0.2.1 is out! Copy-paste of the release info from first post:
Another amazing update to Robot Army! A slew of bugfixing, performance improvements, and new and exciting features come with this update. Interaction between Robot Army and the "surface" related mods like Factorissimo and others has a major fix in this update. New features include patrol poles, an in-game settings module to change things like squad size, the super hot "Firebot" is a new addition to the droid army, as a tanky flame-thrower robot.
The changelog.txt in the zip is actually a bit wrong in some cases, like SMG (battle) droid damage was actually increase and fire rate decreased a little, to make it scale better against big-biters. Various balance changes to the droids include adjustments to their resistances, increased fire resistance specifically to help avoid Firebot team-killing.
The FPS drop when spamming lots of droids by hand has been fixed, it's now ultra-smooth deployment for everyone!
To see updated information about the droid activity module see here:
droid activity module
To see info about the new patrol system see here:
patrol poles
To see info about the new settings module, see here:
settings module
To see info about the new firebot, see the available droids page here:
available droids
Here is the correct changelog (mistakes fixed post-upload..)
Changes from 0.2.0 to 0.2.1 release:
- scaled down droids size and collision boxes etc.
- added ai behaviour to bring back guard squads who wander too far from home (their station)
- increased counter signal count to 5, added count signals for each droid type.
- increased damage of SMG battle droids and decreased rate of fire slightly
- fixed rally point error when no squads in list
- added damage scalar to attack types for using the config properly (inspired by PetePete1984 on github)
- fixed global table for guardstations not being checked before trying to index when creating a new force (issue #42 on github by veden)
- added firebot entity and item, icon, and graphics
- optimised (removed redundant util calls) droid spawning procedure. doesn't cause lag spike when click-drag-spamming droids.
- fixed surface issues for finding targets, grabbing artifacts, and other surface-related activities
- updated Factorio Stdlib to v6.0 (
https://github.com/Afforess/Factorio-St ... /tag/0.6.0)
- new default config for squad size being 10, and squad join range being 20 tiles.
- increased all droids fire resistances to deal with their hot friends
- added patrol pole, guard squads will patrol continuous stretches connected by GREEN wire.
- moved rally beacon, droid assembler, droid guard station, unlocked by military 1 (along with patrol pole)
- increased radius check for non-colliding locations for calls to getDroidSpawnLocation() and getGuardSpawnLocation()
- ensure unit_groups/squads cannot add new droids if they are not on the same surface
- added "surface" value for squad tables by default on creation
- added invalid/nil surface handling for squad table iterations
- added new settings module combinator, use this to set virtual signals as overrides for the default config.lua settings for squad hunt size, retreat size, hunt radius, guard squad size
- added new icons for the new virtual signals
- added firebot virtual signal for counting them in addition to all other droid types now being counted by the activity module with their own virtual signals.
- added German locale thanks to Mystery on the forums, plus some english to fill the gaps of new content locale
- added icon for patrol pole, settings module.
- updated icons for all droids to use their sprites, and undeployed item has grey background with black border.
- fixed possible crashes caused by being in a factorissimo building and then leaving.