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Power Management Rework



Hello Everyone!

It's been fantastic getting to watch everyone get their hands on the game and enjoy it. The reception seems super positive so far, and I'm extremely excited to continue working on the game alongside all of you. We have a long way to go, but we're off to a great start!

As many of you have probably noticed, I've spent a considerable amount of time the past few days cleaning up bugs players have been running into, and getting them patched in a timely manner. I want to ensure the playability factor is there before I begin working on any significant changes and new additions to the game; that mainly being the first major update (which will take a few months in development) and reworking some of the systems in the game.

One of these systems is power management. It has been abundantly clear you guys do not like the power system in the game atm, and for good reason. It serves no real purpose other then to slow you down, and is clearly not a fun challenge to try and solve. So, it will be receiving the first rework!

[h2]Power Management Rework[/h2]

The rework to power is mainly to contrast it nicely with heat, where the two are meant to have similar implications in the game and bounce off one another nicely. Right now, heat does a fairly good job at that, requiring you to balance your heat output to not attract too many enemies.

Power however, feels underdeveloped in this area - it serves no real purpose other then to hinder your progress, and the solution is just "spam generators until the little red notification goes away". It's clear that power was not fully thought through, and so it will be first mechanic I focus on updating. I am doing this sooner rather then later because I believe this mechanic will heavily impact how the game plays, and having it in a good place before starting any major content updates is essential.

[h3]Proposed Changes:[/h3]

Below is a list of the proposed changes that have been drafted thanks to a discussion poll on our community Discord server. A lot of great feedback was collected, and here's what we came up with...

  1. Logistical buildings will no longer require any power to function. They will ONLY produce heat.
  2. Turrets will no longer output any heat. They will ONLY consume power to function.
  3. The initial power capacity you start with will drop drastically
  4. The amount of power defenses consume will drop drastically (see below for examples)
  5. Generators will output significantly less power, and all will require resources to function
  6. Every defensive structure will be getting a MASSIVE buff to accomodate for this
Link to the discussion: https://discord.com/channels/766378337047543829/1143268255247646930


As you can see, these are some pretty heavy changes that will impact the game balance quite a bit. In this system, heat and power will bounce off each other much more naturally, creating a system where you need to strategically balance both. This will also incentivize being smart with how you construct your turrets, as each one will have a much larger impact on your base and how well it can defend itself.

[h3]Rework Balancing Example:[/h3]

In the below example, the values go off the basis of the Initial power supply being 100w, and generator effectiveness being reduced (compared to what they are now) and requiring resources.

  • Repeater power consumption decreased to 1w (Range & Damage buffs applied, to make the repeater capable of dealing with light enemies in a more reliable fashion)
  • Shotgunner power consumption decreased to 3w (Damage & Firerate buffs applied, possible range reduction to make shotgunner more of a close-range defense built for waves)
  • Ranger power consumption decreased to 5w (Range & Accuracy buffs applied, so that it can reliably take out larger units. Possible nerf to firerate, to make fast-firing units more appealing)

This creates a system where each defense feels like they have a bigger impact on the game, but you'll have a limited number you can work with at any given time based on your overall resource throughput. This also creates instance where you need to decide between wanting to store & use a resource, or putting it towards power for increasing your power pool.

[h3]What do you think?[/h3]

Please let me know you think! This rework will go underway sometime next week once I've had time to discuss with the community what the new values of things should be, and there's a more solid idea of exactly how this system will work. It will go up on the experimental branch and be open for feedback.

In the meantime, you can expect v0.1.3 and v0.1.4 over the course of this week, bringing more bug fixes and QOL improvement to the game. I am committed to working on Vectorio full-time so we can make it the best tower-defense / automation game it can be, and I hope this commitment to you all will continue to show as early access progresses, and discussions / feedback are actioned promptly.

Thanks for reading,
~ Ben

Hotfix v0.1.2a | Available on live

Hello everyone

A hotfix has been deployed to both live and experimental. This hotfix addresses a major issue with region boosters that would cause storages to take away resources on reload, resulting in negative resource counts. Additionally, this hotfix adds a new drone type to help with later-tier expansion.

