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Update v0.2.0c | Available on Experimental

Hello again!

A new experimental patch is now available for testing! You can access it on the experimental branch by following the instructions below if you wish to get access to the changes and fixes now.

[h3]How to opt into experimental:[/h3]
  1. Locate Vectorio in your Steam library
  2. Right click and go to "properties"
  3. Find the "betas" branch
  4. Using the dropdown, select "Experimental"

[h3]v0.2.0b Experimental Info:[/h3]
  • Testing Cycle: ~2 weeks
  • Experimental Saves: Enabled
  • Backwards Compatible: Up to 0.2.0
  • Update Type: Experimental Patch
  • Contains Spoilers: Yes


[h2]Patch Notes[/h2]

The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate.

[h3]v0.2.0 Enabled Content:[/h3]
The follow content has been enabled for testing...
  • New defensive building, Striker, which consumes ammunition to fire seeking missiles. Is available only to the player and can out-range Artillery to help with larger bases.
  • New logistics building, Ammo Forge, used to craft ammunition for other buildings. Will be used heavily in stronger defenses that require some sort of logistical problem to solve in order to use.

[h3]General Improvements:[/h3]
  • Added a new resource X-Ray utility, that lets you see the resources inside of each building across your entire base, all at once. Should help with understanding where resources are going.
  • Added internal storage containers & recipe info to the building UI. Currently there's no interactivity options for specifying things like filters, but these are in the works.
  • Improved drone reliability by adding more conditional checks before they deploy. This is still being worked on, but there should be a noticeable improvement.

[h3]Bug Fixes:[/h3]
  • Re-Added the liquidator back into the research tech tree, as it was missing after the large database changes done over the course of v0.2.0's development.
  • Fixed drones from doing bad deployments, where they visit targets not in their range.
  • Fixed recipe & tech trees from asking for resources before you actually have unlocked them.
  • Fixed missing recipe icons on the new unlock panel, if they were unlocked following a building.
  • Fixed labs endlessly taking resources that have already been completed in a research tech.

[h3]Core Tech:[/h3]
  • Disconnected the new resource utilities from the resource building entity class. They've now been moved to their own composition module which any entity-type can access.
Note: Due to this change, some resources may be lost when loading into your save for the first time on this build; though it is recommended to start a new save with this build anyways.


[h2]Balance Changes[/h2]

Starting from this patch forward, I will be listing the balancing changes made in greater detail. This will help with understanding why portions of your base may change from update to update, and hopefully get more people engaged with balancing discussions as we move forward.

Note: Balancing changes aren't final - it is a continuous cycle of iteration. If you don't agree with certain changes, please don't hesitate to let me know!

Shotgunner
  • Build Cost: Changed from 350 gold -> 120 crystallite
  • Utility Cost: Power decreased from 5 -> 3

Reclaimer
  • Utility Cost: Changed from 8 heat -> 5 power

Basic Crafter
  • Research Cost: Gold increased from 250 -> 500
  • Research Cost: Crystallite increased from 120 -> 250

Builder Port
  • Research Cost: Crystallite increased 350 -> 500
  • + Research Cost: New cost added, 800 gold

Barrier
  • Research Cost: Gilded Crystal increased from 800 -> 1200
  • Research Cost: Infused Essence increased from 500 -> 800
  • + Research Cost: New cost added, 500 iridium

Pulsar
  • Research Cost: Gilded Crystal reduced from 3500 -> 2500
  • Research Cost: Infused Essence increased from 800 -> 1800
  • + Research Cost: New cost added, 500 atomic alloy

Turbine
  • Research Cost: Gilded Crystal increased from 1500 -> 3500
  • Research Cost: Infused Essence increased from 500 -> 2500
  • Research Cost: Atomic Alloy increased from 800 -> 1200

Crystallite
  • Research Cost: Gold increased from 120 -> 250

Essence
  • Research Cost: Gold increased from 500 -> 1000
  • Research Cost: Crystallite increased from 500 -> 1000

Infused Essence
  • Research Cost: Crystallite increased from 500 -> 1000
  • Research Cost: Essence increased from 500 -> 1000


For now I want to leave the resource changes here and see how they feel, before proceeding with the remainder of the tree. This means future techs may have strange costs to them compared to these.

