<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[PTR Changelog 2019-09-20: NPC Strongholds]]></title><description><![CDATA[<p><em>This post describes changes on the <a href="http://docs.screeps.com/ptr.html" rel="nofollow">Public Test Realm</a>.</em></p>
<h2>NPC Strongholds</h2>
<p>NPC Invaders now finally have a home!</p>
<p><img src="/forum/assets/uploads/files/1568992142978-2019-09-20_342.png" alt="0_1568992144321_2019-09-20_342.png" class="img-responsive img-markdown" />  <img src="/forum/assets/uploads/files/1568981789198-invader-core-expand.gif" alt="0_1568981790490_invader-core-expand.gif" class="img-responsive img-markdown" /></p>
<p>We've deployed NPC Strongholds mechanic to the PTR for testing. Strongholds are spawned in all sectors on all shards. See the <a href="https://screeps.com/forum/topic/2362/draft-npc-strongholds/44" rel="nofollow">previous discussion</a> to get more understanding of it. There are subtle differences from described there:</p>
<ul>
<li>
<p>Invader Cores do not return damage on attack.</p>
</li>
<li>
<p>Invader Cores of all levels always have 1,000,000 hits.</p>
</li>
<li>
<p>There are two new &quot;natural&quot; (non-power) effects in <code>Structure.effects</code>:</p>
<ul>
<li><code>EFFECT_INVULNERABLE</code> means the structure is temporarily immune to attacks (Invader Core uses this effect while it's deploying the stronghold in the first stage);</li>
<li><code>EFFECT_COLLAPSE_TIMER</code> will remove the structure when the timer is over. Invader Core will be respawned almost instantly</li>
</ul>
</li>
</ul>
<ul>
<li>The most valuable loot is stored inside an Invader Core and only visible when it's destroyed.</li>
</ul>
<p>Keep in mind that defenders' logic is still under development, it will be much stronger after release. Also, all loot resources are placed with 1 unit amount, the formula is under development.</p>
<h2>Ruins</h2>
<p>We also introduced a new concept of <strong>ruins</strong> which is similar to tombstones. When you destroy a structure, it does not disappear but drops a ruin object. All resources are moved to the ruin's store. Basic player structures ruins have 500 ticks of decay, but some special cases exist:</p>
<ul>
<li>
<p>InvaderCore ruins will last exactly the same time as the remaining <code>EFFECT_COLLAPSE_TIMER</code> on it.</p>
</li>
<li>
<p>When a user respawns, all structures are converted to ruins with 500,000 decay time.</p>
</li>
<li>
<p>When a novice player initially spawn into the room with another player's structures, all structures are converted to ruins with 100,000 decay time.</p>
</li>
</ul>
<p>This is how a room of a destroyed or respawned player may look like:</p>
<p><img src="/forum/assets/uploads/files/1568982185389-2019-09-20_337.png" alt="0_1568982186654_2019-09-20_337.png" class="img-responsive img-markdown" /></p>
<h2>API Changes</h2>
<ul>
<li>Introduced <a href="https://ptr-docs.screeps.com/api/#StructureInvaderCore" rel="nofollow"><code>StructureInvaderCore</code></a> prototype.</li>
<li>Introduced <a href="https://ptr-docs.screeps.com/api/#Ruin" rel="nofollow"><code>Ruin</code></a> prototype.</li>
<li><a href="https://ptr-docs.screeps.com/api/#RoomObject.effects" rel="nofollow"><code>RoomObject.effects</code></a> elements now have either <code>power</code> or <code>effect</code> property.</li>
</ul>
<hr />
<p>This update is deployed to <code>ptr</code> private server branch (version <code>4.0.0-beta.6</code>) on both npm and Steam:</p>
<pre><code>npm install screeps@ptr
</code></pre>
<p><img src="https://screeps.com/forum/assets/uploads/files/1544102983960-steam_2018-12-06_16-28-37.png" alt="" class="img-responsive img-markdown" /></p>
<p>There are two new CLI commands to make testing strongholds easier:</p>
<pre style="background: #111; color: #ccc">
> help(strongholds);
Available methods:
 - strongholds.spawn(roomName, [opts]) - Create a new NPC Stronghold, and spawn it to the specified room. 'opts' is an object with the following optional properties:
    * templateName - the name of stronghold template to spawn, default is random
    * x - the X position of the spawn in the room, default is random
    * y - the Y position of the spawn in the room, default is random
    * user - id of user which stronghold structures should belong to, default is "2" (Invader)
    * deployTime - delay in ticks until the stronghold is deployed
 - strongholds.expand(roomName) - Force an NPC Stronghold to spawn a new lesser Invader Core in a nearby room.