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


[h3]v0.1.2a Patch Notes[/h3]

New Additions:
- Added a new builder-type drone, Fabricator. Much faster drone that can help with bigger expansions.

Bug Fixes:
- Fixed an issue that would cause boosted storages to take away resources on reload
- Fixed an issue with boosted drones not moving from their port when deployed

Update v0.1.2 | Released 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.

NOTE: This update changes part of the underlying tech for the game - whilst this has been tested and confirmed to be working, there may still be strange edge cases we missed. If you notice any sort of artifacts happening that were not happening before, please report them so they can be fixed quickly!

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


[h2]v0.1.2 Patch Notes[/h2]

[h3]Quality of Life:[/h3]
- Blueprints can now be queued outside your claimed area without needing a reclaimer.
- Builder drones now remain operational during a power outage, and will prioritize power production
- Removed the ability for enemies to spawn in claimed areas during decryption events
- Queued reclaimers now have a "preview area", allowing you to better plan expansions
- Cargo drones now refund unused resources as a temporary measure to avoid resource-loss

[h3]Bug Fixes:[/h3]
- Fixed cargo drones not delivering to unset storages
- Fixed regional boosters not affecting drones
- Fixed incorrect status indicators on collectors, causing them to sometimes error out
- Fixed safeguard beacon causing errors when placed near the hub
- Fixed research progression to use Scoria instead of Nitrium
- Fixed missing texture on advanced crafter
- Fixed all remaining techs to ensure the game can be completed from start to finish

[h3]Core Tech:[/h3]
- Added a new force-terminate utility for the entity-manager, which will forcefully remove any entities that do not successfully finish their update loop. The goal of this utility is to ensure worlds continue operating when experiencing issues that cause the EM to freeze up. In the case an entity is terminated, it will be logged so that it can still be accurately reported without locking your save up temporarily. This requires further testing to try and discover any edge cases where this may cause other issues to arise.

- Refined off-screen calculation for turret that will drastically improve performance, especially on lower-end hardware where entities may appear to "skip" every so often.

- Began work on async loading for saves, allowing them to load without clogging the main thread. This should be semi-noticeable in v0.1.2, but will not see it's full potential until a later update. Additional improvements are being worked on and looked at to improve overall loading times.

Update v0.1.2 | Released 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]v0.1.1 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]
  • Buildings can now be queued outside of your claimed area. (should help with expansion)
  • Cargo drones will now refund unused resources to avoid wasting resources.
  • Planned Reclaimer's now display their claim range, to help with planning.

[h3]Bug Fixes:[/h3]
  • Fixed enemies spawning inside claimed area during Decryptor events
  • Fixed regional drone booster not affecting drones
  • Fixed collector status indicator sometimes appearing incorrectly
  • Fixed safeguard beacon erroring out when placed near the hub
  • Fixed Nitrium-based techs by replacing it with Scoria (found in the large outpost)
  • Fixed missing texture on the advanced crafter

[h3]Performance Improvements:[/h3]
  • Optimized off-screen turret calculations - this should help players on lower-end hardware.

Update v0.1.1 | Released on Live

Hello everyone!

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

[h3]New Additions:[/h3]
  • Added the ability to set the save icon
  • Added pipette to the tutorial sequence
  • Added new tutorial segment for crafters

[h3]Bug Fixes:[/h3]
  • Fixed blast collector from not functioning properly
  • Fixed an issue causing Celite unlocks to appear incorrectly
  • Fixed an issue where the recipe for infused crystal would not show up
  • Fixed an issue which could cause errors when a reclaimer was destroyed
  • Fixed an issue with labs & drone ports not always displaying their status correctly
  • Fixed a grammatical error on the Osmium description


P.S. Issues regarding drones & buildings "freezing" up have not been directly identified, but may have been indirectly patched by the fixes to labs & drone ports. Will keep my eyes on this and look for any instances of where it arises, as this seems to be the only critical bug at the moment.