Update v0.2.0b | Available on Experimental

Hello again!

A new experimental patch is now available for testing! You can access it on the experimental branch by following the instructions below if you wish to get access to the changes and fixes now.

[h3]How to opt into experimental:[/h3]
  1. Locate Vectorio in your Steam library
  2. Right click and go to "properties"
  3. Find the "betas" branch
  4. Using the dropdown, select "Experimental"

[h3]v0.2.0b Experimental Info:[/h3]
  • Testing Cycle: ~2 weeks
  • Experimental Saves: Enabled
  • Backwards Compatible: Up to 0.2.0
  • Update Type: Experimental Patch
  • Contains Spoilers: Yes


[h2]Patch Notes[/h2]

The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate.

[h2]Bug Fixes:[/h2]
  • Fixed missing tech references on lumina, barrier, and lancer.
  • Fixed resource delivery line drawing being inaccurate
  • Fixed entity info type not updating when selecting an entity
  • Fixed entity info displaying previous resource amount if entity doesn't have one
  • Fixed turrets with barrels extending the tile range showing incorrect scaling on UI

[h2]Other Changes:[/h2]
  • Re-enabled turret range previewing, with a new shader effect
  • Re-enabled queued claimer range previewing, with a new shader effect
  • Updated depot models which follow design of new storage model


[h3]Note From Developer:[/h3]

Thanks to everyone who has been helping test these initial versions. I've been able to efficiently role through most of the larger issues, with now the main issues present being more related to balancing.

I'll continue to monitor bug reports & deploy fixes ASAP, but I'm gonna start prioritizing actioning some of the feedback regarding the actual gameplay. Here is a list of what I'll be working on and rolling out over the coming week, alongside a number of other improvements...

  • Adding a "resource xray" toggle (via a hotbar button or keybind) that overlays all resources that are contained inside of a resource building, to better help you understand where your resources are.
  • Finishing the entity building settings, as there is a lot of critical information not being shown.
  • A lot of balancing changes to turret & resource values. The values haven't been tweaked too much from v0.1.4, but now with the new library & database system it'll be far easier for me to analyze certain values and make more informed changes, instead of just shooting in the dark.
  • Finalizing The Abyss. There were a few new things left out of the original test because they weren't quite ready. I want to get these out and into your hands this week, as soon as possible!

Update v0.2.0a | Available on Experimental

Hello again!

A new experimental patch is now available for testing! You can access it on the experimental branch by following the instructions below if you wish to get access to the changes and fixes now.

[h3]How to opt into experimental:[/h3]
  1. Locate Vectorio in your Steam library
  2. Right click and go to "properties"
  3. Find the "betas" branch
  4. Using the dropdown, select "Experimental"

[h3]v0.2.0a Experimental Info:[/h3]
  • Testing Cycle: ~2 weeks
  • Experimental Saves: Enabled
  • Backwards Compatible: Up to 0.2.0
  • Update Type: Experimental Patch
  • Contains Spoilers: Yes


[h2]Patch Notes[/h2]

The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate.

[h3]Bug Fixes:[/h3]
  • Fixed Steam lobby not disposing connection properly on reload
  • Fixed crafters not tracking processes & returning bad resource queries
  • Fixed outposts coloring on minimap changing on reload
  • Fixed outpost base layer not having proper coordinates set
  • Fixed decryptors being destroyable by reclaimers
  • Fixed decryptors not being removed after finishing
  • Fixed turret barrels sometimes becoming unaligned
  • Fixed heat window not being interactable, and sometimes becoming frozen
  • Fixed drones grabbing resource info from the resource containers
  • Fixed arrows on the hotbar not flipping the hotbar number

Update v0.2.0 | Available on Experimental

Hello everyone!

I am happy to finally announce that as of today, v0.2.0 is ready to begin testing on the experimental branch with its initial testing rollout!

IMPORTANT: This update is huge, and because of that I am rolling it out in portions so that I can more easily collect, analyze, and action your feedback. Trying to dump the entire thing onto experimental all at once would make fixing bugs & addressing smaller direct feedback a nightmare for me.



You can use the above graph as a general breakdown of what to expect. I know doing it this was is a bit unorthodox, but it will help streamline the deployment of this update on my end drastically.