Stronghold templates:
 - bunker1 [Level 1 bunker-style Stronghold]
 - bunker2 [Level 2 bunker-style Stronghold]
 - bunker3 [Level 3 bunker-style Stronghold]
 - bunker4 [Level 4 bunker-style Stronghold]
 - bunker5 [Level 5 bunker-style Stronghold]
</pre>]]></description><link>http://screeps.com/forum/topic/2794/ptr-changelog-2019-09-20-npc-strongholds</link><generator>RSS for Node</generator><lastBuildDate>Sun, 17 May 2026 18:14:03 GMT</lastBuildDate><atom:link href="http://screeps.com/forum/topic/2794.rss" rel="self" type="application/rss+xml"/><pubDate>Fri, 20 Sep 2019 10:57:13 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Mon, 07 Oct 2019 12:58:18 GMT]]></title><description><![CDATA[<p><em>This post describes changes on the <a href="http://docs.screeps.com/ptr.html" rel="nofollow">Public Test Realm</a>.</em></p>
<h2>NPC Strongholds</h2>
<p>NPC Invaders now finally have a home!</p>
<p><img src="/forum/assets/uploads/files/1568992142978-2019-09-20_342.png" alt="0_1568992144321_2019-09-20_342.png" class="img-responsive img-markdown" />  <img src="/forum/assets/uploads/files/1568981789198-invader-core-expand.gif" alt="0_1568981790490_invader-core-expand.gif" class="img-responsive img-markdown" /></p>
<p>We've deployed NPC Strongholds mechanic to the PTR for testing. Strongholds are spawned in all sectors on all shards. See the <a href="https://screeps.com/forum/topic/2362/draft-npc-strongholds/44" rel="nofollow">previous discussion</a> to get more understanding of it. There are subtle differences from described there:</p>
<ul>
<li>
<p>Invader Cores do not return damage on attack.</p>
</li>
<li>
<p>Invader Cores of all levels always have 1,000,000 hits.</p>
</li>
<li>
<p>There are two new &quot;natural&quot; (non-power) effects in <code>Structure.effects</code>:</p>
<ul>
<li><code>EFFECT_INVULNERABLE</code> means the structure is temporarily immune to attacks (Invader Core uses this effect while it's deploying the stronghold in the first stage);</li>
<li><code>EFFECT_COLLAPSE_TIMER</code> will remove the structure when the timer is over. Invader Core will be respawned almost instantly</li>
</ul>
</li>
</ul>
<ul>
<li>The most valuable loot is stored inside an Invader Core and only visible when it's destroyed.</li>
</ul>
<p>Keep in mind that defenders' logic is still under development, it will be much stronger after release. Also, all loot resources are placed with 1 unit amount, the formula is under development.</p>
<h2>Ruins</h2>
<p>We also introduced a new concept of <strong>ruins</strong> which is similar to tombstones. When you destroy a structure, it does not disappear but drops a ruin object. All resources are moved to the ruin's store. Basic player structures ruins have 500 ticks of decay, but some special cases exist:</p>
<ul>
<li>
<p>InvaderCore ruins will last exactly the same time as the remaining <code>EFFECT_COLLAPSE_TIMER</code> on it.</p>
</li>
<li>
<p>When a user respawns, all structures are converted to ruins with 500,000 decay time.</p>
</li>
<li>
<p>When a novice player initially spawn into the room with another player's structures, all structures are converted to ruins with 100,000 decay time.</p>
</li>
</ul>
<p>This is how a room of a destroyed or respawned player may look like:</p>
<p><img src="/forum/assets/uploads/files/1568982185389-2019-09-20_337.png" alt="0_1568982186654_2019-09-20_337.png" class="img-responsive img-markdown" /></p>
<h2>API Changes</h2>
<ul>
<li>Introduced <a href="https://ptr-docs.screeps.com/api/#StructureInvaderCore" rel="nofollow"><code>StructureInvaderCore</code></a> prototype.</li>
<li>Introduced <a href="https://ptr-docs.screeps.com/api/#Ruin" rel="nofollow"><code>Ruin</code></a> prototype.</li>
