PTR Changelog 2016-04-08


  • Dev Team

    This post describes changes on the Public Test Realm. The estimated launch date is April 13.

    • Important: the new PathFinder is now activated by default. Call PathFinder.use(false) in the beginning of your script to revert to the old pathfinding.
    • Updated the runtime script server to Node.js 5.10.1.
    • Game.map.findRoute method has been completely rewritten. There is now the routeCallback option which can be used to control rooms pathfinding costs (thanks to The_General).
    • PathFinder.search: if you return false from the roomCallback, the requested room will not be searched, and it won’t count against maxRooms.
    • Creep.upgradeController now can be used within range of 3 tiles.

  • Culture

    Cool! the new  range on Creep.upgradeController will stop the nerf of rooms with only 1-adjacent tile.

    Is the Game.map.findRoute also based on c++ code? (IE, is it a lot faster?)


  • Dev Team

    > Is the Game.map.findRoute also based on c++ code? (IE, is it a lot faster?)

    No, it is a pure JavaScript A* implementation.



  • Is it intended that the upgradeController still has the melee animation? 

    Other than that, the changes are very nice. I hope you rewarded The_General with some ingame time for the major improvements he brought to the game...! 😉



  • I noticed that you fixed the upgrade animation. It would be much appreciated, if you give short(but more frequent) feedbacks on our posts and your resulting actions.


  • Dev Team

    The commit with animation should have been there from the start, but has been accidentally missed during deployment until today's patch.

    We do our best to provide as much feedback as we can, but we just don't have enough time resources to answer to every post and phrase that appears on forums, so some posts will not be answered anyway unfortunately. If you need to receive guaranteed answer, please consider submitting a ticket instead.