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Hello Everyone! For anyone who hasn't been keeping up to date with development on our Discord server or through the new store page for the remake, here's a post going over the state of development for the new game! https://store.steampowered.com/news/app/2082350/view/3680047495738123503 It's quite a length post with lots of information and a direct look at what's to come through lots of screenshots and videos. Definitely a recommended read for anyone patiently waiting for the new game to come out that wants more info on specific features and other new content. Just a reminder that if you'd like to stay up to date with the remake and help support it, wishlisting the game and following it on Steam is VERY helpful and gets the game shown to more people in the future! https://store.steampowered.com/app/2082350/Vectorio/ As always if you have any questions or concerns, feel free to let me know below! Thanks for reading, ~ Ben
Hello everyone, I am pleased to announce that the new Vectorio (also regarded as "The Remake") is now available to wishlist on Steam! The game has been in development now for nearly 6 months, and I'm so excited to start sharing what I've been working on with it. You can check it out below... https://store.steampowered.com/app/2082350/Vectorio/
Hello everyone,
This is going to be a bit of a long post. There's lots of stuff to cover, and I'm not going to sugar coat or beat around the bush about anything. I want to be as straightforward as I can be with everyone on what's been going on the last couple months, and what's going to be happening to Vectorio this year. There's some disappointing stuff to cover, but there's also some equally, if not more exciting stuff.
P.S. I've left a TL;DR at the end of the post, but I STRONGLY recommend you still give the whole post a read! There's a lot of important info that's covered that a TL;DR can't capture.
Hello all! Today is Vectorio's one-year anniversary since launch! A lot has changed in the last year, and I can't believe how far the game has come. Unfortunately, this post is probably going to disappoint some people as I don't have much to show in terms of progress since the last update, but I still wanted to go over where the game is at, and why things are taking so long.
Hello all!
With Update 3 now out, I wanted to start discussing a bit about what's coming in Update 4, as well as briefly touch up on some changes in Update 3 and where I'll be taking them in Update 4.
I also want to preface this by saying I'm aware of pretty much all bugs present in Update 3, and will be releasing a patch for these in the new year when I'm back from Holidays. Most of the bugs are caused by networking, including the ones that occur in offline environments (as the server is the localhost)
https://store.steampowered.com/app/1852930/Vectorio__Frosted_Defenses_Pack/?beta=0
This ghost patch cleans up a few things left out of v0.3.2, as well as balances the new Holiday event! BALANCE CHANGES: - Lowered Revenant health from 20k to 17k in Holiday Bash event - Half the dropship spawning rate on all difficulties - Increased Purifier gold drop from 100 to 1000 - Increased Purifier essence drop from 25 to 250 - Increased Purifier iridium drop from 10 to 100 BUG FIXES: - Fixed restarting on Holidary Bash freezing the camera - Fixed Purifier range showing as halfed it's usual value - Fixed Purifiers not dropping proper resource values
The first hotfix is now available for Update 3. Do note there is still some issues with desyncs in multiplayer, and some minor issues with labs. If you experience either of these, simply reload or restart your game until I have a fix out for them! ADDITIONS: - Added more in-depth tutorial sequence for automating resources - Added back default hotbar slots, turret, collector, storage, and droneport BALANCE CHANGES: - Changed flamethrower damage from 45 to 55 - Changed Pulser unlock "Accumulate 5,000 heat" to "Destroy a dropship" - Changed Purifier unlock from "Place 5x Radiators" to "Place a Radiator" - Changed Radiator unlock from "Destroy 100x triangles" to "Accumulate 25,000 heat" - Changed Sprayer unlock from "Place 10x Reclaimers" to "Accumulate 5,000 heat" BUG FIXES: - Possible fix to disconnect issues. Need help testing. - Fixed unlock notifications not appearing properly - Fixed Guardian button not showing consistently - Fixed essence extraction not having a resource pump value - Fixed hologram being rendered under resource layer - Fixed Gremlin unlock taking 10k iridium, not 1k - Fixed Gremlin bullets being rendered under resource layer - Fixed Atlas trail being rendered under resource layer - Fixed purifiers being rendered on experimental map view - Fixed Reclaimer showing 5000 heat instead of 500 heat - Reclaimer area of effect now shows on experimental map view - Hub super weapon laser now shows on experimental map view
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Once again, it seems I broke a few things in the latest hotfix due to the new experimental rendering feature... this ghost patch fixes those things. Hopefully this is the last patch that's needed! Bug fixes: - Fixed research techs duplicating on reload - Fixed drone move speed showing incorrect value - Fixed resource popups inconsistently displaying - Fixed experimental rendering map view from sometimes pausing game - Fixed right click to delete not working unless moving - Fixed storage based buildings showing incorrect resources - Fixed Flamethrower's showing incorrect resource value