<li><a href="https://ptr-docs.screeps.com/api/#RoomObject.effects" rel="nofollow"><code>RoomObject.effects</code></a> elements now have either <code>power</code> or <code>effect</code> property.</li>
</ul>
<hr />
<p>This update is deployed to <code>ptr</code> private server branch (version <code>4.0.0-beta.6</code>) on both npm and Steam:</p>
<pre><code>npm install screeps@ptr
</code></pre>
<p><img src="https://screeps.com/forum/assets/uploads/files/1544102983960-steam_2018-12-06_16-28-37.png" alt="" class="img-responsive img-markdown" /></p>
<p>There are two new CLI commands to make testing strongholds easier:</p>
<pre style="background: #111; color: #ccc">
> help(strongholds);
Available methods:
 - strongholds.spawn(roomName, [opts]) - Create a new NPC Stronghold, and spawn it to the specified room. 'opts' is an object with the following optional properties:
    * templateName - the name of stronghold template to spawn, default is random
    * x - the X position of the spawn in the room, default is random
    * y - the Y position of the spawn in the room, default is random
    * user - id of user which stronghold structures should belong to, default is "2" (Invader)
    * deployTime - delay in ticks until the stronghold is deployed
 - strongholds.expand(roomName) - Force an NPC Stronghold to spawn a new lesser Invader Core in a nearby room.
Stronghold templates:
 - bunker1 [Level 1 bunker-style Stronghold]
 - bunker2 [Level 2 bunker-style Stronghold]
 - bunker3 [Level 3 bunker-style Stronghold]
 - bunker4 [Level 4 bunker-style Stronghold]
 - bunker5 [Level 5 bunker-style Stronghold]
</pre>]]></description><link>http://screeps.com/forum/post/14109</link><guid isPermaLink="true">http://screeps.com/forum/post/14109</guid><dc:creator><![CDATA[artch]]></dc:creator><pubDate>Mon, 07 Oct 2019 12:58:18 GMT</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Fri, 20 Sep 2019 12:36:39 GMT]]></title><description><![CDATA[<p>Ruins are fun. Not sure it'll change gameplay much, probably less than tombstones.</p>
<p>Resources in strongholds seem to be bugged:</p>
<p><img src="/forum/assets/uploads/files/1568982980787-capture.png" alt="0_1568982982234_Capture.PNG" class="img-responsive img-markdown" /></p>
<p>I guess it should be more than one unit?</p>
]]></description><link>http://screeps.com/forum/post/14110</link><guid isPermaLink="true">http://screeps.com/forum/post/14110</guid><dc:creator><![CDATA[Tigga]]></dc:creator><pubDate>Fri, 20 Sep 2019 12:36:39 GMT</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Invalid Date]]></title><description><![CDATA[<p><a class="plugin-mentions-user plugin-mentions-a" href="http://screeps.com/forum/uid/138">@tigga</a> All loot resources are placed with 1 unit amount, the exact formula is still under development.</p>
]]></description><link>http://screeps.com/forum/post/14111</link><guid isPermaLink="true">http://screeps.com/forum/post/14111</guid><dc:creator><![CDATA[artch]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Fri, 20 Sep 2019 12:46:57 GMT]]></title><description><![CDATA[<p><a class="plugin-mentions-user plugin-mentions-a" href="http://screeps.com/forum/uid/2063">@Taki</a> asked on slack about nukes. It seems that you could just drop a nuke on the core, destroy the whole stronghold and loot the ruins. The ramparts have a max hits so it seems they can't be reinforced, and ruins seems to mean you don't have to worry about exploding the containers. I guess there's a mechanic that isn't obvious preventing this? Do ruins spawn from nuke hits?</p>
]]></description><link>http://screeps.com/forum/post/14112</link><guid isPermaLink="true">http://screeps.com/forum/post/14112</guid><dc:creator><![CDATA[Tigga]]></dc:creator><pubDate>Fri, 20 Sep 2019 12:46:57 GMT</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Invalid Date]]></title><description><![CDATA[<p><a class="plugin-mentions-user plugin-mentions-a" href="http://screeps.com/forum/uid/138">@tigga</a> level 5 strongholds are able to expand max hits around the expected nuke impact area and spawn a boosted fortifier to raise ramparts. As for a nuke, it won't leave ruins or dropped resources. So yeah, you definitely can destroy a stronghold with a nuke, but its treasury will be destroyed as well.</p>
