PTR Changelog 2016-05-02
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This post describes changes on the Public Test Realm. The estimated launch date is May 12.
- All boosted creeps, including NPC invaders, now drop up to 20% (depending on their life time) of the resources spent on their boost when killed.
- Added new method
StructureSpawn.recycleCreep
that allows to return up to 100% (depending on life time) of all resources spent on that creep’s spawning and boosting. - Energy sources in Source Keeper rooms now have 4,500 energy capacity.
- Increased terminals capacity from 100,000 to 300,000.
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Room.findPath
method now has the defaultmaxOps=20000
value in case when origin and target positions are in different rooms. - Increased towers count available on different room levels:
- RCL3: 1 tower
- RCL5: 2 towers
- RCL7: 3 towers
- RCL8: 6 towers
- Removed deprecated methods:
Creep.transferEnergy
Creep.dropEnergy
Creep.unclaimController
Game.getUsedCpu
RoomPosition.findClosest
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What will be the method to replace Game.getUsedCpu? There doesnt seem to be any equivalent in Game.cpu
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Game.cpu.getUsed
method has been there for 4 months already.
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Missed that update in the docs, thanks for pointing me in the right direction.
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StructureSpawn.recycleCreep
sounds interesting. Were will the energy go? Just into the spawn, or also into extensions?
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I'd be interested in the reasoning for increased tower count. They are really hard to overcome as it is if they are fueled right and picking their targets well, even for someone who has a higher RCL. This surely makes up for the annoyingly overpowered npc invaders, but at the same time will make human invasions way harder and way less attractive. : |
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Were will the energy go? Just into the spawn, or also into extensions?
Resources are dropped on the ground under the creep, as with
Creep.suicide
.I’d be interested in the reasoning for increased tower count. They are really hard to overcome as it is if they are fueled right and picking their targets well, even for someone who has a higher RCL. This surely makes up for the annoyingly overpowered npc invaders, but at the same time will make human invasions way harder and way less attractive. : |
4 towers is not enough to plan their placement properly near the room borders, which makes the majority of players placing them in the middle of the room with the least efficiency.
Any amount of towers is easy to overheal with properly boosted creeps. And non-boosted creeps are not supposed to be any good at all, especially against an RCL8 room. Just start using boosts, it is an important game mechanic.
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Is it safe to assume recycled creeps' materials will be automatically picked up if they're recycled on top of a container?
Also does the spawn have to be inactive?
And finally, can this be a room-wide ability? Having to stand the creep next to a spawn and send another one to pick up the decaying resources will be hassle, it'd be nicer if they could be recycled next to the storage and easily tossed in.
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Is it safe to assume recycled creeps’ materials will be automatically picked up if they’re recycled on top of a container?
Yes, it should work this way.
Also does the spawn have to be inactive?
If you mean not busy with spawning, then no, it can be busy while recycling in the same time. But it should be an active structure, i.e.
.isActive() === true
.And finally, can this be a room-wide ability? Having to stand the creep next to a spawn and send another one to pick up the decaying resources will be hassle, it’d be nicer if they could be recycled next to the storage and easily tossed in.
All spawn methods work in close range only.