The next hotfix for Update 3 is now available, and with it brings a lot of new features and changes, including the new experimental rendering feature to help with anyone experiencing frame drops in later portions of the game (this only fixes about half the problem, the other half is turret targetting)
New Additions:
- Add back the pipette tool
- Add support for pipetting buildings with metadata
Balancing changes:
- Increase Research Lab grace period from 3s to 5s
- Lowered Revenant's health from 15k to 10k
- Lowered Kraken's health from 250k to 150k
- Lowered Atlas's health from 2m to 1m
- Increase Gremlin damage from 200 to 500
- Changed fusion reactor requirement from 50 to 25 turbines
- Extend shotgun bullet lifetime from 0.5s to 0.8s
- Randomize shotgun bullet speed variable
UI Changes:
- Tidied up all UI displays with Research
- Adjusted positioning of drone priority mode on build plans UI
- Fix hotbar icons not preserving aspect ratio of buildings
- Adjusted spawn position of enemy health bars
Bug fixes:
- Fixed Research not applying until after reload
- Fixed drone ports from dying instantly to enemies
- Fixed builder drone icon switching to drone port when cancelled
- Fixed builder drones not refunding cost of building when cancelled
- Fixed enemies dying when they hit any sort of building
Other changes:
- When out of power, drone priority will temporarily switch to power
- When enemies collide with building, will get damaged based on building health
- Increased brightness of pulser bullets
- Decreased brightness of flamethrower bullets
This ghost patch fixes some of the bugs that were accidentally unfixed in Hotfix #004 for the experimental branch. Verify integrity of game files if you notice these issues persisting. BUG FIXES: - Fixed drone ports / reclaimer radius not being visible - Fixed tridents not resetting cooldown properly - Fixed resource priority not working
A hotfix for Update 3 Experimental is now live with the following bug fixes and balance changes... BUG FIXES: - Fixed build priority not always working as intended - Fixed research from not taking from storages - Fixed research not resetting when reloading a save - Fixed changing research not revoking previous resources - Fixed drone builder icon switching incorrectly - Fixed drones not rotating properly when build is cancelled - Fixed dropships and carriers not spawning enemies when destroyed - Fixed resource bars displaying incorrectly on reload - Fixed buildings not showing their health stat - Fixed Trident challenge showing wrong heat value - Fixed reloading on a new world with no save loading blank worlds - Fixed super weapons being affected by research - Fixed iridium collectors from not collecting - Fixed Turret and Ranger lights being too bright - Fixed enemy trails rendering underneath resource tiles - Fixed purple variant from using big death effect - Fixed pausing not freezing enemies or group spawning - Fixed collectors still collecting while paused - Fixed purifiers not showing range - Fixed radiators not showing range BALANCES: - Increased Trident cost from 100k to 1m - Decreased Trident damage from 1.5m to 150k - Increased Trident heat from 250 to 800 - Decreased Pulser damage from 80 to 60 - Lowered Minigun heat from 150 to 100 - Lowered Minigun power from 180 to 120 - Lowered Minigun cost from 120k to 80k - Lowered Fusion Reactors cost from 2.5m to 800k - Increased Gold Storage from 500 to 1000 - Increased Essence Storage from 250 to 500 - Increased Essence Extraction rate from 2/s to 3/s - Decreased Flamethrower damage from 50 to 35 - Lowered Gremlin iridium cost from 10k to 1k
The next and final hotfix for Phase 1 of Update 3 experimental is now available. If any other bugs are discovered, they will be fixed with the release of Phase 2 tomorrow or Wednesday. CHANGES: - Added challenge tracking to inventory - Optimized turret collision logic - Re-Enabled basic U3 tutorial overlay BUG FIXES: - Fixed some challenges from not working - Fixed defeating Revenant setting the wrong stage - Fixed resources not saving, again (smile) - Fixed Atlas not having any collision - Fixed turrets from not being able to target Atlas
CHANGES:
- Physicalized resource storages
- Changed a lot of Update 3 building stats to Update 2 stats
BUG FIXES:
- Fixed storages not adding when insta build is on
- Fixed collectors not being clickable when insta build is on
- Fixed tower radius projection from not being accurate
- Fixed building menu button not opening the menu
- Fixed info panel not remembering metadata from tiles
- Fixed info close button from freezing the menu
Note: MacOS and Linux version are slightly delayed. Try updating in 10 minutes from now.
This patch fixes the Mac build, as well as a few other minor issues. Fixes: - Fixed MacOS version from not running executable - Fixed enemies sometimes not retargeting towers - Fixed guardians not getting removed from clear enemies - Fixed small artilerry sprite (offset still isnt fixed) Optimizations: - Slightly optimized bullet collision logic
Creative is almost here!
Starting tomorrow, Patrons will get 1 week early access to Creative. This is an experimental version of the game that only contains creative. Multiple versions of the gamemode will be released throughout the week, with improvements and fixes being introduced for each one.