]]></description><link>http://screeps.com/forum/post/14113</link><guid isPermaLink="true">http://screeps.com/forum/post/14113</guid><dc:creator><![CDATA[o4kapuk]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Fri, 20 Sep 2019 13:15:15 GMT]]></title><description><![CDATA[<p>How much details will we get in the client/websocket about a ruin? Will we know what kind of ruin it is, e.g. was it a wall, was it a tower?
It would  be interesting in the 3D client to render a different kind of ruin based on what the ruin is a ruin of <img
      src="http://screeps.com/forum/plugins/nodebb-plugin-emoji/emoji/android/1f642.png?v=a1k070tfs06"
      class="not-responsive emoji emoji-android emoji--slightly_smiling_face"
      title=":)"
      alt="🙂"
    /></p>
<p>I can see <a href="https://ptr-docs.screeps.com/api/#Ruin" rel="nofollow">Ruin</a> details a lot, I hope we recieve it all in the websocket <img
      src="http://screeps.com/forum/plugins/nodebb-plugin-emoji/emoji/android/1f604.png?v=a1k070tfs06"
      class="not-responsive emoji emoji-android emoji--smile"
      title=":D"
      alt="😄"
    /></p>
]]></description><link>http://screeps.com/forum/post/14114</link><guid isPermaLink="true">http://screeps.com/forum/post/14114</guid><dc:creator><![CDATA[thmsn]]></dc:creator><pubDate>Fri, 20 Sep 2019 13:15:15 GMT</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Invalid Date]]></title><description><![CDATA[<p><a class="plugin-mentions-user plugin-mentions-a" href="http://screeps.com/forum/uid/3467">@thmsn</a> it has the <code>structureType</code> property similar to construction sites.</p>
]]></description><link>http://screeps.com/forum/post/14115</link><guid isPermaLink="true">http://screeps.com/forum/post/14115</guid><dc:creator><![CDATA[o4kapuk]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Invalid Date]]></title><description><![CDATA[<p>Looking forward to test it on my private server <img
      src="http://screeps.com/forum/plugins/nodebb-plugin-emoji/emoji/android/1f642.png?v=a1k070tfs06"
      class="not-responsive emoji emoji-android emoji--slightly_smiling_face"
      title=":)"
      alt="🙂"
    /></p>
]]></description><link>http://screeps.com/forum/post/14116</link><guid isPermaLink="true">http://screeps.com/forum/post/14116</guid><dc:creator><![CDATA[W4rl0ck]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Invalid Date]]></title><description><![CDATA[<p>Example for tombstones taken from the docs:</p>
<pre><code>room.find(FIND_TOMBSTONES).forEach(tombstone =&gt; {
    if(tombstone.creep.my) {
        console.log(`My creep died with ID=${tombstone.creep.id} ` +
             `and role=${Memory.creeps[tombstone.creep.name].role}`);
    }
});
</code></pre>
<p>How I think ruins should look like, for consistency and to make it easier to detect what was destroyed (for rebuilding or clearing relevant cached values):</p>
<pre><code>room.find(FIND_RUINS).forEach(ruin =&gt; {
    if(ruin.structure.my) {
        console.log(`My ${ruin.structure.structureType} with ID=${ruin.structure.id} was destroyed`);
    }
});
</code></pre>
]]></description><link>http://screeps.com/forum/post/14117</link><guid isPermaLink="true">http://screeps.com/forum/post/14117</guid><dc:creator><![CDATA[eduter]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Fri, 20 Sep 2019 15:48:37 GMT]]></title><description><![CDATA[<p>Are ruins walkable? Or does it depend on what they are a ruin of? Do roads make ruins?
