in style using Power Relays.[/p][p][/p][p][/p][p][/p][h2]Save File Management[/h2][p]We've heard player feedback and after much consideration we have completely reworked how save files are handled. Now instead of a single save file per world you can have as many saves as you want — easily override an existing one or create a new one if you want a backup. Speaking of backups, there are now 3 rolling Autosaves; no longer will you live in fear of losing much time when an unexpected invasion strikes or any other chaos occurs.[/p][p][/p][p][/p][h2]Coming Soon![/h2][p]The new update is coming sooner than you think! We’ll be launching the closed beta in the coming days, and the experimental build should be live next week. We’ll have even more to share as we get closer to release.[/p][p][/p][p]Stay tuned — and we'll see you soon in the Forgotten Wilds.[/p]

Patch Notes for v0.5.15

A quick patch! I've resolved at least one major crash happening with gamepads and possibly another crash - I could not reproduce and therefore verify the fix. This patch also resolves a small issue with the previous patch causing Apotheos' map marker to move when an invasion happens.

[h2]Changes[/h2]
  • Resolved crash with UI when interacting with a container while using a gamepad
  • Potentially resolved a crash deep in the engine
  • Resolved issue with invasion marker moving Apotheos' marker
  • Container Inventory interface is now initially focused when interacting with it instead of the player's inventory

Patch notes for v0.5.14

First off, I want to apologize for the crashes players are encountering. There are a handful of them that keep showing up and I'm working hard to resolve them. Unfortunately several of them have proven to extremely difficult to resolve. In this patch I've hopefully resolved at least one of those issues and added in logging for another. If you have any information on a crash then please share it - especially the steps to reproduce it.

In addition to this, I've made two fairly major changes to invasions to hopefully improve the play experience around these. The first one is that now there is an invasion marker to show roughly where the invaders are. The second change is that invaders will now run out of power and explode after some time. Please continue to provide feedback and we'll do our best to continue to improve the game!

[h2]Changes[/h2]
  • Resolved crash caused by attempting to show a combat alert for something that has been completely destroyed
  • Resolved crash on load when settings has an invalid localization
  • Added logging to some UI functions to help track down some crashes
  • Resolved issue with transport tube item becoming orphaned (floating in air)
  • Added Invasion map markers to show where invaders are
  • Invaders now run out of energy and are destroyed after some time
  • Remove "experimental" label on main menu
  • Reduced mouse sensitivity while using gamepad to reduce likelihood of switching to mouse mode from very small amount of mouse movements
  • Resolved issue with structure UI not working properly after interacting with a splitter while using a gamepad
  • Resolved issue with gamepad cursor not displaying correctly when mouse was left over a UI
  • Resolved issue with gamepad not always displaying interaction hints
  • Resolved issue with interact hint text sometimes overlapping
  • Resolved issue with Mana Conduit using the incorrect animation when disabled