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Patch v0.1.4 | Available on Experimental



Hello everyone!

The much anticipated Update v0.1.4 (Power Rework) is now available for public testing on experimental. This is a huge patch that completely changes how the power system works, as well as introduces a ton of new QOL features and other fixes to the game.

[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: ~1 week
  • Experimental Saves: Enabled
  • Backwards Compatible: No
  • Update Type: Patch
  • Contains Spoilers: No

[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.

Please note, this list is not entirely inclusive of all the changes in this update.

[h3]New Additions:[/h3]
  • Complete refactor of the power and heat system. Power only affects defenses, while heat only affects logistics. This will heavily affect how the game is played, so I am looking for feedback on it!
  • New generator mechanics. Now requires either resources or a resource node to produce power.
  • The ability to repair entities with one button press, in exchange for resources.
  • Two new music tracks for the in-game OST, Gridspace & Horizons.

[h3]Quality of Life:[/h3]
  • Multiple hotbars, and the ability to quick scroll through them using left-control.
  • New entity tooltip panel that shows info without needing to click on the entity.
  • Quick-edit keybind that enables the ability to edit certain entities in one click.
  • Defenses and reclaimers will now auto-reconstruct themselves if they get blown up.
  • Holding shift to move faster will also increase the speed of camera scrolling.
  • A variety of smaller QOL improvements to the overall control-flow of the game.

[h3]Other Changes:[/h3]
  • Removed collection mode and collector drones from the game, in place of having cargo drones unlocked from the get-go, and improving the overall control-flow of the game. This change is not final, and I'll be looking at feedback from it very closely.
  • New UI designs for many of the interface elements that were out-of-date due to the power rework. Should improve overall clarity and readability on many of the interface panels.
  • A variety of other smaller changes to certain notification windows, to again help with the actual information being presented to you due to things happening in-game.

[h3]Game Balancing:[/h3]
  • Majorly buffed all turret stats, in turn for not being able to build as many now.
  • Improved the default drone speed and storage, to help with early-game automation.
  • Increased the cost of many of the earlier research techs, as well as the actual cost to build them after unlocking them. These changes were made in correlation to the power rework.
  • A variety of smaller balance changes to improve the overall flow of the game.

[h3]Bug Fixes:[/h3]
  • Fixed labs causing a "Bug Reported" error when certain resources were put in them.
  • Fixed cargo drones sometimes going to the wrong target after being object pooled.
  • Many smaller bugs have been fixed from the core system improvements listed below.

[h3]Core Tech:[/h3]
  • New backend stat system for handling entity stats that will open the door for levels and upgrades in the future, as well as improve the reliability and accessibility of stats in the game now.
  • Multiple refactors to many of the manager scripts, that should help to improve their overall reliability and help support the new content coming in v0.2.0, which will have new unique mechanics to it.

[h2]Tentative Additions:[/h2]

The follow has been tenatively added to the release view for v0.1.4, but is not yet ready to undergo testing in the experimental branch. These changes may be pushed into a future update, but as it stands now they are still planned to be in v0.1.4 when it goes live.
  • Build planner, which enables you to customize blueprint priorities.
  • New heat path, that will add more heat levels to the end-game in order to produce more of a challenge, and better distribution of the early-game heat levels in order to improve game flow.

v0.1.4 Progress Update



Hello Everyone!

It's been awhile since the last update post, so I thought I'd throw together a quick progress report on the upcoming v0.1.4 update set to release on experimental sometime in the next week or so.

Also, just to quickly preface this post - I am aware that the Discord link in-game is not working. We recently reached level 3 on Discord, and were able to setup a custom URL. However, I was unaware this would terminate the previous link we were using, and so it unfortunately no longer works.

This will be fixed in v0.1.4, but for the time being you can only access our Discord using the new custom link. Please share it around for those that aren't aware: https://discord.gg/Vectorio


With that out of the way, let's get into v0.1.4!