Edit: I may jump on PTR and have a play next week</p>
]]></description><link>http://screeps.com/forum/post/14119</link><guid isPermaLink="true">http://screeps.com/forum/post/14119</guid><dc:creator><![CDATA[QGazQ]]></dc:creator><pubDate>Fri, 20 Sep 2019 15:48:37 GMT</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Invalid Date]]></title><description><![CDATA[<p>I like the ruins concept. I already liked the strongholds, so this is all win.</p>
<p>Question: If I destroy a structure to create a ruin with a 500 tick timeout, can I use that to essentially bypass the &quot;can't withdraw from a nuker&quot; constraint? With proper placement, it should be possible to yoink the up to 400K energy from the Nuker's ruins to the storage in times of dire need.</p>
]]></description><link>http://screeps.com/forum/post/14120</link><guid isPermaLink="true">http://screeps.com/forum/post/14120</guid><dc:creator><![CDATA[Smokeman]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Invalid Date]]></title><description><![CDATA[<p>I see in the docs that ruins are walkable. What about building on top of them? Is it allowed or not?</p>
]]></description><link>http://screeps.com/forum/post/14121</link><guid isPermaLink="true">http://screeps.com/forum/post/14121</guid><dc:creator><![CDATA[Zyzyzyryxy]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Invalid Date]]></title><description><![CDATA[<p>Reading the docs:</p>
<blockquote>
<p>An Invader Core has two lifetime stages: deploy stage and active stage. When it appears in a random room in the sector, it has ticksToDeploy property, public ramparts around it, and doesn't perform any actions. While in this stage it's invulnerable to attacks (has EFFECT_INVULNERABILITY enabled). When the ticksToDeploy timer is over, it spawns structures around it and starts spawning creeps, becomes vulnerable, and receives EFFECT_COLLAPSE_TIMER which will remove the stronghold when this timer is over.</p>
</blockquote>
<p>What is to stop me from placing 50xT3 boosted dismantle creeps on the public raparts and as soon as the core becomes open, just chewing it down very quickly? The stronghold ramparts will protect me, and my damage/tick is huge.</p>
<p>Also, how do the structures handle a creep being where they want to spawn?</p>
<p>I'm not sure I understand why we need this two-phase deployment.</p>
]]></description><link>http://screeps.com/forum/post/14122</link><guid isPermaLink="true">http://screeps.com/forum/post/14122</guid><dc:creator><![CDATA[Tigga]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Sat, 21 Sep 2019 17:51:36 GMT]]></title><description><![CDATA[<p>I would also feel more comfortable if the &quot;main&quot; stronghold in a sector was owned by Invaders, rather than just being reserved. Feels more consistent. I'm currently going through code adding checks against the reservation username and fixing things where I use stuff like <code>CONTROLLER_STRUCTURES[STRUCTURE_TOWER][room.controller.level]</code></p>
]]></description><link>http://screeps.com/forum/post/14123</link><guid isPermaLink="true">http://screeps.com/forum/post/14123</guid><dc:creator><![CDATA[Tigga]]></dc:creator><pubDate>Sat, 21 Sep 2019 17:51:36 GMT</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Invalid Date]]></title><description><![CDATA[<p><a href="https://screeps.com/ptr/#!/room/shard2/W19S15" rel="nofollow">https://screeps.com/ptr/#!/room/shard2/W19S15</a> There is a stronghold in this room but it isn't reserved. Is this intended?</p>
