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Screeps: World News

Screeps World Review



The latest issue of our Screeps World Review is out! Read about the game world progress in the past quarter, analysis of leaders' achievements and successes, and video replays of noteworthy events:

READ FULL ARTICLE

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Power Creeps update



The turning point of the Power Creeps development is just around the corner. This post will show how this mechanics will look in the game and also update our design document. A lot of things have already been described in the previous post, but the mechanics sparked hot debate, and we took a time-out to polish the idea and switch to other important tasks. This process gave us fresh ideas on what to change, and now we are confident the final concept can be viable.

TL;DR Brief summary of the adjustments
  • Only one class will be launched initially—Operator.
  • Any power creep can use its powers (skills) only in power-enabled rooms. Activation requires that any power creep approach the room controller and run PowerCreep.enableRoom(controller). This action is performed once by any player (not limiting to the room owner) and can be undone only by unclaim.
  • The operator will use a new resource called ops that it can either generate itself or buy in NPC terminals.
  • See an interactive skills planner below.


READ THE BLOG POST

Power Creeps update



The turning point of the Power Creeps development is just around the corner. This post will show how this mechanics will look in the game and also update our design document. A lot of things have already been described in the previous post, but the mechanics sparked hot debate, and we took a time-out to polish the idea and switch to other important tasks. This process gave us fresh ideas on what to change, and now we are confident the final concept can be viable.

TL;DR Brief summary of the adjustments
  • Only one class will be launched initially—Operator.
  • Any power creep can use its powers (skills) only in power-enabled rooms. Activation requires that any power creep approach the room controller and run PowerCreep.enableRoom(controller). This action is performed once by any player (not limiting to the room owner) and can be undone only by unclaim.
  • The operator will use a new resource called ops that it can either generate itself or buy in NPC terminals.
  • See an interactive skills planner below.


READ THE BLOG POST

Changelog 2018-03-05


It’s been a while since you’ve heard from us, but all in good reason. We’ve been working hard on some exciting new features that we’re now happy to announce.

Isolated virtual machine




The chances are that this major improvement will become historical. Nobody did that in the Node.js world before, we’re proud to be pioneers here. Marcel Laverdet, our open-source contributor, has implemented an excellent isolated-vm native module that finally brings full-featured VM isolation to Node.js. With the integration of this library, Screeps can now provide truly separated sandboxes to players that don’t affect each other in any way. It is highly recommended to try now, since it will be our default VM in a few months.
  • You can opt-in for an isolated VM in the new account settings UI called Runtime. This will move the execution of your script to another pool of server nodes with this experimental feature enabled.

  • The isolated VM takes you to your very own JavaScript environment, including heap memory and garbage collector.

  • Since isolated VMs can be transferred between threads within the same Node.js process, it is no longer neccessary to maintain multiple global instances, and you always have one single global. Moreover, your global environment is very stable and can persist for several days without resets (unless you reset it with your own actions).

  • You can use the new API method Game.cpu.getHeapStatistics() to know how much heap memory you’re using in runtime. The maximum effective limit is 256 MB for each player. If you exceed this limit, your VM may be reset.


Although this feature is still considered experimental, it is well tested on our PTR server and shows good results.

Private server support

An isolated VM is also available for private servers in our beta branch that you can install this way:

npm install screeps@beta


It is recommended to set runners_cnt to 1 in your .screepsrc file, since otherwise it will create multiple global environments for each player. There is a new option runner_threads instead which should be set to the number of your CPU cores.

Also, you may want to launch Node.js with --harmony_sharedarraybuffer flag in order to enable some memory optimizations.

Tombstones




Introduced new major feature: creep Tombstones. When your creep dies for any reason, there is now a special object left that contains information about the deceased creep and any resources it carried. Tombstones slowly decay over time, the decay period depends on the creep body size. After it is decayed, all resources contained are dropped on the ground. A tombstone provides room visibility to its owner.

  • New Tombstone global prototype.

  • New constants FIND_TOMBSTONES, LOOK_TOMBSTONES, TOMBSTONE_DECAY_PER_PART.


Thanks to davaned for this idea (see discussion on forum) and ags131 for implementation (PR #74).

Other changes


IMPORTANT: Lab reaction cooldown now varies depending on a reaction according to this table (also see the new REACTION_TIME constant).

Added new option directions to StructureSpawn.spawnCreep and new StructureSpawn.Spawning class which allows to set directions during spawning or cancel it immediately. (#61, #68 by sparr).

Added new parameter name to Room.createConstructionSite and RoomPosition.createConstructionSite (#50 by tedivm).

Creep .name and StructureSpawn .name properties can now be accessed by other players.

Added options plainCost and swampCost to Room.findPath (#62 by tedivm).

Increased CLAIM creeps life time from 500 to 600.

Creep.attackController on reserved controllers decreases reservation timer by 1 tick per CLAIM body part.

Other fixes:


These changes are supported in private server v2.13.0.

Read this post in the official blog