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Releases: Anuken/Mindustry

7.0 Build 132 - Pre-Alpha

16 Oct 19:33
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Pre-release
  • Fixed tapping items in block inventories always requesting the whole stack
  • Added Constructor & Large Constructor for block creation; may be useful for item/liquid transport via payload mass drivers
  • Added 2x2 tank
  • Added payload loader & unloader
  • Added Deconstructor; converts a unit/block back into items at 100% efficiency
  • Added cryofluid tiles (Contributed by @TranquillyUnpleasant)
  • Added editor map search (Contributed by @TranquillyUnpleasant)
  • Added system for displaying backgrounds in map rules; currently can't be changed without mods/plugins
  • Added system for custom chat formatting in servers (see NetServer#chatFormatter)
  • Changed Retusa weapon to a naval torpedo
  • Made legged units able to drown when all legs are in deep water; buffed speed/damage to compensate
  • Made all large mechs able to drown (slowly) when surrounded by deep water
  • Made crawler explosions deal damage on death
  • Made certain shoot effects track unit rotation (Contributed by @MEEPofFaith)
  • Made sorter/gate output flips direction-dependent
  • Major changes to planet API; will break mods with planets
  • Increased surge alloy damage when exploded
  • Converted game soundtrack to ogg (-> smaller filesize)
  • Improved planet renderer water/ice reflections
  • Added clouds to Serpulo
  • Added naval waves to Serpulo
  • Improved Serpulo sector generation, especially when water is involved
  • Increased Desolate Rift difficulty slightly
  • Older generated maps made in the two new preset sectors are now auto-deleted
  • Logic: Made @tick/@time be synced; @tick no longer resets; @time is now @tick in ms instead of local client unix time
  • Logic: Synced random number generator state (note that this will still not fully fix RNG desyncs)
  • Logic: Added line numbers and jump line indicators
  • Logic: Added variable display dialog
  • Logic: Added unit command to enter payload blocks
  • Logic: Many various bugfixes

7.0 Build 131 - Pre-Alpha

13 Sep 00:34
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Pre-release
  • Fixed Omura bullet trail length not being cut off by impact
  • Fixed BE server not auto-updating
  • Fixed sectors having decreased production/export when loaded for a short time
  • Fixed overdrive visuals displaying for liquid routers/conduits
  • Fixed overdrive projectors not affecting passive sector damage calculations
  • Fixed alpha bleeding not applying properly to mods
  • Made Stained Mountains guardian easier
  • Made pebbles look less like ore
  • Made most configurable blocks show their inventory when tapped
  • Made campaign bases slightly denser
  • Made Base AI walls correspond to tier
  • Many various improvements to wave editor (Contributed by @jrtrinny, @TranquillyUnpleasant)
  • Made drills no longer show items under solid walls
  • Unit rebalancing
  • Added unit icon selection for sectors
  • Added 'target' field to river noise filter
  • Added repair turrets to Vela
  • Added Deep Tainted Water, made standard tainted water shallow
  • Added rivers to Serpulo generation
  • Added cliff button to map editor
  • Added subtle shadow to ships
  • Added 2 new (untested!) campaign naval maps
  • Improved compatibility with v6 mods

7.0 Build 130.1 - Pre-Alpha

23 Aug 18:54
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Pre-release
  • Fixed logic being able to build invalid blocks
  • Fixed crash in text fields when [[ is typed
  • Fixed smelters not producing sound
  • Fixed modded naval units with boosters exhibiting buggy behavior
  • Fixed ground unit floor speed multiplier being squared
  • Moved Minke ability to Oxynoe, buffed Minke
  • Made tile attribute display more consistent; now displays boosts for entire block
  • Allowed building blocks that host doesn't have unlocked in campaign again
  • Allowed logic units to drop items with @air as a target
  • Optimized memory allocation of collisions
  • Added core database & schematics to main menu [Desktop]
  • Added max spawn field to wave editor
  • Added "units created" game stat
  • Added unit 'decal' system for mods; draw arbitrary sprites on top/below units
  • Made 'block info' keybind work for hovered blocks [Desktop]
  • Improved wave editor UI (Contributed by @TranquillyUnpleasant)
  • API: deprecated Unit#realSpeed(), use speed() instead

