Hello, trains are one of our most favorite parts of the game. We already talked about the ways we improved rails (FFF-377), so its time to talk about how we improved the way you can control the trains that ride on them.
Hello, It is time. STOMPY TIME! If you don't want spoilers on enemies and want to discover them naturally then you might want to skip this one. Let's continue the story from FFF-413. A trumpeting scream quietens all the small animals. You hear the breaking of waves followed by stomping: earth-shaking steps that are getting louder and louder. Looking in the direction of the sound, you see a cliff rising to a tall hill. The fungus at the top shakes a little with each stomp, but the source is somewhere further behind the hill. You ready your weapons, but the sound stops getting louder and instead moves to the right, then gradually fades into the distance. Whatever it was, it was big. After climbing the hill to investigate, you see a valley on the other side. Some large translucent green eggs float on a raft of slimy foam in a pool of shallow water. You get closer. The eggs are soft like jelly, the portion above water sagging under their own weight. In the centre is a dark blurry mass of... tangled limbs and eyes. This video has sound. Also available on YouTube in 4k. Suddenly the egg erupts and a clawed limb swipes at your face. A strange creature wriggles around in the water trying to claw at you, and through the splashing you make out 5 limbs like a starfish. A bulging head-like structure has many eyes on one side and a sponge-like material on the other. On the sides of its head are crests of transparent blisters that are inflating with air to form something like a paddle or wing. It drags itself around like some sort of ravenous tentacled baby. With the occasional lurching movement it launches itself at you, trying to grapple you with its limbs and bite you with its underside. The claws glance off your energy shield with minimal damage. Your personal laser defence springs into action and in a flash of light the newborn is cut to shreds. The laser then switches targets to the egg raft. A few moments later all the eggs burst into a horrifying swarm of angry thrashing creatures. The sea of flailing limbs and odd movement makes it difficult to target individuals. You bravely retreat back to the cliff and equip the flamethrower to protect yourself with a wall of fire. The undaunted wriggling creatures run straight into the fire and die soon after. Another trumpeting scream pierces the sky but this time it doesn't sound distant at all. A slender towering creature stares straight at you with its large bulging eyes. It strafes sideways circling you, gracefully stepping over cliffs and tree-like fungi with its 5 thin legs. It launches something from its head, a projectile high into the air and arcing toward you. You start retreating, but 4 wings spring from the sides of the projectile and it steers towards you like a homing missile. The flying creature rams into you, grappling you with its clawed limbs and slowing your movement. You throw it down to the ground and it becomes indistinguishable from the Wriggler you dispatched earlier. Your laser defences make short work of it, but without warning, you're struck by another projectile creature from the other side. Another Strafer has arrived and is also bombarding you. Both Strafers are staying out of range of your automated laser. You dash towards one of the Strafers with your submachine gun in hand, but as you do the Strafer to your front retreats and the other advances. They seem intent on keeping you at range, constantly circling while flinging homing projectiles. No matter, you have another weapon up your sleeve. You dash forwards again, this time with a rocket launcher in hand. A rocket snakes its way through the air and blasts its way into the first Strafer. The creature shrieks and attempts to retreat, but another rocket is already on its way. The second rocket strikes unerringly and a moment later, the Strafer is blown apart leaving a cloud of pieces to rain down on the swamp below. Stomp stomp stomp. The stomping has returned. A colossal spiked shell rises into view from behind a hill. It strides effortlessly over a cliff with its 5 huge armour-plated legs. This creature is clearly related to the others, but it is far heavier with a wide stance and thick legs. The central body or head region is like a shielding shell with small eyes peering through narrow holes. You fire some rockets at the Stomper and they do some damage, but nowhere near enough to take it down. You have very few rockets left and they won't be enough to kill the Stomper so it's better to save them for the other Strafer (which is difficult to catch otherwise). The Stomper charges towards you. Even with your exoskeleton equipment the Stomper can outrun you. You stand your ground with the submachine gun but you can't dodge effectively while you fire. As it gets close the tremors stress your shield, and thrown debris from its stomps pummel the shields further. The creature lands a foot directly on you and your shields falter. That hurt. This isn't working. You start moving again, not to outrun it but to outmanoeuvre it. It may be faster than you in a straight line, but it can't change directions as quickly. The other Strafer is still alive and flinging new enemies at you from a distance. By switching between dodging movement and bursts of SMG fire, you're able to evade most of the Stomper's damage and keep the number of Wrigglers low enough to not get overwhelmed. You wait for an opening when you're not being stomped on, swarmed, and the Strafer is in view. Away go the last 2 rockets and... success. The last Strafer falls dead. Now it's just you and the Stomper. A duel to the death. While continuing to dodge its feet, you make your way to a larger area of land to make your last stand. No more rockets. Gun ammo is low. Time for the flamethrower to shine. As you circle each other, you douse the arena in flames. The dance continues in flames until one of you falls. More fire, more spinning, more fire! The world becomes a hazy blur of flames, smoke, and death.