[h3]Power Rework - Overview[/h3]

The main change in v0.1.4 is how power functions, and what buildings consume power. This rework fundamentally changes the way you need to think about power & heat as resources.

For those that don't know, in v0.1.4 all logistics buildings (drones, collectors, labs, etc.) will no longer consume power, and ONLY produce heat. Defenses on the other hand (turrets, walls, shields, etc.) will no longer produce heat, and ONLY consume power. Ideally, this is meant to enable more strategic decision making on your part, making heat and power bounce off each other much more naturally instead of power feeling pointless & tedious to try and manage.

In correlation to this change, since the total amount of available power has been drastically reduced, turrets are being MAJORLY buffed. This is meant to make each turret feel much, MUCH more impactful on your bases overall defensive capability. You'll require much much fewer turrets, and each turret will be balanced in a way where they can naturally bounce off each other to enable more strategic decision making with how you choose to setup turrets, instead of say defaulting to a wall of miniguns.

For a deeper look into this subject, check out the power rework post below!
https://store.steampowered.com/news/app/2082350/view/3681182908908723466

[h3]Power Rework - UI Redesign[/h3]

One of the first things I noticed after beginning the power rework, was that the UI was lacking critical information that would actually help the player maker more informed decisions regarding power / heat balancing. The first change I made was to the inventory, which now much more clearly displays what type of resource a building uses, and the cost associated with that building.

Here's an example of what power consuming buildings look like in the inventory panel...



And an example of what heat producing buildings look like...



I also changed where the power & heat counters are located, moving them to the top of the screen to free up space on the hotbar for multi-hotbar support. In the future, mode switching will be moved down onto the hotbar, and a "Region Overview" button will be added to the top near power & heat.



Finally, I redesigned the entity info panel, which is now laid out in a much MUCH neater way. The model preview has a little animation to it, and now supports custom model ID's & animations. When cosmetics are brought into the game, this is where you'll be able to select & view them from.



[h3]Power Rework - Generators[/h3]

The way you produce power has also changed. Gone are the days of being able to produce free power at no cost to you - now, all generators will require some form of resource, whether that's directly from a node (like the essence reactor seen below), or from a resource input via a drone.



In the future, additional generators will be added with more unique pros vs. cons to them, letting you more strategically choose how you want to generate power.



Now here's where we come to the main issue I've noticed with the power rework - resource abundance. Before, the resource abundance was typically obfuscated by the fact you were constantly redesigning defensive structures, meaning you would typically notice a resource drain whenever constructing.

However, as you now no longer need to produce as many defenses, it has critically highlighted how bad the issue with resource abundance is. Unless you're actively researching or expanding, there is practically no resource drains in the game. That has slightly changed now with generators consuming resources, but only a handful of resources are actually used towards power, meaning there's still plenty that have almost no real use-case to them beyond build costs & research costs.

This is where the new planned levels & upgrades system comes into play.

[h3]Building Upgrades - The Plan[/h3]

The current plan for upgrades is as follows. Please note this is all very much subject to change, and is actually the topic of this weeks discussion podcast with our community over on Discord.

  • Upgrades will work similarly to research, in that you can have one active upgrade set at a time
  • The upgrade will consume resources using a "Upgrade Bench", again similar to research
  • Each building will have 5 unique upgrade levels to start, with more in the future
  • With each level, you get to select from 3 different upgrades unique to the building being ugpraded
  • Upgrade improves the effectiveness of a building, but in turn increases its heat & power
  • Heat and power increase apply retroactively, meaning you need to be careful when upgrading
  • Carelessly upgrading can result in power outages or heat level increases
  • Upgrades are permanent, but you can completely reset a building back to level 1 at anytime
  • In the future, upgrades will unlock engineering slots, which alter the way a building functions
  • Ability to upgrade is unlocked after essence, with the new "Upgrade Bench" building

As you can see, this is quite a large system that adds a ton of depth to the strategic gameplay options you have. Upgrades are not a mindless task, but rather something you need to be mindful of and plan ahead with. Careless upgrading can result in your base hitting limits it's not yet built for.