[h3]How to opt into experimental:[/h3]
  1. Locate Vectorio in your Steam library
  2. Right click and go to "properties"
  3. Find the "betas" branch
  4. Using the dropdown, select "Experimental"

[h3]Experimental Info:[/h3]
  • Testing Cycle: ~2 weeks
  • Experimental Saves: Enabled
  • Backwards Compatible: No
  • Update Type: Major Patch
  • Contains Spoilers: Yes


[h2]v0.2.0 Patch Notes[/h2]
[h3](not including 0.2.1 or 0.2.2)[/h3]

The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate.

Please note, this list is definitely NOT inclusive of all the changes in this update.

[h3]Core Tech:[/h3]
  • Complete refactor of the database & library system in the game. This will drastically improve initial loads into the game, as well as reduce load times going into saves. Will also improve general performance on library access calls. (i.e. whenever an entity is created, which happens a lot)
  • New world generation algorithm, using advanced generation functions to create biomes that influence how a region spawns. This is still heavily work in progress and requires feedback.
  • Improvements to the entity model constructor, that will make it vastly more efficient.

[h3]General Improvements:[/h3]
  • Improved simulation stack, with higher entity performance across the board.
  • Predictive aiming for turrets, letting them lead shots to be far more accurate on moving targets.
  • Refactor of the resource storage & management system, removing resource restrictions in place of a locally shared repositories. This is still being tested, but I am looking for feedback on it now!
  • Removed resource tier restrictions from the game, letting any tier resource be stored anywhere.
  • New model accent system, for applying custom colors & material values. Utilized heavily by the resource and faction system, making it extremely modular.
  • New model animation system, for defining animation groups which can be interacted with from each entities script. Currently used by turrets, and will be expanded on in upcoming versions.
  • Cargo drone distance prioritization, improving the overall efficiency and reliability of cargo drones.
  • Drone route connection previewing, showing the specific route a drone will take.
  • New sound system, creating more localized sound instances & interactivity by utilizing a simulated 3D environment based on spatial blending.
  • Wall connection key improvements, for more efficient connection changes.
  • Redesigns on most of the UI, for better clarity & more intuitive navigation.
  • Updated how categories are defined and created in the inventory. Allows for dynamic categorization of entities at runtime, instead of categories needing to be predefined.
  • Numerous shader improvements that will help overall clarity, notably on regional boosters.
  • Many small improvements to the tile grid and tile selector system, making them more efficient & modular for upcoming expansions on these systems (i.e. copy + paste)
  • Tucked away the info popup behind a keybind. Holding left control will now pop the window up.
  • New resource query system & internal storage improvements, enabling the following changes...
  • Burner generators can now take multiple resources, and the burner will always choose the resource with the highest power value to burn next.
  • Labs will now prioritize converting the resource it has the most stored of. If multiple resources have the same storage amount, it will then priotize the resource closest to being finished.
  • Crafters no longer need to have a specific recipe set. Just dump the resources into them and if the resources match an unlocked recipe it will be automatically crafted!

[h3]Bug Fixes:[/h3]
  • Fixed decryption finished event tripping the bug manager to pop up.
  • Fixed unreadable text on some of the info popups do to coloring constraints.
  • Fixed shader error on region boosters, which would make the shader extremely bright.
  • Fixed damage numbers getting frozen in world in some instances.
  • Fixed force closing UI's getting frozen on screen in some instances.
  • Variety of other bugs fixed indirectly by numerous core system improvements. Please let me know if certain bugs carried over from v0.1.4, as I will priotize fixing these first.


The initial rollout of v0.2.0 is focused on the improvements made to the pre-existing game. Multiplayer has been kept out so that I can ensure the new library & database system are working flawlessly, alongside all these other notable improvements made over the last few months.

The content portion of this update will release once everything (including multiplayer) has been tested and marked as stable enough for live. This will let everyone enjoy the new region & other content additions on a stable build, without annoying networking or game breaking bugs getting in the way!

If you have any further questions, please do let me know. This update has been quite the undertaking, but was an extremely important step in Vectorio's development.

Discord: https://discord.gg/vectorio

Update v0.2.0 | Rollout Schedule

Hello Everyone!