Hello fellow builders, There is this commotion about the paid mods on Steam. (It had been cancelled already). I understand that the implementation was far from optimal, as people would be suddenly expected to pay for mods that were free until now. It was also sad, that the modders were to get only 25% percent of the money. But I personally think, that there is nothing wrong about the idea generally. If a reasonable price tag on a great mod allows the creator to develop the mod full time, create professional content, and people are willing to pay for it, everyone wins. Free mods would still exist so it would be up to the players to choose. I'm NOT saying we are going to allow paid mods for Factorio anytime soon. But I'm not denying this possibility in the far future.
Hello, it feels really nice these weeks. We actually have some time to improve the game instead of just fixing bugs. Lets take a look on some of the improvements.
0.15 release I would be surprised if you are reading this blog and didn't know that we released the 0.15 experimental this Monday. After more than 6 months of work and effort put in, we are really happy to finally see everyone playing and enjoying it so much. We'd like to thank you all for the feedback and suggestions we've received, and for being patient with us when we couldn't keep to our plans. The whole team here is committed first and foremost to making as great a game as possible. While the delays were not insignificant, we really hope we have met your expectations and delivered on what we have promised. Initially we had a small issue with our new config system and a script we use for Steam cloud syncing, leading to the game looking for a value which was no longer there. Thankfully HanziQ solved the problem in short time, and we released 0.15.1 just 3 hours later. The rest of the week ran pretty smoothly with the typical bugfixing, while the majority of the GFX department takes a well deserved break. If you are interested in seeing an overview of all the new features, you have a choice of British or American flavour, provided by MangledPork and Xterminator respectively:
Hello, it has been extremely cold these last weeks. It's one of those weeks when we can't think of anything to write about. So we will try to write some small parts.
Hello everybody, the work on the 0.13 is slowly getting to the final phase and hence it feels like a good time to give an overview of actual multiplayer changes that have been implemented over past couple of weeks. This is a recap and extension of a FFF post that mentioned the Multiplayer improvements while there were in progress.
Sound design update Ian One advantage of switching to home working during the COVID-19 crisis is the ability to listen to the game using speakers rather than headphones, and this has proved useful in balancing the relative levels of the game. Val has also been getting to grips with Lua, and this has led him to working on attenuations, which have been proving problematic. For instance, we noticed that sounds such as the radar were getting cut off when you walked away from them, rather than fading out cleanly. I investigated and discovered we had a maximum environment sound limit of 15, by raising this to 50 we have eliminated many of these problems. But then the downside is that there are now more sounds playing and therefore more clutter to mix and balance. Pink squares indicate which sounds are active. Left: limit of 15 nearby sounds; Right: limit of 50 nearby sounds. Rseding has been working through the list of sound design programming tasks, for instance we finally have the sound for the artillery turret rotation integrated into the game (which was featured in FFF-252 quite a while ago). Real in-game footage of the new artillery sounds In other news, we have an updated concept for the transport belts. We listened to feedback from the community that they were still a bit too present and annoying. The idea of the new sounds is that they will drift into the distance a bit more and become unnoticed (until you try to fall asleep). More fun sounds include water splashes, electric and laser beams, more powerful weapons such as the gun turret and vehicle machine gun. And our old robot sounds have come back as additions. If all goes to plan, we will merge the sound changes into master very soon, and once we've done all our pre-release checks, release it to the 0.18 experimental. After that, I plan to spend time on UI sounds, and also balancing the overall levels to get them more in line with other games, which is trickier than normal given the lack of audio middleware. However we have also made some changes to the default sound settings that move us in the right direction.
