Aside from certain items, everything is different - there is no re-used content from Serpulo, not even walls or conveyors. In v7, this is no longer the case - I am adding an completely new planet - Erekir - with its own unique set of blocks, environment tiles, units, turrets, transportation, etc. Everything I've made has been designed to fit in with existing blocks on the Serpulo planet campaign. Up until this point, all (pre-classic) Mindustry updates have been incremental additions or changes to existing content. To test this build, you must switch to the v7-testing branch by right-clicking Mindustry in your Steam library, then, clicking properties -> Betas -> v7-testing. The content added in this update has not been properly tested in custom maps or PvP yet. While Erekir is nearly complete in terms of block/unit content, most things not covered in the campaign are completely unbalanced, and should be treated as such! Damage/speed/reload/etc values of end-game content are essentially untested placeholder values.įor an introduction to the new systems introduced in this build, play the campaign first. Please keep in mind that the Erekir campaign is still completely unfinished, and covers less than half of the tech tree. Note that there is currently no way to RTS-control builder/support units present on Serpulo, like Poly or Mega. Left-click to select groups of units, and right-click to order them to locations or targets. Holding places you in 'Command Mode', which gives you RTS-like control over your units. The old command center and formation mechanics have been replaced with a 'RTS' command system. Countless tweaks, improvements and QoL changes A fog-of-war system, available as a custom map rule and enabled on Erekir New systems for "scripting" maps with logic blocks and objectives New factories, turrets, distribution blocks, support structures, etc A new, separate (but incomplete) campaign on the planet Erekir with its own mechanics. It would take too long to list all the changes and additions in this build, but here are the highlights: This is a massive update that brings with it an entirely new planet - Erekir - with a completely new tech tree. Special thanks to the community members who helped create maps for use in the campaign: In the meantime, there is still plenty of community content in the form of new side-maps that can be inserted into the campaign. I can't give any timeframe for when this will happen. These may be expanded upon with future updates. Those of you who have dug through the game files will know that there are several unused liquids, items, blocks and units. There are still a few loose ends in the Erekir content. I do not plan on "ending updates" anytime soon, but right now, I need a break from any sort of significant content development. I will still be interested in providing bugfixes and minor QoL changes to Mindustry. I am feeling rather burnt out after this update, and I don't think I will be able to implement anything beyond "maintenance" for a while - a few months, at least. I'll be blunt: This game has been under development for more than 5 years now, with the updates getting bigger and bigger every time. It has taken more than a year to complete, and turned into quite the ordeal. Overall, this has been - in terms of raw new content and mechanics - the largest update in Mindustry history.
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