1. Vectorio
  2. News

Vectorio News

v0.2 Release Date

Hello everyone!

I hope you are all doing well heading into the summer season :)

Over the past few weeks since the multiplayer test, I have been gearing the update up for the live release coming in July. This includes applying the various tech improvements to the actual game now that we've been able to fully test them, and prepping the content portion of this update.

Now with most of that prep work done, I'm able to announce the release date for this update. It will be released on July 26th, alongside the Steam Tower Defense festival.

Thank you to everyone who has waited patiently these last 6 months and allowed me to make this update properly. It is pretty much an entire overhaul of the game now, with a plethora of improvements and new content additions across the board, all building on the amazing feedback you've provided.

Below is a list that outlines what is making it into this update. While this is not at all an exhaustive list, it should hopefully paint a picture of just how big this update truly is...

[h3]Gameplay Enhancements (new to live release):[/h3]
A list of some of the gameplay enhancements coming in this update. These are changes or additions to the game you'll notice and interact with directly. (the below list is new to the live release)

  • New region, Phantom Plains, with an entirely new tech tree. Challenge of this region mainly revolves around scanning, as there's a thick haze covering the region making the enemies in it hidden.
  • Steam achievements, with cosmetic unlocks tied to them in-game. (see below)
  • Decoration tiles and a new color brush utility, letting you add more personality to your base.
  • New strategic outpost mechanics, including internal simulations for each outpost. (for example, attacking the resource supply chain to it's generator array will shut the outpost offline)
  • New offensive gunship units to aid in attacking outposts. Can be commanded or controlled.
  • New logistical units to aid in long-range high-throughput resource distribution.
  • Variety of new resources with more interesting logistical challenges associated with them.
  • New unique defense mechanics, including turrets that can stun, push, and even convert enemies.
  • New miscellaneous buildings to help with designing your base, such as beacons and signs.
  • A plethora of balance changes across the board, altering pretty much all building stats and costs.
  • New settings menu, with many more settings to tweak the game to your liking.


[h3]Gameplay Enhancements (previously mentioned):[/h3]
A list of some of the gameplay enhancements coming in this update. These are changes or additions to the game you'll notice and interact with directly. (the below list has been mentioned previously)

  • Multiplayer, join forces with friends on a shared world with up to 10 other players.
  • New control scheme with dedicated control modes. Supports click to drag camera movement.
  • Improved drone logic, with better conditional checks and far more logical decision making.
  • Drone route connection previewing, showing the specific route a drone will take.
  • Redesigns on most of the UI, for better clarity & more intuitive navigation.
  • 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, as well as removing resource tier restrictions.
  • New defenses that require ammunition in order to fire. Used on stronger defenses.
  • Numerous shader improvements that will help overall clarity, notably on regional boosters.
  • Variety of new sound effects to give your base more life (i.e. drone ports opening & closing)
  • New resource x-ray utility, allowing you to see the resources stored in each building at a glance.
  • And a variety of other smaller improvements, too many to list!


[h3]Technical Enhancements:[/h3]
A list of all the technical enhancements to the back end of the game. These won't be directly visible, but will be felt through general performance improvements and a far better development stream.

  • New database & library system, replacing the old clunky library system. Whilst the old library system had it's benefits, it was very prone to errors and very inefficient.
  • Component refactor; a complete overhaul to how entity logic is defined and applied. Will speed up the development of new content exponentially, and offer extensive modding support in the future.
  • Vastly improved entity simulation, with the removal of the dynamic update rate in place of much more aggressive logic culling on certain entities. Reduces the active entity count substantially.
  • New metadata system, which can capture entity metadata globally or locally. This will be useful when producing entity clusters (i.e. outposts) and be used heavily in the copy + paste utility.
  • Update save system with better save-state capturing, storing entity conditions which were not previously stored in the old system (i.e. drone positions & action state)
  • New sound system, creating more localized sound instances & interactivity by utilizing a simulated 3D environment based on spatial blending.
  • 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.
  • Pretty much all reported bugs on the v0.1 branch have been fixed, either by addressing them directly or fixing them indirectly through other technical improvements.
  • Upgraded engine from 2021 LTS to 2022 LTS. This was mainly done as Unity has dropped support for 2021 LTS, and I plan to continue supporting Vectorio well into the future, even after full release.


If you have any questions or concerns, please do let me know. Once this update is out, further updates will come out at a much more reasonable pace now that most of the tech debt behind the game has been paid off. It took much longer than anticipated, but I firmly believe will pay off in the long run.

I'm super excited to see everyone get their hands on this update, it's truly a beast in of itself and has turned Vectorio into something much bigger then I think anyone originally expected!

~ Ben

P.S. You can grab Vectorio for 20% off right now during the Summer Sale!

https://store.steampowered.com/app/2082350/Vectorio/

Update v0.2.1e | 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]Experimental Info:[/h3]
  • Testing Cycle: ~2 weeks
  • Experimental Saves: Enabled
  • Backwards Compatible: No
  • 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 instances where cargo drones would stop deploying after their output containers were full.
  • Fixed input actions being executed when the cursor was over UI elements.
  • Fixed units continuously circling a previously destroyed target.
  • Fixed range not showing on equipped buildings, such as turrets and reclaimers.
  • Fixed pipette data not applying in multiplayer sessions.
  • Fixed ports sometimes spawning without a drone, making it so you couldn't edit the port. This was due to a rate limit on entity creations, which has been changed to support sub-entity creation.

[h3]Other Changes:[/h3]
  • Temporarily repurposed speed up / speed down to research button. This will be changed to a blueprint tool in the future. (speed up / speed down will not come back due to other considerations)

Update v0.2.1d | Available on Experimental

Thanks to everyone who has been helping to identify and report bugs! Through a collaborative effort, we were able to deploy 4 patches today, fixing all of the most pressing issues with multiplayer.

While there's clearly more work to do, we are making huge and rapid strides towards getting multiplayer into a stable state. I am confident with a few more long days, we can do it!

Now for the actual patch notes; here's what's been fixed in v0.2.1d...

[h3]Bug Fixes[/h3]
  • Fixed a serialization issue causing clients to repeatedly disconnect from multiplayer sessions.
  • Fixed invalid ID keys on the player manager, also causing clients to repeatedly disconnect.
  • Fixed resource x-ray tool causing crashes and not displaying any information.

Update v0.2.1c | Available on Experimental

For anyone having constant crashes or disconnects, this update should fix it. The issue stemmed from the entity pool where components sometimes wouldn't be matching. (mainly on blueprints)

[h3]Bug Fixes:[/h3]
  • Fixed entity component mismatch after entity was sent to the object pool. This should fix 95% of cases where players were disconnecting or even crashing.

Update v0.2.1b | 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]Experimental Info:[/h3]
  • Testing Cycle: ~2 weeks
  • Experimental Saves: Enabled
  • Backwards Compatible: No
  • 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 network package execution order - now runs in the order the event packages were created.
  • Fixed entity flags not syncing across all clients, causing strange interactions on some entities.
  • Fixed host package-validation getting stuck, which could stop valid event packages.
  • Fixed xray tool causing console error spam (still not working)
  • Fixed coloring issues when using quick-edit
  • Fixed buildings being equipable in route builder