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Major Update - Forgotten Wilds is here!

[h2]The Wilds are ready to be explored![/h2][p]We're excited to announce that AutoForge's next Major Update, Forgotten Wilds, is now officially released! It has been a whirlwind of work to get this update out now in such a short amount of time - Special Delivery only came out 7 weeks ago! Despite this, we've managed to pack in a great deal of content into this update. Let's explore what you'll find in it![/p][p][/p][h2]Fresh Biomes[/h2][p]Not just one but two new biomes are introduced in Forgotten Wilds, which rounds out the rest of the overworld, making the far-most region tiles now being available for unlock. Like our other biomes, each environment introduces new plants to farm and monsters to raise![/p]
  • [p]Frostshore: A vast water world that sits under sheer icy cliffs. This cold biome is home those tolerant to the inclement weather such as the Giant Lamaria seaweed and the pale Foxolotl... Any guesses from the name what this creature is like?[/p]
  • [p]Golden Grove: A warm expansive forest. There the fluffy Grand Plume grows and the fearsome Dragorex roams... and also grows, technically... Is it a monster, or a plant..? The answer is: Yes.[/p][p][/p]
[p][/p][p][/p][h2]World Generation Improvements & Customization[/h2][p]As mentioned in our sneak peek, World Generation has received a major overhaul. You’ll now be able to customize your world during creation, tailoring it to your preferred playstyle. This includes passive mode and infinite resources! We’ve also significantly enhanced the cave generation and made many more improvements to make exploration more enjoyable. That being said, we're still not done with improving world generation and will be coming back to it in the future.[/p][p][/p][p][/p][p][/p][h2]Mainframe Software Update[/h2][p]Each Update we've been making minor enhancements to the Mainframe but this time we're bringing some fantastic new additions. There are eight new upgrades being introduce and some of these are amazing: Tether, Pilot, Overclock, Compress, Pierce, Organize, Brighten, and Scan are now available. We highlighted Tether in the sneak peek which is easily my favorite addition, but there are some other bangers we'd like to sound off on. We hope you are as excited about these as we are[/p]
  • [p]Pilot upgrades Otto's hover upgrade further into a fully controllable flight mode.[/p]
  • [p]Scan makes it possible to see which regions a specified resource is in via the Map.[/p]
  • [p]Organize increases your inventory stack size by 50%.[/p][p][/p]
[p][/p][h2]Early Support Structures[/h2][p]A new technology, Biomass Engineering, has been introduced that unlocks two new structures: Planter Box and Biomass Generator. The Planter Box is a simpler Plant Support which automatically harvests, however only a small number of plants are compatible with it.

Much like the Crank Drill, the Crank Generator was always supposed to be a short-term manual solution to starting your factory. We know it can overstay it's welcome, so we've introduced the Biomass Generator that can burn any type of biofuel to create power. It is very crude though, so don't expect too much from these clunky behemoths![/p][p][/p][p][/p][h2]Save 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 brand 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 other chaos occurs.[/p][p][/p][p][/p][p][/p][h2]0.5 Saves Are Safe[/h2][p]While on the topic of saves, there will again be no save wipe with 0.6! Just pick up where you left off! While you won't be able to enjoy the full host of improvements that the new world generation has to offer, we have made extra effort to add some of the new biomes to the outermost parts of the world so you can still get access to the content without restarting.[/p][p][/p][p] [/p][h2]
[/h2][h2]What's Next For AutoForge?[/h2][p]As with every major update, we will be focusing on resolving outstanding issues for a while before moving onto the next step. By next step I mean the Shared Workload major update... and by that I mean...[/p][h3]MULTIPLAYER!![/h3][p]We know many of you are very excited for this feature and so are we. You have likely heard that multiplayer is a tremendous amount of work so it may be a while before it lands but we'll keep you updated along the way.


[/p][p][/p][h2]Patch Notes[/h2][h3]Major Changes[/h3]
  • [p]Introduced Frostshore, the icy biome[/p]
  • [p]Introduced Golden Grove, the summer taiga biome[/p]
  • [p]Implement new monsters: Ice Wisps, Earth Wisps, Frost Crystace, Casclaw, Foxolotl, and Dragorex[/p]
  • [p]Implement new plants: Cloudberry Plant, Giant Lamaria, Golden Larch, Grand Plume, Mandrex, Nook-Nook, Snap Coral, and Verglas[/p]
  • [p]Mainframe software updated with upgrades: Tether, Pilot, Overclock, Compress, Piece, Organize, Brighten, and Scan[/p]
  • [p]Implement Biomass Generator (Early game power generation)[/p]
  • [p]Implement Planter Box (Early game farming)[/p]
  • [p]World generation now has many options[/p]
  • [p]Save file management allowing for multiple saves and whatever else your heart desires[/p]
  • [p]Rolling autosaves to help prevent progress lost[/p]
[h3]Balance Changes[/h3]
  • [p]Sky regions void matter cost increased and material cost reduced[/p]
  • [p]Biomes can now be in any order[/p]
  • [p]Greatly improved the effectiveness of Verify, Forage, and Scavenge[/p]
  • [p]Fire biome now has more appropriate foliage more of the time[/p]
  • [p]Increased Void Matter stack size from 100 to 500[/p]
  • [p]The outmost regions are now emittable[/p]
  • [p]Changed the Mainframe upgrade positions some[/p]
[h3]Bug Fixes[/h3]
  • [p]Resolved seemingly random crash caused by running out of memory while trying to render[/p]
  • [p]Resolved crash and other unexpected behavior when loading, saving a world, exiting to menu, and then attempting to load that save[/p]
  • [p]Resolved a memory leak when loading files[/p]
  • [p]Resolved issue with maps data sometimes being overwritten[/p]
  • [p]Resolved issue with foliage sometimes displaying glitched across the screen[/p]
  • [p]Resolved issue with sky island plants and more were being placed down on the ground[/p]
  • [p]Resolved issue with container inventory not always updating with current list of items[/p]
  • [p]Resolved regression causing items to not be sorted by category anymore[/p]
  • [p]Resolved issue with Cermet not being craftable in Forges[/p]
  • [p]Fixed dream telescope localization[/p]
  • [p]Add official localization for a great deal of text[/p]
  • [p]In addition to these we made numerous patches during 0.5 to get players fixes as quickly as possible[/p]
[h3]Known Issues (Art)[/h3]
  • [p]Biome background art is still placeholder[/p]
  • [p]Some of the new monsters are very passive while awaiting the rest of their animation[/p]

Patch Notes for Experimental (v0.6.4)

[p]Quick patch for our experimental build since the current patch has a few issues that need immediate attention. Thank you to those reporting issues and providing feedback![/p][p][/p][h3]Patch Notes[/h3]
  • [p]Fixing Steam Cloud autosaving for real[/p]
  • [p]Resolved new issue causing the starting mana deposit to be removed[/p]
  • [p]Resolved issue with not being able to progress through tutorial when "no monsters" is enabled[/p]
  • [p]Resolved issue with foliage sometimes displaying glitched across the screen[/p]
  • [p]Resolved issue with saving while using Pilot resulted in jump being dampened until using Pilot again[/p]
  • [p]Resolved seemingly random crash caused by running out of memory while trying to render (long standing issue)[/p]

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]