PTR Changelog 2016-05-02


  • Dev Team

    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.
    • Room.findPath method now has the default maxOps=20000value 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

  • Culture

    What will be the method to replace Game.getUsedCpu? There doesnt seem to be any equivalent in Game.cpu


  • Dev Team

    Game.cpu.getUsed method has been there for 4 months already.


  • Culture

    Missed that update in the docs, thanks for pointing me in the right direction.



  • StructureSpawn.recycleCreep 

    sounds interesting. Were will the energy go? Just into the spawn, or also into extensions?



  • 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. : |


  • Dev Team

    Were will the energy go? Just into the spawn, or also into extensions?

    Resources are dropped on the ground under the creep, as withCreep.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.


  • Culture

    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.


  • Dev Team

    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.