]]></description><link>http://screeps.com/forum/post/14124</link><guid isPermaLink="true">http://screeps.com/forum/post/14124</guid><dc:creator><![CDATA[duckymirror]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Mon, 23 Sep 2019 13:34:53 GMT]]></title><description><![CDATA[<p>I knocked up some code and thought about testing it on PTR, but for whatever reason my CPU usage is <em>very</em> high on PTR, and 10 second ticks doesn't really suit debugging that well. No shard specific code or anything and the same code is running fine on MMO.</p>
<p>I guess I'll wait until they're on private servers.</p>
<p>EDIT: Oh. Now it's fast. Thanks!</p>
]]></description><link>http://screeps.com/forum/post/14125</link><guid isPermaLink="true">http://screeps.com/forum/post/14125</guid><dc:creator><![CDATA[Tigga]]></dc:creator><pubDate>Mon, 23 Sep 2019 13:34:53 GMT</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Mon, 23 Sep 2019 15:04:05 GMT]]></title><description><![CDATA[<p>I got the following error:</p>
<pre><code>TypeError: Cannot read property 'energy' of null
    at exports.make.register.wrapFn.Object.defineProperties.C.RESOURCES_ALL.reduce (:41357:40)
    at Array.reduce ()
    at new  (:41355:29)
    at Object._storeGetter [as store] (:41284:12)
    at Object.get [as store] (eval at exports.defineGameObjectProperties (:1093:9), :7:61)
</code></pre>
<p>When doing:</p>
<pre><code>for (let ruin of room.find(FIND_RUINS)) {
	loot += _.sum(ruin.store)
}
</code></pre>
<p>Specifically, <code>_.sum(ruin.store)</code> seems to be failing. Not sure which room or ruin, just saw it in some logs.</p>
<p>EDIT: Could be I'm getting the store of a ruined object that didn't have a store property - like a wall? Probably my fault and I was just confused by the error.</p>
<p>EDIT2: Ok, the issue shows just seeing if there is a <code>store</code> property on a ruin: <code>if (ruin.store) {</code></p>
<pre><code>W9S39 [ruin (extractor) #5d84b9f57c29e164bd6fcf85]
[16:01:53][shard2]TypeError: Cannot read property 'energy' of null
    at exports.make.register.wrapFn.Object.defineProperties.C.RESOURCES_ALL.reduce (:41357:40)
    at Array.reduce ()
    at new  (:41355:29)
    at Object._storeGetter [as store] (:41284:12)
    at Object.get [as store] (eval at exports.defineGameObjectProperties (:1093:9), :7:61)
</code></pre>
]]></description><link>http://screeps.com/forum/post/14126</link><guid isPermaLink="true">http://screeps.com/forum/post/14126</guid><dc:creator><![CDATA[Tigga]]></dc:creator><pubDate>Mon, 23 Sep 2019 15:04:05 GMT</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Invalid Date]]></title><description><![CDATA[<p>We've migrated the Public Test Realm to our new cluster based on Intel Core i9-9900K and Nodejs 10, so you can test NPC Strongholds with a bit higher performance.</p>
]]></description><link>http://screeps.com/forum/post/14127</link><guid isPermaLink="true">http://screeps.com/forum/post/14127</guid><dc:creator><![CDATA[artch]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Mon, 23 Sep 2019 14:26:43 GMT]]></title><description><![CDATA[<p>Something funky going on with caravans on PTR.</p>
<p><a href="https://screeps.com/ptr/#!/room/shard2/W0S20" rel="nofollow">https://screeps.com/ptr/#!/room/shard2/W0S20</a> tick 19029510</p>
<p>Caravan creeps with no owner that aren't visible (but are clickable) on the room view, but are visible on the map view.</p>
]]></description><link>http://screeps.com/forum/post/14128</link><guid isPermaLink="true">http://screeps.com/forum/post/14128</guid><dc:creator><![CDATA[Tigga]]></dc:creator><pubDate>Mon, 23 Sep 2019 14:26:43 GMT</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Invalid Date]]></title><description><![CDATA[<p>All: thank you very much for your reports and suggestions!</p>
<p><a class="plugin-mentions-user plugin-mentions-a" href="http://screeps.com/forum/uid/154">@eduter</a> We're currently working on structure information in ruin, should be on PTR later this week.</p>