Starting next week, it will be released on a new branch called "Creative [Experimental]". This will only be available for a short amount of time, so if you're interested in testing it out make sure you don't miss it!
Once the creative test is over, the first experimental version of Update 3 will follow closely behind.
Discord: https://discord.gg/vectorio
Patreon: https://www.patreon.com/vectorio
Update 3 | Sneak Peek #02
I am happy to confirm that creative will be in Update 3!
Play around with different defense combinations, spawn massive waves of enemies, create pixel art, fight Guardians, and more! In creative, it's your world. Do whatever you want with everything the game has to offer! (and play it with friends in multiplayer)
Patron's get 1 week early access to the mode in a special development build. (date will be announced once the refactor is finished)
Update 3 | Sneak Peek #01
Introducing the new Guardian, The Atlas. (WIP)
A fully fledged flying machine, The Atlas can deploy fighters to attack your base and use it's turrets to fire back at defenses. The guardian will spawn at 50,000 heat, and must be defeated in order to progress to the chaos enemy variant.
It will take everything you have to survive and defeat this Guardian, so prepare your defenses!
Note: Design is still a WIP.
Hello everyone!
I just wanted to quickly update everyone on the status of Vectorio, (as I do from time to time) and give some more insight into what Update 3 will entail.
First off, for those of you that don't know I am currently taking a much needed break from developing Vectorio. I have been updating the game non-stop for almost 2 months straight now, and need some time away from the project to just regather myself and look after my mental health. I will still be very active in the Discord server, Steam community, and GitHub, and hope to be back to updating Vectorio in a couple weeks.
As for the state of the game, the refactor is well underway with the turrets (being the largest part) almost completed. I just need to decouple a few more scripts and then re-organize them with interfaces and events. (namely for multiplayer support) Once I am back to updating, this hopefully shouldn't take longer then a week. Once it is complete, regular updates will start happening again.
Now for those of you that don't know what the plan is for Update 3, here's the general load down (this is taken directly from the FAQ section on our Discord server):
Update 3 will mainly focus on materials and engineering. Essentially, you'll be able to "craft" materials using different buildings. Materials will be used to upgrade your buildings, increasing their overall stats. You'll also be able to unlock engineering blueprints through engineering research (this is different then the normal research tree) which can be used to apply "experimental" modifications to your turrets, making them way more powerful and unique.
On top of this, there are plans to add other "dimensions" that you'll be able to go to and setup bases in. They'll provide passive income to your main base, and can unlock the experimental modifications mentioned above by defeating a certain amount of enemies.
Once Update 3 is complete, work on Update 4 will begin, which will be mainly focused on mods and multiplayer, as well as tying together the mid-late portion of the game. Once Update 4 is done, work on the full release will begin. I would love to hopefully have the full game finished by 2022, and then continue periodic content updates for it well into the future!
In the mean time, I've been dabbling in another project on the side. There's no name for it yet, but essentially it's a survival automation game that takes place on an alien-like planet. Your goal will be to survive the harsh conditions of the planet (including an array of hostile alien species that all want to kill you) and setup a fully-fledged factory.
This might sound a lot like another relatively popular factory game, (not naming any names) but this game will go a lot more into the survival aspect. You'll need to manage your oxygen outside of your hab unit, setup communication networks across the planet, scan different life forms to retrieve their bio-data, and more! The game will also be VERY intense, as enemies will be able to permanently damage you by literally ripping off limbs from your body.
If this sounds interesting to you, you can check it out here: https://discord.gg/XuZDADZWtn
That's it for now! Sorry for the lengthy post, but I just wanted to keep everyone in the loop with whats going on. If you have any questions or concerns, feel free to let me know!
Thanks for reading!
~ Ben
Hello everyone! I just wanted to quickly update everyone on whats been going on behind the scenes so that there's no confusion surrounding the current state of the game. Right now the game is undergoing a massive core refactor. If you don't know what this is, essentially it's a rewrite to the core of the game. This was done back in Update 1 and in the pre-steam beta, but neither of these are anywhere near as extensive as this 3rd refactor will be. The main reason for this refactor is that the current base code does not support extensive modding or multiplayer. It is also very outdated and inefficient, especially when trying to develop new content. Therefore, over the coming weeks I will be working on rewriting almost every major system in the game to better support modding / multiplayer, and streamline the development process. Unfortunately during this time there will be no updates. I am aware of some of the annoying bugs present in the current version of Update 2, but the core refactor has taken priority over these. (it will also indirectly fix these issues) If you'd like to follow progress, you can check out our public GitHub or Trello board. GitHub: https://github.com/Vitzual/Vectorio Trello: https://trello.com/b/BfiySKBr/vectorio Sorry for the delays, but this is a necessary step to getting mods and multiplayer up and running! (It will also speed up the development process, meaning more frequent updates!) If you have any questions about the refactor, let me know and I will do my best to answer them all. Thanks, ~ Ben
Hello everyone!