Here is a little example of what this would look like. You have a choice between three upgrades, each with it's own benefits, however each one effects the overall cost to run the building. In-game, this would also display the overall change to your bases power or heat if applied, showing if it would result in a heat level increase, or power outage.

[h3]Building Upgrades - What's in v0.1.4?[/h3]

This system is very much needed to solve to the resource abundance problem, and so I am doing what I can to at least get it partially in a testing state for v0.1.4 - however, this is something that requires a lot of thinking in order to balance properly, and so there's a chance it may not be ready in time.

In the case it isn't ready on-time, other methods will be used to temporarily solve the resource abundance problem will be used, such as temporarily higher build and late-game research costs. But, the end goal is to move resource sinks towards upgrades and engineering, with upgrades being an additional motive to expand and gain new resources, and engineering being a huge resource sink you need to scale your base up to obtain. (as it'll have ongoing costs associated with it)



Finally, many people have been requesting expansions to the OST. Our lovely producer Drew and I are well aware of this, and we've both agreed that the OST would be expanded over the course of the games early-access lifespan, including unique theme tracks for each region.

In v0.1.4 however, two additional tracks are being added to the main playlist. Here's a little sneak peek at them below, for you music lovers are out there!

[h3]Vectorio OST - Gridspace Preview[/h3]

A super spacey track that fits in perfectly with the rest of the soundtrack. Inspired by Com Truise, this track brings a new unique touch to the Vectorio OST!

[previewyoutube][/previewyoutube]
[h3]Vectorio OST - Horizons Preview[/h3]

A very chill ambient track that is meant to counteract the more futuristic / space themed tracks. This one was heavily inspired by one of the newer tracks in the early-access Steam game, Satisfactory!

[previewyoutube][/previewyoutube]



While not directly tied to v0.1.4, we recently had a survey on our Discord server that asked the community what features they'd like to see next. You can see a screenshot of the survey below.



With this survey in mind, certain feature priorities are being shifted around, here's a list of the changes being made so far, which will be reflected in an updated roadmap coming out sometime after v0.1.4 is released and stable on the live branch.

  1. Multiplayer has had a boost in priority, moving it into the release view for v0.2
  2. RTS mechanics (unit control) will be partially implemented in v0.2, but not fully
  3. Logistics v2 will be split into multiple segments, part of which will be in v0.2
  4. Armory (cosmetics) & other gamemodes have been lowered in priority.

These changes are mainly to ensure that there are better ways to attack enemy bases and setup supply chains in v0.2, but will not be a fully inclusive update to either feature, as multiplayer will be receiving more of my attention going into that update!

[h2]Questions? Comments? Concerns?[/h2]

Please let me know! I love hearing from the community and what they think about certain changes or features, and it helps me to make more informed decisions on specific features.

New Discord Link: https://discord.gg/Vectorio

This Friday we'll be hosting another episode of our community discussions podcast, which is where we pick a specific topic and let the community directly give their feedback on it. This weeks podcast will be on the upcoming levels system, so if you want to give your ideas or feedback on the subject, this is a great chance to do so! Like previous episodes, this will be uploaded on YouTube afterwards.

I can't wait to see everyone get their hands on v0.1.4! Lots of new exciting changes are coming in it that will start to pave the path towards Phantom Plains (v0.2), the first major early-access update.

Thanks for reading,
~ Ben

[EP2] Community Discussions Podcast | Resource Sinks

[h3]Community Discussions Podcast | Resource Sinks (Ep 2)[/h3]

Today, we had our second community discussion podcast over on our Discord server. This is an opportunity for the community to voice their ideas and feedback on specific topics, each and every week!

This week, we attempted to deep dive into Resource Sinks, and how they're currently missing from the game. HOWEVER, the podcast topic took a turn and we ended up touching on other subjects that are clearly needed to be improved on first before introducing more resource sinks.

