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Name

 Vectorio - Early Access 

 

Developer

 Ben Nichols 

 

Publisher

 Ben Nichols 

 

Tags

 Indie 

 Strategy 

 

Singleplayer 

 

 Early Access 

Release

 2021-03-22 

 

Steam

 € £ $ / % 

 

News

 74 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 n/a 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/1462470 

 
Public Linux depots

 Vectorio (Linux) [415.59 M] 




LINUX STREAMERS (0)




Let's talk Update 4!



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)

[h2]What is Update 4 about?[/h2]

The main focus of Update 4 is enemies. I feel like they've been ignored for almost half a year now and have not been improved upon at all from their original iteration before the game even released. This is obviously an issue as enemies are one of the core aspects of the game.

The current iteration of enemies is very bland and boring. They move in a straight line towards a target, and that's it. It was always intended that this would be a placeholder for the true enemy implementation, and now that time has come! So let's talk about what improvements are coming to enemies...

[h3]Enemy Outposts / Enemy Expansion[/h3]

Update 4 will re-introduce enemy outposts to the game, but with a much better implementation of it. A new enemy type called Settler will look for vacant resource nodes on the map and try to setup an outpost on them. If one is found, it'll start by placing an Energizer Core, a new building only available to enemies.

Energizer Cores will allow enemies to deploy worker drones that can mine resources from the surrounding area, and start setting up other buildings like collectors, storages, turrets, walls, etc. You'll be unable to build anything inside an Energizer Cores range, and will instead need to send in your own units from a new building called Barracks.

Barracks are unlocked early on in the game and enable you to automatically produce your own units using a variety of new resources coming to the game. You'll be able to setup custom command logic for your units and give them instructions to attack different outposts.

[h3]New border expansion mechanics[/h3]

Starting in Update 4, the way borders are pushed back will change drastically. Instead of firing the hubs lasers at set heat points throughout the game, you will instead be able to collect a new limited resource type and feed it to the hub to charge it's super weapon.

Once charged, you can pick any border to fire at and push it back. This will cause a Guardian to spawn, which you'll have to deal with accordingly in order to progress to the next stage. Essentially, this is still the same system as before, but it gives you a more direct goal to aim for and serves as more of a motivator to expand and capture nodes.

The new resource used to power the hub is also unique. There's a limited supply of it on the map at all times, and you'll need to use radar pings to try and find them. Once found, you'll have to battle the enemies for the node as they also want to take over it and use it to create new outposts.

Don't worry though! For those that like playing at their own pace and being able to leave the game running in the background, you still can! Enemies will NOT try and takeover the limited resource nodes until they're pinged by you, which can only be done manually. This means if you're not expanding, neither will the enemies!

[h3]New Enemy and Guardian behaviours[/h3]

Enemies (including Guardians) are getting some new behaviours on top of outpost expansion. A lot of enemies will start to interact with each other, and plan their attacks instead of just charging head first into your defenses without thinking.

Some of the new enemies can heal other enemies nearby, or deploy a shield around them to protect it from incoming fire. Guardians also gain a bunch of new mechanics, such as the Kraken using it's wings to deflect incoming fire, or the Atlas deploying fighters and firing back at attacking defenses.

A lot of the new logic being implemented will make enemies feel more alive and like you're actually fighting some sort of hive mind that is doing everything it can to get rid of you.

[h3]Heat map and heat dispersal[/h3]

Another new mechanic coming in Update 4 is the heat map. This is an overview of your base that shows how much heat different areas are producing. This is useful to know since enemies will try and target hotter areas of your base, and ignore cooler ones.

Once heat maps are introduced, coolant type buildings will make their way back into the game but with new functionality. Instead of removing heat, they'll mask the heat output of nearby buildings. So say you have a massive power farm, you can use coolers to mask the heat output of it and lower the chance that an enemy attack will come for it. Very useful for directing the flow of enemies!

[h3]Engineering and new defensive mechanics[/h3]

As a lot of you know, Update 3 was supposed to introduce engineering, which was a system that would allow you to modify each of your buildings individually and tweak their behaviour / stats exactly how you want. Unfortunately due to some last minute changes, I was not able to get this feature prepared in time for Update 3, so it has been pushed back to Update 4.