I have just made the GitHub for Vectorio public! Now anyone can view the source code and contribute to the project. Please read through the README file, and pay special attention to the Core Refactor section, as many changes to the base code are planned over the coming weeks.
Update Delays
I will be focusing on refactoring a majority of the games base code over the coming weeks, so there will be little to no updates until that is done. Sorry for the long wait, but this is a necessary step in order to make multiplayer and modding as extensible as possible.
If you have any questions, please join our Discord. It is the best place to get in touch with me!
Github: https://github.com/Vitzual/Vectorio
Trello: https://trello.com/b/BfiySKBr/vectorio
Discord: https://discord.gg/auDgRJqtT9
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This update adds further improvements to unlocks and drones. ADDITIONS: - Drone light now changes colors based on the drone inside - Added building health bar support (WIP for Early Access) CHANGES: - Re-enabled starting gold nodes near hub - Changed collectors to mine faster at a lower yield amount BUG FIXES: - Fixed removing buildings not returning resource cost - Fixed dequing buildings not returning resource cost - Fixed the Shotgun's "Destroy 25 Triangles" objective - Fixed spelling mistake on Disintegrator description - Fixer removing drone ports from sometimes taking power - Fixed older saves from not updating bosses properly OPTIMIZATIONS: - Optimized calculations made by builder drones each frame
ADDITIONS: - Builder drones now visually carry the building they are placing CHANGES: - Builder drones now consume required resources on deployment - Removing a ghost building refunds the resources if used by a drone BUG FIXES: - Fixed inventory UI from not updating properly - Fixed shotgun unlock being stuck on top left of the screen - Fixed builder drones from sometimes not building - Fixed being able to place down multiple free essential buildings - Fixed multiple builder drones deploying at the same time OPTIMIZATIONS: - Small memory optimization for non-defensive buildings NOTE: Investigation into essence and iridium storages not saving metadata correctly is ongoing. If you experience problems with them, please report it in as much detail as possible. A temporary fix has been implemented in the mean time to prevent saves from soft-locking.
This update fixes a few issues with the first version of the new unlock system. BUG FIXES - Fixed drone ports, storages, and collectors from always being free - Fixed inventory UI from not updating properly - Fixed saving and reloading old saves from not updating the save structure properly - Fixed research nulling out when starting new techs
This is a ghost patch for v0.5 (though I guess not really since I'm announcing it) - The issue was caused by an old naming script, which has now been removed and replaced by an ID based system. The fixes applied in previous patches WERE working, but the naming script was countering them. IMPORTANT: You will have to defeat both guardians again AND save your game for the patch to take effect, since it slightly changes the save system.
This update fixes numerous bugs, as well as introduces some large balance changes. BUG FIXES: - Fixed resource drones for essence collectors / storages - Fixed resource drones for iridium collectors / storages - Fixed iridium storages and collectors from not being unlockable - Fixed explosive storages from one-shotting Guardians. - Fixed Phantom Spirits from sometimes not registering when hit - Fixed 2x2 buildings from being placeable outside AOC - Fixed 2x2 buildings from not being pipetted - Fixed Kraken spawning a second time when beneath 25k heat - Fixed Research carrying over between saves - Fixed building menu from opening when the game is paused - Fixed drone ports being clickable when the game is paused - Fixed missing icon for Fusion Reactors - Fixed gold storages not updating correctly from research - Fixed spelling mistake in the Research menu - Fixed a crash that was caused by empty Storages - Fixed a crash that was caused by explosive units - Fixed the off-centered spinner on Shurikens - Fixed resource generation artifact when reloading a save GENERAL CHANGES: - Made Phantom Spirits easier to hit - Disabled explosive damage on bombers (lag inducing / crashes) BALANCE CHANGES: - Drastically lowered the speed of all enemy types - Drastically lowered the health of all saw types - Lowered Phantom Spirit health from 50 to 1 - Lowered Fusion Reactor cost from 1,000,000 to 800,000 - Increased Fusion Reactor output from 10,000 to 25,000 - Increased Disintegrator damage from 250 to 350 - Lowered Artillery cost from 400,000 to 100,000 - Lowered Ripper cost from 800,000 to 400,000
Further bug fixes for heat and guardians. Also fixes the Research Tree using an incorrect speed value. BUG FIXES: - Fixed The Kraken from not updating max heat properly - Fixed enemies from not spawning at max heat - Fixed enemies not spawning under previous max heat - Fixed max heat sometimes displaying the wrong value - Fixed research from using a backend debugging value - Fixed research labs from completely stopping research (unless you have 0)