This was quite an interesting episode, and the community really drove the topic. Watch it below!

[previewyoutube][/previewyoutube]

[h3]Podcast Timestamps[/h3]

You can find a list of timestamps in the YouTube video description for quicker navigation. I HIGHLY recommend using them as the topic does jump around quite a bit.

[h3]Priority Changes[/h3]

Below is a quick TL;DR of the priority changes that were a result of this podcast. Hopefully this goes to show that I will continue to use these podcasts as a way to create lines of communication with the community in order to better approach the timeline of certain features during early-access!

Priority Bumped: (these features are now at the top of my list)
  • Multiplayer - the ability to play with friends and other people on a shared world
  • Drone Systems - implementing better tools for interacting with & setting up drones
  • Unique Generators - more unique generators that each have a give & take to them

I will be releasing a post soon with updates to the roadmap, as multiplayer especially has been a very highly requested feature, and so will be given increased development time in a shorter timeframe.

Hotfix v0.1.3a | Available on live

Hello everyone

The v0.1.3a hotfix has been deployed to live! While this patch has been tested on experimental, further testing is required to ensure the issues fixed in this build do not reappear. Further ghost patches will be deployed as needed until the issues have been completely fixed.

In the case some of these bugs still exist, a ghost patch will be deployed to ensure they are fixed.

Questions? Comments? Concerns?
Let me know below or on our Discord server: https://discord.gg/auDgRJqtT9


[h2]v0.1.3a Patch Notes[/h2]

[h3]Bug Fixes:[/h3]
  • Fixed an issue where labs would not research even when they had valid resources in them
  • Fixing boosted storages from still being tracked inaccurately in the resource manager on reload
  • Fixed resource icon from not disappearing if the drones route was cancelled mid flight
  • Fixed shield bubble not updating to the correct faction after being object pooled
  • Fixed an edge case where a drones resource icon could cause an EM termination call
  • Fixed an edge case where certain resources placed in a lab could cause an EM termination call

[h3]Core Tech:[/h3]
  • Added a set of centralized utilities for interacting with & debugging resources, including a slight refactor to how base resource properties are accessed.


[h2]v0.1.4 In Development[/h2]

Work on v0.1.4 has begun, which is focused on the power rework and further QOL improvements. Below you can find a list of tentative changes coming in this patch...

[h3]v0.1.4 Tentative Changes:[/h3]
  • Power Rework - A set of mechanic & balancing changes aimed at making power more of a strategic resource you need to think about. (for a full breakdown check the linked post below)
  • UI Enhancements - Slight redesign to certain UI elements to display more useful information
  • Build Planner - The ability to control build priorities, and see the costs of planned buildings
  • Multiple Hotbars - QOL addition that lets you cycle through up to 10 different hotbars

Estimated delivery time for this patch is about ~1 week. For a full breakdown of the power rework, check out the linked announcement below from last week.

https://store.steampowered.com/news/app/2082350/view/3681182908908723466

Hotfix v0.1.3a | Available on experimental

Hello everyone

The next hotfix 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 fixes now. Please note experimental updates can be unstable, so it is always recommended to backup your saves if you wish to avoid possible conflicts.

[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]v0.1.3a Experimental Info:[/h3]
  • Testing Cycle: ~12 hours
  • Experimental Saves: Disabled
  • Backwards Compatible: Yes
  • Update Type: Hotfix
  • Contains Spoilers: No

[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 an issue where labs would not research even when they had valid resources in them
  • Fixing boosted storages from still being tracked inaccurately in the resource manager on reload
  • Fixed resource icon from not disappearing if the drones route was cancelled mid flight
  • Fixed shield bubble not updating to the correct faction after being object pooled
  • Fixed an edge case where a drones resource icon could cause an EM termination call
  • Fixed an edge case where certain resources placed in a lab could cause an EM termination call

[h3]Core Tech:[/h3]
  • Added a set of centralized utilities for interacting with & debugging resources, including a slight refactor to how base resource properties are accessed.