In light of user feedback, I will be making some changes to the way co-op works in the campaign. These changes are in no way final, and may be reverted if problems are found with the approach. Currently, the campaign only affects the host player. While clients connected to the host are allowed to use the hosts's research, they cannot progress themselves. This is because there was no straightforward way for me to carry over 5.0's "parallel progression" system with shared items, as global inventories no longer exist. To improve the co-op experience, I will be implementing the following changes: 1. Any research the host does will transfer over to all connected clients, even after they disconnect. To prevent gaps in the tech tree, every direct dependency will unlocked as well. This means is that if you connect to a host and they research a Meltdown, for example, you will permanently get the Meltdown unlocked, along with the Arc, Lancer, etc. 2. Clients will be able to use any research they have, even if the host doesn't have it unlocked. 3. Clients will receive a copy of all the resources the host is producing on the current map, distributed to all their sectors. If they do not have space for the materials anywhere, they won't get any. 4. Clients will be able to research new tech in multiplayer, even if it depends on technology that only the host has. The item cost will be taken from their local inventory - not from the host. For example, if the host has unlocked the Scorch but the client has not, the client will still be able to research the Arc turret, which normally would require researching the Scorch. In doing so, they will unlock the Scorch as well, to prevent random tech tree gaps. This system is not particularly intuitive, but it's probably better than the current state of co-op.
[ 2020-12-06 14:46:41 CET ] [ Original post ]
- Mindustry Linux [63.89 M]
Gameplay
- Create elaborate drills and conveyor designs to move resources into your Core
- Use production blocks to create a wide variety of advanced materials
- Build drones for automatically mining resources, assisting in building and protecting your base
- Distribute liquids and fight constant challenges, like outbreaks of fire or enemy flier raids
- Get the most out of your production by supplying optional coolant and lubricant
Campaign
- Advance through 12 replayable built-in zones with randomized spawn points
- Collect and launch resources
- Research new blocks to fuel progress
- Configure launch loadouts to bring resources to each zone
- Variety of mission objectives and goals
- Invite your friends to complete missions together
- 120+ technology blocks to master
- 19 different types of drones, mechs and ships
- 50+ achievements to complete
Gamemodes
- Survival: Build turrets to defend from enemies in tower-defense based gameplay. Survive as long as possible, optionally launching your core to use your collected resources for research. Prepare your base for intermittent attacks from airborne bosses.
- Attack: Build factories for units to destroy the enemy cores, while simultaneously defending your base from waves of enemy units. Create a variety of different types of support and offensive unit to assist you in your goals.
- PvP: Compete with other players on up to 4 different teams to destroy each other's cores. Create units, or attack other bases directly with your mechs.
- Sandbox: Play around with infinite resources and no enemy threat. Use sandbox-specific item and liquid source blocks to test out designs, and spawn in enemies on request.
Custom Games & Cross-Platform Multiplayer
- 12 built in maps for custom games, in addition to campaign
- Play Co-op, PvP or sandbox
- Join a public dedicated server, or invite friends to your own private session
- Customizable game rules: Change block costs, enemy stats, starting items, wave timing and more
- Mix&match gamemodes: Combine PvP and PvE gamemodes together
Custom Map Editor
- Paint terrain with an editor UI
- Edit and preview structures in-game
- Configurable tool modes: Change how each tool functions
- Powerful map generation system, with many different types of filters for procedural manipulation of terrain
- Apply noise, distortion, smoothing, erosion, symmetry, ore generation and random terrain to your maps
- Randomize and configure ore generation, as well as placement of river and resource tiles
- Configure enemy wave layouts
- Share exported maps on the Steam Workshop
- Customize base map rules
- Use 75+ different environmental blocks
- Memory: 1 GB RAM
- Graphics: Anything with OpenGL 2.0 Support
- Storage: 100 MB available space
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