This hotfix addresses ongoing issues with Guardians and Research. BUG FIXES: - Fixed Research tree from not appearing or researching techs - Fixed Guardian warnings so they now appear - Fixed Guardian freezing the game after being destroyed - Fixed max heat displaying incorrectly - Fixed Enhancer from not displaying stats properly - Fixed Enhancer from nulling out when near ghost buildings - Fixed Guardian not colliding with buildings - Fixed Buildings not always targetting Guardians CHANGES: - Lowered resource node spawn rate (this will affect old saves) - Enemies will continue spawning after a boss spawns
This update fixes a ton of different bugs, as well as fixes the empty world glitch. CHANGES: - Re-Enabled Guardian spawning - Added support for metadata saving BUG FIXES: - Fixed worlds from sometimes spawning with nothing - Fixed storages from not properly lowering max gold - Fixed the missing Essence Collector sprite - Fixed the missing Iridium Collector sprite - Fixed drones not saving properly after reloading - Fixed storages not saving properly after reloading - Fixed drones sometimes replacing a port when switching - Fixed pipetting from not working with nothing selected - Fixed locked buildings from being placeable - Fixed enemies not spawning beyond 10,000 heat - Fixed removing buildings from not updating storages - Fixed issues with Guardian hitreg
This hotfix addresses some of the biggest issues brought up in the first few hours of the experimental version. Note that in this version Guardians have been temporarily disabled, but will be brought back once a permanent solution to their hitreg has been found. BUG FIXES: - Temporarily disabled Guardians (now working on a fix to hitreg) - Fixed drone ports from not having builder drones selected by default - Fixed builder drones from incorrectly displaying the active amount - Fixed pipetting from selecting the wrong building - Fixed builder drones from all activating at once - Fixed storages from not carrying value over from saves - Fixed tutorial from hardlocking some saves - Fixed drones on menu sometimes not activating - Fixed carriers and dropships from destroying buildings far away CHANGES: - Added a display to drone ports so you can visually see their range - Lowered the starting gold storage capacity to 1000 from 2500
A hotfix should now be live that fixes the mismatched executables for Windows and Linux. (sorry about that!) If you're still experiencing issues, try removing any saves you may have from the alpha, or verifying the integrity of game files through Steam. Support for Applie Silicon has also been added for MacOS users. ~ Ben
Hey everyone!
We are now less then 48 hours away from Update 2! However, I just wanted to give a quick update on a sudden last minute change to how the update is gonna rollout.
Since Vectorio is currently a free-to-play game, it will not be getting featured at all on the Steam summer sale. Because of this, there will be drastically lowered traffic to Vectorio's store page until the sale is over. Now obviously with Update 2 being such a massive update to the game, I really want to maximize traffic when it launches. So, I will be releasing Update 2 on an "experimental" branch this Sunday (can be accessed in the "betas" tab, same as the alpha), and then the Early Access branch on July 8th.
Don't worry though! This will not affect any content in the update. You will still get to experience Update 2 in it's entirety on Sunday, there just wont be any huge announcement or trailer for it until the Steam summer sale is over.
If you have any questions about this, feel free to let me know! I will do my best to respond to as many of them as possible.
Thanks!
~ Ben
The alpha for Update 2 (v0.2) is now closed! Thanks to everyone who has helped test and give feedback on the update, I am very excited to finish it up and release it.
Update 2 will release in roughly 1 - 2 weeks, and will be followed by continuous weekly updates until the version is stable enough to begin work on Update 3 (v0.3).
Thanks again!
~ Ben
Hey all, The next hotfix is now available, which should clear up a majority of the bugs reported thus far. There's still a few minor issues, like turrets sometimes firing at enemies out of range, but these will be fleshed out by the full release. Thanks again to everyone who's been helping report bugs and give feedback, this update wouldn't be possible without you! ~ Ben OPTIMIZATIONS: - Made a major optimization to rotating objects - Turbines are now affected when disabling rotation - Lowered the amount of enemy calculations made each frame BUG FIXES: - Fixed buildings not being removed when an energizer is destroyed. - Fixed glitched tiles when placing down buildings - Fixed research UI from being movable when not open - Fixed issue with walls not updating properly, leading to visual artifacts - Fixed issue with research not updating gold storages - Fixed issue that would cause gold collectors to soft lock some saves - Fixed enemy outposts from sometimes spawning in the starting area
Hey all!
This update addresses most of the major bugs discovered in the first two versions of phase 2. There also some balance changes with drones to make expanding a bit easier. Deets below.