Release plans Klonan This week we released version 0.17.79, and marked it stable. Internally we have been calling this 'Stable 3', and the main feature was the new tooltips we showed in FFF-318. There is one constraint we put on ourselves when we started this more swift feature release schedule: We want to avoid breaking mods. This is easy enough in principle, don't start renaming things, don't remove API features, etc. However as we develop further, there are certain features and improvements that we can't realistically do in a way that won't break mods, such as the new Character GUI (FFF-289), and color correction (FFF-320). It is for this reason that we are going to accumulate some of these mod breaking changes, and release them all at once. Since it will definitely be breaking mods, we will bump the major version number, so it will be 0.18.0. We have already internally started merging in these 0.18 features into our master branch, so we will not be doing any more 0.17 releases (unless something absolutely catastrophic is discovered).
New player experience (V453000 & Abregado) In the last several weeks/months we have been working on deciding the fate of the campaign and the demo/tutorial missions. Hi, I'm Ben (Abregado). My experience as an educator using Factorio in the classroom means I have thoroughly examined new players (young and old), and have played the first 30 minutes of Factorio for as many hours as some players spend on a single megabase. The systems in Factorio are deep and interconnected, so creating an onboarding experience for a single concept poses many exciting challenges. We find that the Freeplay portion of the game is already enjoyable to its target audience, but those who prefer a more guided experience only get a short campaign which doesn’t even utilize all of the features we’ve added to the game. On top of that brand new players need to dig through a tutorial which takes about 30-45 minutes to get to automation, which is what the game is about. We want to keep the demo so that anybody who wants to try the game can do it for free, and get a proper representative introduction to what Factorio is. For Factorio, the demo should serve a dual purpose of a tutorial and a teaser, both of which we feel could be improved... Currently we find the demo has the following problems: The impact of the first level isn’t very visually representative of what Factorio is. Gives the impression of being a Minecraft clone in the first tutorial mission by having to mine manually and do hand crafting. Key concepts like Assembling machines and electricity are not presented for the first two levels. Player actions are so heavily constrained that the player learns just how to solve the tutorial rather than learning the concepts we are trying to demonstrate. Each of the levels is disconnected from the previous. Which item recipes are available, that there are suddenly built structures and the location is completely different. Grindy tasks like obtaining X resources in 2nd tutorial mission don’t have any clear purpose. The player does it because they are being told to, not to achieve some other goal that would make sense in the progression. A lot of information is not important and just floods the player with noise, for example many of the messages. The places where the player gets information are scattered - Objective window in the top left, the player character talking to themselves in the console chat and the yellow "TAB bubbles". The three different information channels competing for attention. In this case also two of them telling you the same self-explanatory information (where is the current objective shown, if you didn’t get it), while the chat informs you that your character is alive. A typical objective without purpose. (I guess the game will tell me what is it for soon?) Doesn’t this message resemble another game? What we would like to achieve with the new design: Create an immediately gripping environment that better sets up the Factorio feel. Showing and teaching core concepts like Assembling machines and electricity in the first level using as little complexity as possible. Providing goals through the technology tree, working with laboratories and the technology GUI as soon as possible. Standardize the way players obtain new items. Every recipe has to be obtained through a technology - that way the player triggers recipe progression and gets them as a reward. Starting a new level should start the player at a similar progression state where the previous mission left off. Teaching by experimentation instead of jumping through arbitrary tasks. Letting the player coming up with their own solution of a puzzle. Unify the channels the player gets information from (mostly GUI improvements). After finishing the demo, the player should be ready to continue by playing the main campaign, or jump straight to the Freeplay. If you had to pick one entity that represents the game to you the most, which one would it be?