1. Gunsmith
  2. News

Gunsmith News

Blueprints are here! Gunsmith update V36



Hello everyone!


Today we bring you a new Gunsmith update that brings a highly demanded feature: Blueprints! Yes indeed, now you can save your precious efficient production lines into blueprints and easily replicate them and expand!

This also comes with the feature of selecting multiple objects and either demolishing them or moving them together, making it easier to alter large production lines.

The update also brings various bug fixes and minor additions. More recipes and announcements will be coming soon! We also plan in the future to make Blueprints something players can share together in the Workshop. Life has been very busy for us but hard work and your support will get us there.

Have fun everyone!
Rich and Ed.

V36 Changelogs


Multiple Selection:
  • A set of very useful and highly demanded features has come to Gunmsith in this update. First and foremost is Multiple Selection, the ability to select and control multiple objects and machines together! This is one of the foundations of the Blueprints system and highly useful in itself.
  • You can enter the Selection and blueprints mode using “X” or the button in the toolbar at the right.
  • Entering the Selection mode, you can select and deselect single objects or use the controls displayed to select and deselect with dragging on the screen.
  • You can either demolish the selected group of objects or move them all together.
Blueprints:
  • The Blueprints system allows you to save a selection of objects with their output settings into a blueprint which will allow you to easily replicate that specific setup.
  • Blueprints save machine outputs so that you can easily save and replicate your most efficient production lines.
  • Blueprints are saved inside folders to allow the player to organize and separate their blueprints into categories.
  • After you create a blueprint you can initiate placing the saved setup with one click, which will load the blueprint into ghost mode just like single object placing.
Misc:
  • Addition of the ability to rename staff patrols.
  • Changed the naming scheme of crafting state machines “Level 1” becoming “Mk1” to alleviate the confusion between machine level and an item’s crafting state level. For example “Sewing machine level 2” is now “Sewing machine Mk2” and it adds 2.
  • Changed the notification system for staff who are protesting to a similar style to machines that require maintenance. A display in the bottom right that you can click to get to each staff member and check their needs.
  • Added an option in the settings that allows to control whether or not you want to be asked a confirmation when demolishing staff platforms.
Bug fixes:
  • Fixed an issue where the tutorial for panning the camera didn’t mention that the third task of panning is using the Middle Mouse Button which resulted in player confusion.
  • Fixed a typo in an item’s name PENT. Correct acronym is PETN.
  • Fixed a bug where autosaving wasn’t properly deactivated on the main menu, resulting in corrupt saves that just load into the main menu.
  • Fixed a very odd grammar typo in one of the tutorial steps about the cookbook.
  • Fixed a display issue with the Flow Cross where it didn’t properly display that it doesn’t lose durability and thus doesn’t need repair.
  • Fixed a bug where you could click on a few buttons in the main menu even though they are hidden.
  • Fixed a bug with staff and resting where they would head to the closest staff area even though it had no available resting spots. Which results in them sometimes protesting and leaving.

Multiple Factory Update!



Hello everyone! Tonight we are pushing nothing short of a massive change to Gunsmith. We have been working hard on this update and today Gunsmith enters its second of three stages of its Pre-Alpha development!

The multiple factories update is live right now, this will allow you to make as many factories in a few select countries for now, but this will grow. You will get extra bonuses on certain factory types and most importantly there is literally no limit on what you can do now.

Want to expand... Just buy another factory! Simple!


This is a huge change and I will post below the details. Thanks to Ed for writing this up as we went along!

We hope you all enjoy this update. Its MASSIVE. Therefore there is likely to be some bugs so please be patient if there are some absolute howlers! But... we think its pretty good!

Enjoy!


V35 Changes:


Multiple factories:
  • You can now open multiple factories in Gunsmith. Having multiple factories which are properly specialized and optimized is the true way of upscaling your gunsmith empire!
  • While you are building your production in a factory, a report is made weekly to estimate the factory’s daily production average and running cost.
  • As you open a new factory, your other factory passes into a passive mode where they automatically deliver the packaged products to your main inventory and consume the estimated running cost, all from the latest weekly report.
  • Raise the productivity of your factory to its maximum and try to reach the best possible weekly report before leaving the factory. That way, you leave it in its most efficient and productive state.
  • Specialized factories offer discounts for maintenance, utility usage and buy cost for machines in their relevant category. You should upscale your production by opening these specialized factories to benefit from the reduced setup cost.
  • Passive factories currently only deliver finished packaged products to the main inventory. Intermediate items and resources are independent for each factory.
  • Supply lines between factories for intermediate items will be coming soon.