7.0 Build 130 - Pre-Alpha

16 Aug 17:23
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Pre-release
  • Fixed cores in core capture mode getting destroyed instead of replaced client-side
  • Fixed water appearing as a block in pump info UI
  • Fixed minimap not updating when a building's team changes
  • Fixed aegires core capture making core neutral
  • Fixed sectors being able to export more than they import + produce, indefinitely
  • Fixed sector export/import lines curving through planet
  • Fixed plastanium walls in older saves having more than 100% health
  • Fixed hints appearing during opening launch scene
  • Fixed liquid extractor bar always being displayed as 100% full even with low power
  • Fixed certain sectors not spawning any waves
  • Fixed players getting stuck in units upon simultaneous control on servers
  • Fixed many various soft keyboard bugs [Android]
  • Cleaned up heat sprites for all turrets
  • Significantly increased payload propulsion tower range
  • Decreased cultivator water requirements slightly
  • Made batteries display a formatted amount of power stored
  • Made cultivators consume a constant amount of water, even when on spore blocks
  • Made player-team flare & horizon AI stop and attack first target on path to core
  • Made zenith AI shoot when passing targets en route to core
  • Misc ammo rebalancing
  • Removed pointless 'device' switcher in controls dialog
  • Added 'banned units' rule
  • Added holographic icons above unit payloads that appear when their upgrade is banned or not researched
  • Added search bar to database
  • Added team-specific rules & AI
  • Added a progress bar for world data
  • Added a list of occupied sectors & their status to planet dialog
  • Changed derelict team icon
  • Made banned units/blocks appear crossed out in core database
  • Allowed dumping/moving into payload voids

7.0 Build 129.2 - Pre-Alpha

04 Aug 23:37
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Pre-release
  • Fixed a memory leak that occurs when a team has no repair units
  • Fixed logic display removal memory leak
  • Fixed a missing shared library error on startup [Linux]
  • Fixed borderless windowed setting cutting off edge of screen [Windows]
  • Fixed piercing bullets hitting targets multiple times... again
  • Fixed logic-controlled naval units not rotating when moving
  • Fixed Workshop not initializing when invalid subscribed content is found [Steam]
  • Fixed unit mining beams disappearing when unit is off-screen
  • Added icons for crux/sharded/derelict teams - currently used in very few places
  • Added mod import progress bar
  • Added automatic team region generation for modded blocks
  • Added import/export lines & additional info for sectors
  • Improved block color palettes for PvP teams
  • Disabled non-functional crash report sending
  • Removed liquid spill "generation" tracking; improves puddle deposition in subtle ways
  • Changed "borderless windowed" setting to "borderless fullscreen" [Windows]
  • Messed around with the borderless & exclusive fullscreen modes, might fix something but the behavior varies so much between devices I really don't know [Windows]

7.0 Build 129.1 - Pre-Alpha

28 Jul 22:11
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Pre-release
  • Fixed unit building not starting when some resources are missing

7.0 Build 129 - Pre-Alpha

28 Jul 21:34
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Pre-release
  • Fixed payload sources not being deactivated correctly
  • Fixed player autotargeting units that cannot be hit [Mobile]
  • Fixed inconsistent & jittery arrow animations for all bridge blocks
  • Fixed screenshake permanently moving camera position when panning
  • Fixed bullet heal percent being displayed as 0 when <1
  • Fixed packet error occurring on core capture
  • Fixed editor brush slider being displayed below text
  • Fixed generators not saving item consumption cooldowns
  • Fixed units not being able to build when core is empty and the build cost multiplier makes a block free
  • Mods: Fixed JSON mass drivers not having a default bullet set
  • Mods: Deprecated ExtendingItemBridge / LiquidExtendingBridge; use ItemBridge/LiquidBridge instead
  • Removed "extension" animation for item/liquid bridges
  • Removed mend projector orange phase tint (was too similar to overdrive projector)
  • Removed mouse&keyboard option, it was never actually implemented [iOS]
  • Removed block flow rate option - there is little reason to turn it off
  • Made certain units with payloads automatically drop them near targets
  • Logic: Fixed jump instructions not copying destination
  • Made drill/extractor shading more realistic when rotating (Contributed by @sk7725)
  • Minor tweaks to blast/laser drill spinner sprite
  • Tweaks to thermal generator & coal centrifuge effects
  • Improved UI slider appearance
  • Steam: Renamed misleading "Local Servers" section to "Open Games & Local Servers"
  • Tweaked block plan skip algorithm to reduce switching (Contributed by @buthed010203)
  • Allowed mining of sand with double-click-to-mine enabled (Contributed by @buthed010203)
  • Launch pads can now be disabled (but not individually!)
  • Allowed pickup of derelict blocks
  • Increased shale oil yield
  • Made containers/vaults explode significantly less violently when linked to core - should not be a liability anymore
  • Added new core landing animation
  • Added new core launch animation for campaign
  • Added graphics option to skip all launch/landing animations
  • Added hint explaining derelict block mechanics
  • Added tooltips for certain settings
  • Added descriptions for new content
  • Added display of fragmentation bullet stats
  • Added sector import statistics
  • Added approximate range circle when placing illuminators
  • Added Call methods to play sounds on clients from servers