When engineering makes its appearance in Update 4 though, it'll give you the power to do pretty much anything you can think of with your buildings. Want to turn a Sprayer into a long-range rapid-fire missile launcher? You can! The possibilities are (almost) endless, and paired with the new cosmetic system, you'll be able to make each tower your own.

I'll have more info later on exactly how this system will work, but it'll put a much bigger emphasis on Iridium farming and drastically change how the mid - late game meta will play out.

[h3]Cargo drones and Cargo freighters[/h3]

Another new addition in Update 4 is a new drone type called cargo. Cargo drones can carry resources from one location to another, allowing you to move storage around your base where you see fit. This will also enable you to create massive storage arrays and keep everything in one location for easier management (and ensure if an outpost falls, you dont lose any resources)

In addition to this, there is new Cargo freighters being added that are essentially just gigantic cargo drones that can carry a lot more resource over further distances. (basically trains) But that's not all cargo freighters can do, they are also able to carry buildings on them and deploy them in different locations around the map. So instead of needing to chain Reclaimer type buildings to reach a location, you can instead have cargo freighters just drop a reclaimer anywhere on the map!

[h3]Research streamlining and changes[/h3]

The changes to the research system in Update 3 were very controversial. A lot of players didn't know how it worked, and the ones that did were split between whether or not it was better or worse than the Update 2 research tree. The new system is slightly more barebones than the last, but this was by design to make room for engineering.

Now I want to make it clear that this new research system is here to stay. I'd much rather try and fix / streamline this new system than revert back to the previous system, as I think research trees are overdone and slightly dull. (especially in the case of Vectorio) So, with that said a number of improvements are coming to the research system in Update 4.

The first improvement coming is the addition of advanced production statics. This will show you EXACTLY how many resources are being produced each second, and will enable you to make more informed decisions about what research techs you should aim for. There will also be an indicator on the research panel that will tell you if starting a new research boost will cause a resource drain.

There are also some new options for labs to choose where you drain resources from. You can switch between draining from storages, and draining directly from collectors. Both have pros and cons to them, but if you want to avoid labs blowing up when you're queuing a massive expansion on your base, drawing from collectors will allow you to do that.

[h3]New online PvP modes[/h3]

Finally, Update 4 will add in some new online modes that will allow you to go head-to-head with other players. You'll be able to queue for matches or join players directly through the server browser. Most PvP modes will give each player their own hub, and follow a "last one standing" win condition.

Further improvements to Co-op will also be added, including the addition of advanced host management for open lobbies. This will allow hosts to give and revoke permissions to other connected players, as well as kick and/or ban players if needed.

[h3]New defenses and buildings[/h3]

Every update adds a plethora of new buildings and defenses for you to use. Although I don't talk about what these are directly as I don't want to spoil anything, I did think it was worth mentioning just so everyone knows there are some very unique new buildings joining the roster in Update 4. A lot of the new buildings being added are directed towards interacting with other buildings, which will make your base feel more cohesive and like it's working as one giant entity.

You can expect there to be around 10 to 15 or so new buildings added in total, including a few new collector / storage type buildings for the new resources being added in Update 4.

[h2]So when is Update 4?[/h2]

As most of the community knows, I am horrendously bad at trying to predict when an update will come out. Therefore, I will not be giving any specific dates until much closer to the release. But I can say that the update should be out sometime during Q1 of 2022, beginning of Q2 by the latest.

Update 4 will be the last Early Access update, and Update 5 will bring the game into full release with the addition of the final Guardians and general clean-up of the game. Update 5 is also by no means the last update, but after that point my focus will move to the Turret Labs DLC as I believe that has a lot of potential to give the community full power over how the game grows.

Anyways, thanks for taking the time to read this post! With the refactor done, I am excited to start working on ACTUAL new content for the game. It's been a long-winded process, but one that will definitely be worth it in the long run!

~ Ben

[h3]P.S. Frosted Defenses cosmetic pack is 25% off![/h3]

The new Frosted Defenses cosmetic pack is currently 25% off until Saturday. If you've been thinking of picking it up, now is a great time! It also greatly helps support me and the continued development of Vectorio. Check it out below!

https://store.steampowered.com/app/1852930/Vectorio__Frosted_Defenses_Pack/


[ 2021-12-21 20:19:11 CET ] [ Original post ]