Misc:
  • Addition of a new set of machines all revolving around explosives.
  • Addition of our first explosives item. TNT! More to come soon!
  • Added a new Three-Way Splitter for more efficient production lines. Let your creativity thrive!
  • Totally revised tutorial. We have remade the entire tutorial to be a less daunting experience and to properly guide you through Gunsmith’s basics.
  • We also have revised the Help panel and made it the game’s hub for more complex matters instead of forcing the information along with the basics in the tutorial.
  • Revised tutorial voice over.
  • Changed staff’s behaviour to find the closest resting point reachable.
  • Made a slight rebalance for staff energy drain rate and machine durability drain rate.
  • Various improvements and graphics overhaul of the user interface.
  • Various improvements to the game’s performance.


Gunsmith Pre-Alpha Phase 2 - Multiple Factories!

Hello all Rich here!

Tonight I am happy to announce that we will be entering our second of what I am hoping is three phases of our Pre-Alpha development.

The next update we will set a date for soon is going to be one of if not the largest update we have pushed to Gunsmith to date hence why we are still working on an exact date but were hoping it will be late this month.

What we will say today is that im happy to announce the first update of Phase 2 is....

Multiple Factories




This is something we have been working on for a long time and it has required a huge rework of our back end systems in order to prepare the game to take this new feature ( thank you Ed! ).

Multiple factories will allow you to aquire more factories across the globe. No more cramming into one factory. We are also designing specialist factories so you will get a bonus depending on what factory you choose for manufacturing certain items.





This is something we have been working on for a long time and it has required a huge rework of our back end systems in order to prepare the game to take this new feature ( thank you Ed! ).

Multiple factories will allow you to aquire more factories across the globe. No more cramming into one factory. We are also designing specialist factories so you will get a bonus depending on what factory you choose for manufacturing certain items.




Full Size







This will allow us to build upon unlocking new countries, shipping routes, political influence. Legal and illegal items.

The basic idea is that you will be able to take a snapshot of your current factories production leave the factory and that will continue to make you money on a daily basis. All of this will then go to a global inventory where you can start to spread your empire across the entire planet!!!

We will be back soon with a date for our update, for now we need to keep cracking on!

Best

Rich and Ed!

Gunsmith July Update

Hello everyone Rich here!


Today were dropping an update to fix a few issues that you might be having.

Ed has written the change log below.

We are close to finishing a major update for the game and were hoping that will drop next month and its going to be a BIG change for the game that we would say will be entering the 2nd of 3 phases of our Pre-Alpha.


We will announce it soon but for now were just pushing a small update to fix a few things in preparation for that and to fix some issues people are having now.


- More extensive performance optimizations all across the board.
Performance should be better, smoother and more consistent.

- Fixed an issue where you could place objects in the factory entrance thus blocking staff circulation.

- Fixed a bug that could occur and brick saves making it that all objects become unresponsive.

- Fixed a bug where staff could get stuck on top of platforms.

- Fixed a bug with patrol editing that made patrol points keep offsetting.

- Fixed a bug where in certain cases you could place objects on top of staff.

Hope all is well, we will see you soon!

Rich and Ed!

Summer Sale patch version 34b

Hello all Rich here,


We found a slight bug with the reputation system that needed fixing so we have just deployed that tonight.

All works fine now.


The hotfix V34b contains the following changes:
  • Performance optimisations to various aspects of the game that should yield 10-15% improvements.
  • Added a “Duplicate” button to automation rules to easily create new rules from previous configurations.
  • Added an option in the automation system so the player can allow or forbid buy rules from passing orders even when the player is on negative funds. Caution should be taken as this could lead to bankruptcy if badly managed. The feature is set to forbid buy rules by default.


Bug fixes:
  • Fixed a bug where the Market Manager couldn’t properly find the Market Station if it was too far away.
  • Fixed a bug where reputation didn’t show and count properly.
  • Made improvements to the movement flow of the Flow Cross.



Enjoy!

Rich and Ed