As we approach the start of the likely long experimental phase for v0.2.0, I wanted to get everyone on the same page for how you can expect this update to be deployed on the experimental branch.

Due to the sheer size of this update, I will be gradually rolling it out in pieces; making it more manageable for me to collect, analyze, and action your feedback. This update isn't just touching on numerous gameplay enhancements; it's a comprehensive revamp of several core systems.

The main focus of this testing will be ensuring the stability and efficiency of the new database system, which has affected EVERY part of the games underlying code base.

So, here's the plan right now...



[h3]Initial Gameplay Test | 2024-04-19[/h3]

The first test will start in just under 2 weeks from now, which will be primarily focused on testing all the gameplay changes running on the new database system. This is the most crucial part of the entire test, and I will be working closely with everyone to ensure a smooth deployment of it.

What will be in this test?
  • New database system, drastically reducing load times & optimizing library calls.
  • Improved simulation stack - higher entity performance across the board.
  • Multiple stability passes on individual entities (bug fixes reported in v0.1.4)
  • Redesigned initial region, with a vastly improved generation algorithm.
  • Balance changes to mid-late game, improving power vs. heat growth.
  • New enemy mechanics, including base-reconstruction & outpost core connections.
  • Redesigned user interface - all new windows with more intuitive navigation.


[h3]Multiplayer Test | 2024-05-03[/h3]

The second part of the testing will be on multiplayer. The reason this is excluded from the initial update is to focus testing on the core system changes; trying to pinpoint and fix specific problems would be a lot more challenging in a multiplayer environment, as certain bugs may only happen in MP.

What will be in this test?
  • Multiplayer - join forces with friends (or strangers) on a shared base!
  • Steam lobby & matchmaking support, play with others from around the globe.
  • Iterations on the initial gameplay test; fixing up initial bug reports & actioning feedback.


[h3]Full Update (with Phantom Plains) | Date TBD[/h3]

The final part of the update is of course the new region, Phantom Plains. This is the big content portion of the update, which is what everything prior to this has been building towards. The date will be based on how the prior tests go, but most likely it will go right onto live after multiplayer is finished testing :)

What will be in this test?
  • An entirely new region - Phantom Plains, with a new research tree & unique challenges.
  • Iterations on the previous test; fixing up Multiplayer bugs & actioning more feedback.


[h2]Additional v0.2 FAQ[/h2]

I'm sure many of you will have questions, so I've tried to address the top ones which come up repeatedly in our Discord server. (I will also try to answer any in the discussion thread)

  • When will the update be deployed on live?
    I don't know yet! It will depend on how testing goes during the experimental stages.

  • Can I test multiplayer early?
    No, there are still a few things missing from multiplayer for it to work seamlessly across clients, and I want to focus the initial testing on the other changes coming in this update first.

  • What will be changed in the first gameplay test?
    Assume everything. While it will still play similarly to how it did in v0.1.4, you'll notice a lot of little changes across the board to every part of the game, based on the feedback provided in v0.1.4!

  • Is insert bug here fixed?
    I honestly can't answer this. While many reported bugs were directly addressed, others have been fixed indirectly from changes going on under the hood. It will be hard to say until I get a larger audience testing it, but as a general consensus; the stability of the game has improved drastically.

  • Will my save transfer to v0.2?
    Yes, although with a bit of caveat. There are changes that have been made to the world generator which I can't retroactively apply to older bases, as it'd cause all sorts of conflicts to arise. I strongly recommend starting a new save if you want to experience the full update, but if not, your older saves should continue working and will be converted to the new database system when loaded.

  • Why not release Phantom Plains with the initial gameplay test?
    To answer honestly, it's not ready yet. This update has been such a massive undertaking that certain parts of the new region still aren't complete, and while it won't take much time to finish it off, there are changes to the initial region that I'd rather focus on right now and get smoothed out. This is going to be the final major update to the first region, so I want to make sure it's done right so I don't need to keep coming back to it and updating it every few months.

  • What will be in the new region?
    You'll have to wait and see for yourself :)

  • What's next after v0.2.0 is live?
    I'll probably spend a few weeks running continuous fixes on the live branch after its deployed, making sure it's in a good state before moving on. The next update coming after this though will be another new region, which should hopefully only take a fraction of the time to put together and release now that the game is closer to running how I want it to on the engine.