Version 2.1.7

Information about releases and roadmap.
JackTheSpades
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Re: Version 2.1.7

Post by JackTheSpades »

Walterin0 wrote: Thu Jun 25, 2026 8:42 am
JackTheSpades wrote: Thu Jun 25, 2026 8:36 am
Biter/spitter spawners will emit a cloud of damaging acid if they are blocked from spawning units.
Was there a reason the "neutralizing spawners" was changed? It looked like the original stance was for this to be intended.
It's a bit of a shame since certain challenge runs like Michael Hendriks' x1000 science cost are now completely impossible.
Looks like they just changed their minds. I agree though, this was fairly niche and in 99% of default map settings playthroughs, it's just easier to destroy the bases then bother blocking them. I guess it devalued the Clean Hands achievement, though game updates making achievements simpler is also just a thing inherent with Space Age and 2.0.
I agree that Clean Hands achievement becomes a lot easier with this but my bigger question is for Space Age since prior to unlocking the Captive Biter Spawner crafting you have to actually capture bases and since you have to supply them with food it is beneficial to have them close by.
Hence why in my playthrough I "capture" a base like this early and properly convert it once Gleba tech is unlocked.

I suppose you can still do so by just surrounding the nests with turrets with priorities enabled but it certainly becomes a much bigger hassle now.
ESPECIALLY if you constantly get the "turrets are firing" warning flashing on your screen. If this has become an intentional gameplay mechanic then I really wish we could finally select turrets to not alert the player when firing.
Hurkyl
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Re: Version 2.1.7

Post by Hurkyl »

JackTheSpades wrote: Thu Jun 25, 2026 8:36 am
Biter/spitter spawners will emit a cloud of damaging acid if they are blocked from spawning units.
Was there a reason the "neutralizing spawners" was changed? It looked like the original stance was for this to be intended.
It's a bit of a shame since certain challenge runs like Michael Hendriks' x1000 science cost are now completely impossible.
Note that Michael Hendriks took the exploit dramatically further: he manipulated enemy expansion AI so that they would try to expand from the neutralized spawners, which fails because there aren't any biters available, and so he dramatically decreased the rate of enemy expansion and disabled expansion towards his base entirely.
Walterin0
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Re: Version 2.1.7

Post by Walterin0 »

JackTheSpades wrote: Thu Jun 25, 2026 8:57 am
Walterin0 wrote: Thu Jun 25, 2026 8:42 am
JackTheSpades wrote: Thu Jun 25, 2026 8:36 am
Biter/spitter spawners will emit a cloud of damaging acid if they are blocked from spawning units.
Was there a reason the "neutralizing spawners" was changed? It looked like the original stance was for this to be intended.
It's a bit of a shame since certain challenge runs like Michael Hendriks' x1000 science cost are now completely impossible.
Looks like they just changed their minds. I agree though, this was fairly niche and in 99% of default map settings playthroughs, it's just easier to destroy the bases then bother blocking them. I guess it devalued the Clean Hands achievement, though game updates making achievements simpler is also just a thing inherent with Space Age and 2.0.
I agree that Clean Hands achievement becomes a lot easier with this but my bigger question is for Space Age since prior to unlocking the Captive Biter Spawner crafting you have to actually capture bases and since you have to supply them with food it is beneficial to have them close by.
Hence why in my playthrough I "capture" a base like this early and properly convert it once Gleba tech is unlocked.

I suppose you can still do so by just surrounding the nests with turrets with priorities enabled but it certainly becomes a much bigger hassle now.
ESPECIALLY if you constantly get the "turrets are firing" warning flashing on your screen. If this has become an intentional gameplay mechanic then I really wish we could finally select turrets to not alert the player when firing.
A system for toggling which alerts you want and don't want would be very nice.
Khaylain
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Re: Version 2.1.7

Post by Khaylain »

JackTheSpades wrote: Thu Jun 25, 2026 8:57 am -snip-

I suppose you can still do so by just surrounding the nests with turrets with priorities enabled but it certainly becomes a much bigger hassle now.
ESPECIALLY if you constantly get the "turrets are firing" warning flashing on your screen. If this has become an intentional gameplay mechanic then I really wish we could finally select turrets to not alert the player when firing.
AFAIK turrets do not alert the player when firing in 2.x. They only alert the player when they are damaged. Unless you've used the chat command to turn alerts for turrets shooting back on.
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GregoriusT
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Re: Version 2.1.7

Post by GregoriusT »

Kinda wish the Labs would leave the manual science queue alone and only set their Combinator Science if nothing manual was selected. Because right now the solution is the same as the Science Combinator Mods that existed prior, which was quite bad.

Would be nice if there was a second science "queue" (one slot) that only the labs could add to via the wiring, and that second queue would only be active while the manual queue is inactive, making it possible to spontaneously decide to do a random tech or level of an infinite tech as a one-off without needing to turn off the Wiring on the Labs.

Basically having the combinator tech selection be "Do this if the player didnt select anything themselves"

This would have made it far smoother for the end user than "ERROR: YOU CANT SELECT MANUAL SCIENCE"
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
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