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Pantropy News

Update September 2020

We made a lot of progress since the last update and we want to show you what we have been up to for the last couple of months:

The first thing I did was to test the androids on our development-server.I quickly found out that the way we handle these androids was not very efficient and used up a lot of resources. With only 20-30 androids on the map I was left with only 10 FPS on the server.

The main problem was that when we wanted an android to build a base - he had to be visibly on the map in order for this base to be build.

This is the result of trying to implement the android system onto our already existing creature system.

The data of each creature would only be alterd when a creature was on-screen. This meant that in order to build a base an android had to be on-screen because the system that builds this base is attached to the android‘s game object itself.

Back in 2018 when i developed the whole creature system i wanted to make it as efficient as possible and i did that by only changing the data of a creature when this creature was on-screen and near a player. Sadly this approach did not work well in combination with our androids because androids would need to build bases even when they are off-screen. So I set out to change the underlying creature system to work like this.

The new system is way more efficient and does not require an android to be on-screen to work. Our grand-strategy-system which is responsible for the actions of all androids can now build bases, mine ores, transport goods from one base to another withour needing any androids on the map.

We also switched from a role-based-action-system to a job-based-action-system which means that the grand-strategy-system creates jobs and assigns them to unemployed androids. Our androids are now capable of managing an entire base. This means that they gather resources, deposit resources into storage chests and then smelt these resources. They also repair any damaged part or replace baseparts that have been destroyed. They can resupply turrets with ammuniton and resupply mechs with charged energy cells and ammo.

The next thing I have worked on is an AI for our mechs. We want our androids to operate mechs in order to transport items from one base to another, guard monuments/bases or use them to raid player bases. So I developed a system that links our already existing mech-system with the above mentioned creature-system.

While working on the mechs I fixed bugs that existed since 2018. For example we had players who reported that their scout mech suddenly had a gun from a T2 mech attached to it.

This bug is finally fixed now.

Also we had issues where the dead bodies of creatures would not spawn when they were killed from within a mech. This is also fixed now.

Then there were a lot of cases where the 3d model of the bodies of creatures would not match the creature you killed. For example you just killed a pig and the dead body of the dead pig would turn into a forest warden or a storage chest.

This bug has been fixed aswell.

Lastly I have implemented an artillery installation for our androids.

This artillery will be used by androids to lay siege on your base. It requires energy to run and has a limited range of 750m.

You can stop this by killing the androids who are operating the artillery or destroying the base it is standing on.

We want to fix as many bugs as possible and improve the gameplay next.

I will keep posting updates on our discord, steam and here on kickstarter.

Feel free to checkout our latest devlog on Youtube too:

https://www.youtube.com/watch?v=rGEeyuX1WXQ&ab_channel=Pantropy

We are working on a new Update! Bugfixes, Singleplayer, Co-Op & Androids

Hello,
maybe you have already noticed that the development of Pantropy has been quite slow during the past year.
First i want to mention that we did not run off with any money or discard the project. We are still determined to finish developing Pantropy.

Second if you want to know more about why we have been so slow with the development, then i would recommend reading our last update on our Kickstarter page:
https://www.kickstarter.com/projects/2124684123/pantropy-reboot/posts/2833739

But despite all of the setbacks i have some good news.
We are currently working hard on a new update that fixes some major and small bugs and introduces a singleplayer and co-op mode into the game.
Right now i am working on implementing androids which will act like players in order to fill a small server or bring action to your singleplayer/co-op session.

These androids mine ores, build bases, defend their territory and will eventually try to raid you.

Check out the video i have made that shows some of the features which are already developed (but not ingame yet!) :

[previewyoutube][/previewyoutube]


We hope to see you ingame once the update is live.

Pantropy V.0.6.185


[Fixed] Miningstations could be placed on foundations even though they were only ment to be placeable on the terrain - so miningstations that were placed ontop of foundations were at a high risk of vanishing

[Fixed] Miningstations would keep mining even though they were full - so they still used up the drill and energy of energy cells. Furthermore they would add items into random item holders like furnaces, generators etc.

[Fixed] The progress bar in the menu of miningstations did not show any progress

[Fixed] Inconsistant power output/consumption from all baseparts that are hoocked up to the energy system

[Fixed] Players lost huge parts of their bases after upgrading elements like foundations due to an integrity issue

[Fixed] Getting stuck in baseparts when rejoining a server

[Fixed] Gates could not be used in bases because they did not accept any elemnts ontop of them

[Fixed] Removed the upgrade button for baseparts that can not be upgraded

[Added] Mirrored Round Stairs
[Added] Mirrored L-Stairs
[Added] Mirrored Staircase
[Added] Diagnoal Wall
[Added] Diagonal Panorama Window

Pantropy V.0.6.171

You might have noticed that we were kinda slow at publishing patches lately and there is a good reason for it:

Previously we had to cut down on testing and development time to get a patch out ASAP.
This resulted in not only worsening the overall state of the game but often the patch did not even fix the issues it were ment to.

So we had to change the way we approach publishing patches:

From now on we take the necessary time that is needed to create a solid solution for each bug.
We have also assembled a great team of community memebers who are willing to test each of these solutions thoroughly before we push them out to the public.
To make our live's easier we carved out a couple of days to create an interactive Bug-Reporting-Tool.
This tool allows us to streamline the process of finding, fixing and testing bugs.

We hope we can get the core features of pantropy fixed in a reasonable amount of time so we can start adding new and awesome content.
With this patch we fixed some really important things like some parts of your base vanishing or not working properly and the integrity system was completely broken.


Full list:
```
[Added] Bug reporting system for our Beta-Testers to streamline the development process

[Improved] Performance when loading bases
[Improved] Loading time when joining a server

[Fixed] Servers not booting after a regular restart - forcing us to wipe them
[Fixed] Baseparts not showing up even after trying to place them multiple times
[Fixed] Some random parts of Base Equipment like furnaces, generators etc. were not accessible because they were not spawned on the server
[Fixed] Falling through parts of your base
[Fixed] Baseparts having 0% Integrity for no good reason
[Fixed] Integrity did not work properly and people were able to build unreasonable bases or were not able to build anything
[Fixed] Not being able to sell some items like ores on the market and generating infinite amounts of credits by trying to
[Fixed] Decay for bases

```

-- WARNING: This patch requires a Forced Wipe --

Devblog no 47

Hi guys!

We have just released the latest devblog. It can be found as always on IndieDB:

https://www.indiedb.com/games/pantropy/news/devblog-no-47

Sebastian