P.S. A few bugs still exist; these will be patched in the coming day or two. These are listed below
CHANGES:
- Added the ability to pipette ghost buildings
- Improved turret AI to not re-target when a new enemy gets close
- Increases the hitbox size for saws, making them easier to hit
- Set proper stats for research labs
BALANCE CHANGES:
- Lowered the time it takes for drones to redeploy by 50%
- Lowered required heat for drone port to 2000 (from 5000)
- Increased required heat for enhancer to 5000 (from 2000)
- Lowered saw health from 8hp to 5hp
- Lowered the spawn rate of almost every enemy by at least 10%
BUG FIXES:
- Fixed Triangle MK2's from clipping through buildings
- Fixed turrets from not targetting Triangle MK2's
- Fixed ghost buildings becoming stuck when you have inadequate resources(part 2)
- Fixed pipetting sometimes selecting the wrong building
- Fixed issue with large buildings not being placeable in some areas
- Fixed issue with large buildings being able to overlap
- Fixed issue with buildings being placeable on the hub
- Fixed issue where drone ports on the hub might be removed
- Fixed issue where borders wouldn't change color based on what enemy variant was spawning
- Fixed research tree from becoming permanently unavailable when reloading a save
- Fixed enemy bases from sometimes spawning on or over the border
- Fixed drones from sometimes nulling out and getting stuck in mid air
- Fixed collectors from calculating the incorrect resource yield amount
IMPORTANT! Some bug fixes didn't make it into this build as they were either incomplete or I still haven't found a viable solution for them. These are as follows...
1. Pipetting buildings will still sometimes select a different building. This is due to the new hitreg system, and fix for it should be out shortly.
2. Walls will still sometimes not update properly. Why this is happening is not known, so if you're able to recreate the issue consistently let me know.
3. Combat drones are still not ready, and thus cannot be selected. The drone UI menu can still also be selected in the settings menu. Both of these should be fixed in the coming days.
4. Enemy defenses will not fire at player-built buildings, or if they do, they sometimes wont stop firing. This is a known issue, and a fix is being worked on for the next update.
- Fixed hitreg issue where buildings would randomly get destroyed - Fixed issue with ghost buildings becoming stuck when you had inadequate resources - Fixed issue with some enemies clipping through certain buildings
Hello everyone!
The next phase of the alpha is available. This phase focuses on research, as well as some balance changes to the early game. Like with the last phase, this version has had content stripped from it, so you might find portions of the game very boring (namely around then 15,000 - 25,000 heat range)
This phase will last about 1 - 2 weeks, and will be the final phase of the alpha.
This hotfix addresses some of the initial bug reports for the first phase of Alpha. - Fixed tiles becoming "unbuildable" when removing or pipetting ghost buildings - Fixed buildings being placeable on top of the hub by dragging over it - Fixed ghost buildings not being removed when a nearby energizer is destroyed - Fixed enemy bases spawning at inconsistent rates throughout different preset difficulties - Fixed drone hubs not being placeable when selected from the hotbar - Fixed number of available drones sometimes displaying incorrectly
Hello everyone!
It's time to kick v0.2 into action with the first alpha phase! For those of you that don't know, I've decided to release 3 alpha phases of 0.2 to test some of the new systems. Since these new systems will greatly impact the game, I want to make sure they're all working properly before releasing the full update.
Just wanted to give a quick update on the status of v0.2!
The update is nearly complete, with research and world generation being the two major components still unfinished. There's a few other minor things like UI and a few models for new buildings that also need to be completed, but these wont take very long to put together.
However, as much as I would like to just focus on getting it done, I also have other things (namely work) that have sort of taken over my time. Thus, I'm predicting that the alpha version of the update will be ready in about 1-2 weeks, and not this weekend. I don't want to rush the last bit of the update as there are some major changes that will greatly impact the feel of the game. This is most likely going to be one of the biggest updates Vectorio will ever have, so I want to make sure that all the new components and changes are up to par.
I'll be releasing a final sneak peek soon which will give a more in-depth look at some of the new systems, including some new buildings that weren't outlined in the original plans for v0.2. There will also be a trailer for this update as well.
Thank you all for waiting patiently, I know everyone is looking forward to the update!
~ Ben
Introducing the newly redesigned and upgraded hub! (WIP)
In v0.2, construction is now handled completely by drones. You'll have to queue buildings you want placed instead of just instantly placing them, which means you'll have drones right from the start.
However, you only have access to a few drones, and they'll be very slow / weak, so upgrading them and building more drone ports throughout your base will be a must if you wish to expand quickly.
Introducing the Research Lab, a new building coming in Update v0.2!
The Research Lab is the backbone of the new research system, which adds a plethora of new technologies to discover, including the addition of Tier II and Tier III buildings.
Researching new techs has also been changed to now consume a certain amount of gold / essence / iridium per second until the tech is researched.