Flying unit AI has been improved:

  • For AI teams, flying units will now correctly prioritize certain types of structures when attacking
  • Eclipse prioritizes reactors, Antumbra prioritizes generators, horizon targets factories, etc
  • Higher-tier flying units will no longer stop at "irrelevant" targets like walls or turrets
  • For player teams, flying units will move straight to the enemy core
  • This behavior aims to be more consistent with ground unit AI

The unit ammo system/rule has been redesigned:

  • Removed resupply point block
  • Made units resupply items from containers, vaults and cores, to be more consistent with power ammo
  • Assigned different ammo items to many units
  • Oct no longer acts as a mobile resupply point, as it cannot reasonably carry all different ammo types at once
  • Mods: AmmoType is now an interface, and the AmmoTypes class has been removed. Create new Item/PowerAmmoType instances instead.

7.0 Build 128.1 - Pre-Alpha

17 Jul 23:29
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Pre-release
  • Fixed Poly units rebuilding blocks that were canceled after they acquired a target
  • Fixed various JavaScript operators not being available, causing crashes [Mods]
  • Fixed buildings not being saved properly [Logic]
  • Fixed idle command not stopping unit movement [Logic]
  • Fixed continuous lasers in units having broken sound
  • Fixed mod dialog width exceeding screen size on phones
  • Fixed negative bullet knockback not pulling in units
  • Fixed lightning extending "wet" status effect lifetime on apply
  • Made defeated teams in PvP automatically turn derelict/explode
  • Improved naval support shoot sounds
  • Added sounds for rocks/vegetation breaking
  • Campaign: Improved planet generation; paths between core and spawns should now be less straight
  • Campaign: Fixed planet generator including inaccessible areas of map

7.0 Build 128 - Pre-Alpha

12 Jul 19:41
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Pre-release
  • Fixed crash when mods override 9-patches with normal sprites
  • Fixed bullets shot on servers not retaining remote unit velocity
  • Fixed misleading incinerator block status
  • Fixed logic polygons overdrawing triangles
  • Fixed votekicks not tracing user IPs
  • Fixed mod sprite packer not allowing subfolders in page-specific sprite folders
  • Fixed all HTTP-related requests not working [Mac]
  • Fixed Java mods with default interfaces not loading [Android]
  • Fixed Java mod files not being imported correctly [Android]
  • Fixed icons being offset on buttons at high UI scale
  • Notable API change: Removed Core.net, use the arc.util.Http class instead
  • Decreased Disassembler cost
  • Increased Fortress health & base damage
  • Slight Aegires healing nerf
  • Reorganized some settings
  • Improved settings & editor filter sliders
  • Made force projector "decals" team-colored
  • Made Navanax EMP explode on cursor
  • Made 3x3 blocks fit on payload conveyors
  • Made Separators less likely to desync (contributed by @Quezler)
  • Made status indicators only draw for same-team blocks
  • Merged all whitelist commands into one [Server]

7.0 Build 127.2 - Pre-Alpha

30 Jun 17:29
4dcac11
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Pre-release
  • Fixed derelict cores preventing PvP game-over
  • Fixed Java mods not loading classes correctly
  • Fixed liquid turrets not targeting closest fire
  • Fixed payload routers not distributing evenly between two conveyors
  • Made units target & move toward derelict cores in capture mode
  • Made falling wrecks killable
  • Nerfed repair turrets
  • Buffed Eclipse, Mace