P.S. Linux release is postponed, because of technical reasons (until tommorow).
- Features:
- The factory now produces pollution. Pollution is visible on the map after pressing ALT key. Pollution is mostly produced by mining drills, things that burn coal, assembling machines and modules.
- Enemy creepers were replaced by small, medium and big biters.
- Enemy turrets were replaced by small, medium and big shooting worms.
- Enemy attacks are triggered by pollution accumulated around their base (no time based attacks from the script anymore).
- Enemies move and attack in groups.
- Enemies wander around their base when they have nothing to do.
- Enemies call for help when attacked.
- Enemies can create new bases.
- Added new weapons / ammos: shotgun, combat shotgun, explosive rockets.
- Added upgrades (research) for all types of ammo and for laser turrets as well.
- Added concept of capsules (usable items). Capsules are used from quickbar. Quickbar shortcut (1-5 shift 1-5) applies the capsule at mouse position. Current capsules: basic grenade, poison cloud capsule (doesn't damage buildings), slowdon capsule (doesn't work on buildings), combat robot capsules (spawns robot(s) that fight the enemies)
- The player movement is slower when he is shooting (differs per weapon).
- Added Modular armors with placeable equipment. The armor is opened by right clicking it. Equipments can be: night vision, speedup exoskeleton, energy sources, batteries, energy shields, laser defense, discharge defense
- Weapons have different damage types, entities have different resistances.
- Added production statistics similar to the electricity statistics. (on the P key by default)
- "Shift-build" - when building with shift the settings of the last built entity of that type are applied. This works for assembling machine, smart/logistics chest and inserter, includes circuit network wiring and internal settings.
- Laboratories and mining drills are module compatible.
- Logistic robots try to not mix different items in storage chests if possible.
- Placing resources now uses the "autoplace" mechanism as well (see lua data files).
- Better labeling of map generation parameters (swapped frequency and size), frequency and size are less dependent on each other.
- Automatic updates can use proxy server.
- Gui:
- Extended tips and tricks.
- Mark missing elemental ingredients in the recipe tooltip as red.
- Show cooldown of weapons/usable items in the slot.
- Debug settings can be changed in game (F4 triggers the gui).
- Flying text notification when a train has no path.
- Automatically connect rolling stocks into trains when placed nearby with indication.
- Show direction of train stop when to be built/selected.
- Show connected/to be connected rails that are selected/to be build
- Double click in load/save dialog opens/saves the game.
- Technologies in the technology gui are sorted (using order string)
- Graphics:
- Replaced enemy placeholders (units, turrets).
- New selection boxes.
- New arrows for inserters / mining drills.
- Changes:
- Removed the filter inserter (merged with smart inserter), all filter inserters are transformed into smart inserters.
- Land mine has bigger damage radius and trigger.
- Disabled loading of saves before 0.3.0 version (You can use 0.6.4 to load any old saves and re-save them).
- Enemies can destroy all player creations they find (not only labs, turrets, logistic robots, train and player as it was now)
- Long hand inserter puts the item into the distance 2 (instead of 1).
- Decreased the car health from 2000 to 500, laser from 350 to 250.
- Increased the wall health bar from 200 to 350 and increased health of most of the player structures.
- Enemy spawners and turrets slowly regenerate health.
- Electric pole connects to all poles in the reach with no common neighbour. The limit of 5 connection per pole stays. Building electric poles with shift pressed builds it without any connections.
- BugFixes:
- Straight belt pushes items from the center to one of the sides, so randomly inserted items on belt shouldn't cause stucks in the U turns.
- Indestructible objects are now handled properly in the path finding.
- Fix of game being very slow with lots of logistic robots with no place to put items (no free storage chests).
- Fixed several critical bugs in the map editor.
- Fixed of confused logistic system when rebuilding logistic chests
- Shortened number format works properly for large negative numbers.
- Fixed script crashes when using god mode in freeplay.
- Fixed armor relative protection (It was inversed and 10% protection made 90% instead)
- Player inventory didn't get autosorted when item was crafted or delivered by logistic robot.
- Player crafting gui didn't get updated (number of items craftable), when player recieved items from logistic robots or dropped item on ground.
- Fixed sharp edges in new maps.
- Fixed crash when player hovers ammo placed in quickbar.
- Fixed bug of losing bonus production in furnace/assembling machine when the output slot is full (the production will stop instead).
- Item tooltip is updated when the item on selected slot changes and closed when the slot is cleared.
- Optimisations:
- Mining drills deactivate when the resources run out.
- Speedups in the path finding (though path finding around very big lakes is still slow).
- Speedups in enemy movement.
- Scripting:
- Fixed lua gui element#isvalid function, it threw error when the element was invalid.
- Added lua object for entity/item prototype. All prototypes can be aquired by game.(entity/item)prototypes.
- Added (readonly now) way to access tiles by game.gettile(x.y) (provides name property and collideswith method)
- getenergy method additionally works for Lamp, Lab, Electric turret, Accumulator, Car, Locomotive and Solar panel.
- The onchunkgenerated event is now called for all chunks, even for the starting area and for chunks created in map editor.
- Modding:
- Result of shooting, projectiles, capsules and items used in general, is now specified by our small but powerful effect framework.
- Added way to migrate/rename entity/item prototypes.
- Introduced moddable game wide map settings in data/base/prototypes/map-settings.lua.
EDIT: Linux version has been already released
Linux version is now available in 64bit version as well as 32 bit.