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    • Hola, We've disabling the public bug tracker for now, as it's not getting enough attention for the combination of following reasons: All the reports currently pretty much happen in steam forums Volume of bug reports is low To be perfectly honest we're currently winging it as we go We're not exposing our internal task and bug list If the situation with bug reporting turns out to get more heat in the future we're reopening it, naturally.   There's also going to be changes to how we report new versions, as there's a lot of repetition and duplication now. Steam news will be linked from here as they contain the patch notes, and the dev log side here will hold some (hopefully) cohesive thoughts about the patch for those who are interested.
    • Hey, Welcome to the new style of developer log where we actually write a word or two about the actual version. Finally this is what the forum category says, heh.   So... Oh boy, we're bumping into some problems with backwards compatibility as we do improvements and internal changes, sometimes due new content we're working on or just generic improvements and changes. We're literally just two guys so even as a full time developers we got our limits, sadly.    I'm optimistic the next patch will be an actual content update with a new level!   Patch notes in Steam
    • Hey, More hotfixes!
      ----- FIXED Research lab external dependencies were working without dependent lab producing anything
      FIXED Research labs were forgetting selected recipe upon saving the game
      FIXED Under rare conditions save games could not be loaded (not corrupted, now they can be loaded)
      UPDATED Some Bios Beach level dialogue was outdated and was removed
      ----- Thanks for your support!
    • Hey, Hofixes! Includes two versions due a slight mistake. ----- NEW Auto open slots of special buildings (configurable)
      UPDATED Tweaked resource specific priorities so that Bytes and Triangles don't take too much preference over Bits
      UPDATED High priority toggle now works on decomission as well
      UPDATED Some performance optimizations for building placement mode
      FIXED Level 01 Domicile tutorial was broken
        NEW Multi-threaded path-finding to improve efficiency
      UPDATED Visible leash when fetching Data Modules
      FIXED Minor UI issues
      FIXED Distance cutoff when choosing workplaces prevented Hexters from completing certain tasks
      ----- Thanks for your support!
    • Hola, The most asked feature is finally here, building priorization! We got some optimization and improvisations going in as well, helping performance on the bit older rigs. ----- NEW Building blueprints can now be halted and prioritized
      NEW Max limit set in Beacon for Logistics zone now acts as a hard limit for production
      UPDATED Added Restart level confirmation dialog
      UPDATED Improved logistics zone route UI to make assigning cargo drones easier
      UPDATED Various optimizations
      FIXED Level geometry did not properly continue at the borders
      FIXED Boosted priority of stockpile in Bitmobile when unloading
      FIXED Loading savegames while already in-game did not work properly
      FIXED There was hauling jitter between Storage and Refinery under certain conditions
      FIXED There was noticeable frame-rate stuttering when research building overlay was open
      FIXED Game speed display was not always in sync with the actual speed
        ----- Thanks for your support!
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