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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.

[EP1] Community Discussions Podcast | Power Management

[h3]Community Discussions Podcast | Power Management (Ep 1)[/h3]

Today, we had our first 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 deep dived into Power Management. Watch the podcast below!

[previewyoutube][/previewyoutube]
[h3]Podcast Timestamps[/h3]

You can find a list of timestamps in the YouTube video description for quicker navigation. I recommend skipping the intro if you've already read the "Power Rework" post. (CLICK HERE TO SKIP)

The first section of the video is dedicated to talking about local power networks, and how it may or may not fit Vectorio. The second half dives deeper into the power rework and what the goals of it are, and how it's meant to strategize the gameplay of Vectorio more than it's current implementation does.

[h3]Power Rework Post[/h3]

If you aren't aware of the proposed upcoming changes, I recommend taking a look at this post. The video only touches on a brief summary of it, but this post goes deeper into the goals with the power rework.

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

[h3]Questions? Comments? Concerns?[/h3]

Please let me know! I want to involve the community as much as I can in every step along the way. If you want to join the discussion, feel free to hop in our Discord server as well!

Discord: https://discord.gg/auDgRJqtT9

Update v0.1.3 | Available on live

Hello everyone!

The next patch has been tested on experimental and all changes have been confirmed to go live. This update is mainly focused on QOL improvements & general stability.

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


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

[h3]New Additions:[/h3]
  • Added the ability to copy settings (MMB) and paste them on pre-exisiting buildings.
  • Added texture mipmaps to drone ports to help lessen the light strobing artifact that happens at certain zoom levels. This may be applied to additional buildings in the future.
  • Added new damage and destroyed warning system (toggleable in settings)
  • Added bloom intensity slider to settings

[h3]BUG FIXES:[/h3]
  • Fixed turret heads becoming off-centered
  • Fixed layout-rebuilder on inventory UI
  • Fixed units skipping into base on reload
  • Fixed buildings remaining linked to an outpost core after being object pooled
  • Fixed drones remaining linked to their previous targets after being object pooled
  • Fixed turret targetting system to not target objects that have been object pooled
  • Fixed Atomizer turret from causing bugs
  • Fixed explosion sounds for Artillery playing in the distance when off-screen

Update v0.1.3 | Available on Experimental

Hello everyone!

The next 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 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]Experimental Info:[/h3]
  • Testing Cycle: ~24 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]New Additions:[/h3]
  • Added mipmaps for certain textures to help negate the strobing effect at certain zoom distances
  • Added new warning system to notify you when buildings are damaged or destroyed

[h3]Bug Fixes:[/h3]
  • Fixed turret heads becoming off-centered
  • Fixed layout rebuilding on inventory panel
  • Fixed units skipping into base on reload
  • Fixed buildings remaining linked to an outpost core after being object pooled
  • Fixed drones occasionally flying away to previous route after being object pooled
  • Fixed Atomizer laser not affecting buildings and sometimes causing the game to bug out
  • Fixed turret targeting system from retargeting onto object pooled enemies

[h2]Tentative Additions:[/h2]

The follow has been tenatively added to the release view for v0.1.3, but is not yet ready to undergo testing in the experimental branch. These changes may be pushed into v0.1.4 in order to get the fixes available on v0.1.3 available to everyone on the live branch in a shorter timeframe.

  • Ability to daisy chain reclaimers to make expansion efforts easier
  • Ability to hold control to lock the axis you're building on