Hey everyone! Quite a few changes this update. We weren't going to do a v0.1.6, but since there was quite a few things we wanted to address / fix we thought it best to release it now and not in a week or two's time when v0.2 (the drone update) is ready. Here are the details... NEW ADDITIONS: - Added support for Drone logic (0.2) - Added note about hotkey assigning on the menu UI - Added option to toggle off the rotation of spinning objects. GENERAL CHANGES: - Updated model and shaders for essence storage - Removed question marks from unassigned hotbar slots BALANCE CHANGES: - Lowered Pulser damage from 150 to 120 - Increased wall health from 50 to 100 - Increased Minigun cost from 100,000 to 120,000 - Decreased Minigun damage from 120 to 100 - Decreased Tesla damage from 200 to 180 - Lowered Radiator cost from 25,000 to 20,000 - Lowered Radiator power from 45 to 20 - Lowered Radiator heat generation from 350 to 250 - Increased Ranger cost from 2500 to 3500 - Lowered Sprayer heat from 60 to 45 - Lowered Sprayer power from 55 to 40 - Increased Sprayer damage from 1 to 2 - Lowered Energizer power from 80 to 65 - Lowered Corrupted Saw heath from 40 to 30 - Increased Corrupted Carrier health from 600 to 800 - Lowered Phantom Dropship move speed from 7 to 6 BUG FIXES: - Fixed early access notification not appearing on menu - Fixed display value for the hub research upgrade - Fixed spelling mistake on contaminated bullets description - Fixed new save button not appearing when deleting a save at max - Fixed epilepsy warning from being slightly off center OPTIMIZATIONS: - Optimized late game targetting issues with the Sunbeam. - Toggling off rotating objects will GREATLY increase performance on big bases
Hey everyone! We've applied a ghost patch to v0.1.5 (which I guess isn't really a "ghost" patch since we're talking about it) which just fixes a few minor issues and balances out a few things. We didn't feel that this was a big enough change to warrant an entire new version, so we'll be sticking with v0.1.5 for the time being. BUG FIXES - Fixed issue where Turbines / Solar could create infinite power wells - Fixed issue where Turbines / Solar weren't placeable at max power - Fixed group spawning issue where triangles would take off from the group BALANCE CHANGES - Increased Cooler cost from 8000 to 16000 - Increased Cooler power consumption from 60 to 65 - Decreased Radiator power consumption from 65 to 45 - Decreased Radiator cost from 35,000 to 25,000
Hey Everyone! In this update we've added multi saving support, along with a new building, new notification system, and plenty more fixes / balance changes. This will (hopefully) be the last hotfix for v0.1.5, and unless any major issues come up with it, we will be starting the first major content update for the game! Anyways, here's the patch notes... ADDITIONS: - Added multi saving (can currently support up to 10 saves) - New building, Radiator. Does the opposite of what coolers do. - New menu mode selector (in preparation for additional modes) - Added a notification when you're out of resources, power, or heat BALANCE CHANGES: - Lowered the late game research prices - Slightly increased the size of all group spawns - Changed Easy starting gold from 25,000 to 10,000 - Changed Easy starting power from 10,000 to 5,000 - Increased Minigun cost from 80,000 to 100,000 - Lowered Ranger rotation speed from 80 to 70 - Lowered Ranger firerate from 1.5s to 2s - Increased Cooler power usage from 50 to 60 - Increased Cooler cost from 6000 to 8000 - Increased Enhancer cost from 7500 to 15000 - Lowered Essence collector heat output from 20 to 15 - Increased Turbine cost from 20,000 to 25,000 - Lowered Corrupted Bomber heatlh from 60 to 20 - Lowered Corrupted Bomber MK2 health from 60 to 50 - Lowered Phantom Bomber health from 150 to 100 - Lowered Phantom Bomber MK2 health from 250 to 150 - Lowered Corrupted Saw health from 30 to 25 - Lowered Phantom Saw health from 120 to 100 OPTIMIZATIONS: - Rotating components are now set to use a master script - Enemy scanner now has an turret pool to reference from - Began support for enemy pooling (this will be the big optimization for 0.2) BUG FIXES: - Fixed issue where enemies would randomly stop moving after hitting a building
Hey everyone! This next update addresses a few more bugs, and reworks the spawning system to decrease the constant spawn amount but increase the size of group spawning. This should allow for a more methodical approach to expanding, but will most likely need to be fine tuned over multiple updates to get the system feeling just right. Here's all the details... ADDITIONS: - Added wave spawning and lowered constant spawn rate by 60% - Added a custom cursor to replace the default cursor ADJUSTMENTS: - Adjusting sound effects now also effects the menu buttons - Lowered gold storage shader intensity when viewed from a distance BALANCE CHANGES: - Increased Pulser damage from 40 to 150 - Lowered shotgun bullet amount from 8 to 6 - Increased chiller bullet lifetime by 0.3s - Lowered enemy ranger range from 100 to 80 - Removed piercing from enemy rangers BUG FIXES: - Fixed issue where settings wouldn't save correctly on the UI - Fixed issue where essence drills wouldn't become de-enhanced
Hey everyone! We are getting closer and closer to how we want the beginning of the game to feel. We'll most likely have one more hotfix, and then the next content update will get under way. We're hoping to incorporate some new changes to resources, namely essence, and making the process of obtaining it a bit more complex rather then just slapping down a drill and storage. But more on that later, here's what's in this hotfix! ADJUSTMENTS: - Clarified the Turbine description to be more concise - Clarified the Energizer description to be more concise - Lowered the intensity of Area Cooler's shaders BALANCE CHANGES: - Increased Nightmare starting gold to 10,000 - Increased Nightmare starting power to 5,000 - Increased Nightmare resource spawn rates BUG FIXES: - Fixed iridium from not properly adding to iridium storages - Removing Area Cooler's now updates your heat properly - Removing Chillers now updates your heat properly - You can now place buildings with negative heat at max heat - Fixed the placement animation playing on load - Fixed Engineers and Enhancers from being placeable outside of the AOC OPTIMIZATIONS: - Optimized turret targetting. Once again, this optimization will be VERY noticeable in the late game. - Offset collector mining rate to disperse calculations when loading a save
Hey all! This update introduces a bunch of QOL features, as well as optimized turret targeting which should fix any frame drops some players were experiencing. ADDITIONS: - Added auto saving to the game (Note that this isn't toggleable in this version, but will be in v0.1.3) - Added controls menu overview (not modifiable atm) - Added a resource popup when adding / removing buildings - Added the ability to ransack gold from enemy mines - Added a visible radius to enhancers and engineers - Added a small animation for enhanced resource extractors ADJUSTMENTS: - Added a pipette sound which also plays an animation on the building - Lowered the volume of the UI buttons by 50% BALANCE CHANGES: - Increased Tesla damage from 80 to 250 - Increased Flamethrower damage from 20 to 100 - Increased Minigun damage from 35 to 150 - Lowered Phantom Carrier health from 2,500 to 1,800 - Lowered Phantom Dropship health from 20,000 to 12,000 - Increased gold yield research upgrade from 1 to 5 - Changed gold collector growth tree to lower default rate but increase enhanced and researched rates OPTIMIZATIONS: - Optimized enemy targeting. This is a VERY substantial optimization, so if you were experiencing frame drops before this update, this should fix it quite nicely.
Hey everyone! After a very successful launch day, we're happy to release the first hotfix for the game! This update will patch critical game breaking bugs, namely resources disappearing when clicking the warning button, and The Revenant not spawning on fresh saves. We've also made some pretty large late-game balance changes, as we found the 15,000+ heat range to be far too difficult. All the details are below. ADDITIONS: - Added pipetting via the middle mouse button - Added a boss bar to visibly show each bosses health - Added a new interactive tutorial to better help new players ADJUSTMENTS: - Changed inventory to close after selecting an object - Lowered music volume and slightly increased turret sounds BUG FIXES: - Fixed resources and border from disappearing when clicking the warning button - Fixed The Revenant from clipping into buildings and not destroying them - Fixed The Revenant from not spawning when playing from a fresh save - Fixed coolers from creating an infinite heat drain when adding / removing them - Fixed turrets from turning around when targetting an enemy directly in front of them BALANCE CHANGES: - Lowered Turbine cost from 25,000 to 20,000 - Lowered Turbine heat production from 60 to 50 - Lowered Minigun cost from 100,000 to 80,000 - Increased Minigun damage from 10 per bullet to 25 per bullet - Decreased Tesla cost from 250,000 to 120,000 - Lowered Corrupted Carrier health from 800 to 600 - Lowered Corrupted Dropship health from 5,000 to 3,500 - Lowered Corrupted Bomber MK2 health from 80 to 60 - Lowered Corrupted Speeder health from 15 to 10 - Lowered Phantom Carrier health from 6,000 to 2500 - Lowered Phantom Dropship health from 50,000 to 20,000 - Lowered Phantom Speeder health from 40 to 30
Vectorio is now out on Steam for everyone to play! This is the first version of the game, and we plan to release lots of updates over the coming weeks to address any issues that pop up before we start releasing more content for the game. If you experience any issues or have any suggestions, join our Discord! Link: https://discord.gg/hnMQtRpJfN
Hey everyone! We are now one week away from launch, and we've been hard at work getting ready for the first public Steam release. Here's what we've been up to...
Version 0.6 is now in testing!
Our biggest update is now available to be tested from our Discord (link below) - this version will be closely tied to the first public Steam release, so if you've wishlisted the game and want to test the game before it comes out, join our Discord!
What's new in 0.6?
Hello everyone! Recently we've only been releasing updates on our Discord server (link can be found below), but I was just made aware that there are also quite a few people poking around on here as well. Our plan was to start releasing regular updates on Steam once the game was officially out in Early Access, but we'll start doing so now to keep everyone up to date on what's being added. So, with that being said, where are we at exactly? The game is currently in version 0.5.4 (this is NOT the early access version), and we've just released our 9th development build available for everyone to try out. (can be found on our Discord) Here's some updates on what this update entails: New features
Want to share your ideas, test development builds, and become a part of the community? Consider joining our discord! Link: https://discord.com/invite/auDgRJqtT9
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