<p><a class="plugin-mentions-user plugin-mentions-a" href="http://screeps.com/forum/uid/2300">@QGazQ</a> all ruins are walkable.</p>
<p><a class="plugin-mentions-user plugin-mentions-a" href="http://screeps.com/forum/uid/2006">@Smokeman</a> yes, with proper placement you'll probably be able to loot ruins before ruin decays.</p>
<p><a class="plugin-mentions-user plugin-mentions-a" href="http://screeps.com/forum/uid/1006">@Zyzyzyryxy</a> building on top of ruins is allowed. If you're fast enough, you can build something on top of a ruin, destroy it again and stack ruins</p>
<p><a class="plugin-mentions-user plugin-mentions-a" href="http://screeps.com/forum/uid/2067">@duckymirror</a> no, this is a bug, we'll investigate it, thanks.</p>
<p><a class="plugin-mentions-user plugin-mentions-a" href="http://screeps.com/forum/uid/138">@Tigga</a> creeps standing in the deployment area will be removed. We're currently reworking stronghold/controller interaction, strongholds will claim rooms where they are. Thanks for reporting the <code>Ruin.store</code> issue, the fix will be deployed to the PTR later this week. Caravans should be already fixed.</p>
]]></description><link>http://screeps.com/forum/post/14130</link><guid isPermaLink="true">http://screeps.com/forum/post/14130</guid><dc:creator><![CDATA[o4kapuk]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Invalid Date]]></title><description><![CDATA[<p><code>isActive()</code> currently returns <code>false</code> on Invader towers. I guess that will be fixed with controller ownership?</p>
]]></description><link>http://screeps.com/forum/post/14131</link><guid isPermaLink="true">http://screeps.com/forum/post/14131</guid><dc:creator><![CDATA[Tigga]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Invalid Date]]></title><description><![CDATA[<p>There is a breaking change with <code>RoomObject.effects</code>.</p>
<p>Previously an object in that array was guarenteed to have a <code>power</code> field. This is no longer true. Any code that assumes it does will fail.</p>
]]></description><link>http://screeps.com/forum/post/14132</link><guid isPermaLink="true">http://screeps.com/forum/post/14132</guid><dc:creator><![CDATA[Tigga]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Invalid Date]]></title><description><![CDATA[<p>There's a couple of stronghold exploits I've not tested but I'm pretty sure would break things:</p>
<ol>
<li>The current AI will fill towers to 1000 energy if they drop below 500. It is also possible for the player to withdraw energy from hostile towers. Depending on the order of operations a player could farm a stronghold for 500-1000 energy/tick per tower by emptying the towers out with haulers.</li>
<li>Less bad, but if a stronghold can spawn a 50 part creep with 40 T3 boosts in 50 ticks then those are farmable for 240 T3 boosts in 50 ticks. Now a squad of 4 50xT3 boosted creeps would cost 200 T3 boosts in those 50 ticks, but once you've cleared out everything but the invader core you can probably farm pretty cheaply.</li>
</ol>
]]></description><link>http://screeps.com/forum/post/14133</link><guid isPermaLink="true">http://screeps.com/forum/post/14133</guid><dc:creator><![CDATA[Tigga]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Tue, 24 Sep 2019 09:52:35 GMT]]></title><description><![CDATA[<p>An update deployed, now strongholds have ownership on their base room.</p>
]]></description><link>http://screeps.com/forum/post/14135</link><guid isPermaLink="true">http://screeps.com/forum/post/14135</guid><dc:creator><![CDATA[artch]]></dc:creator><pubDate>Tue, 24 Sep 2019 09:52:35 GMT</pubDate></item><item><title><![CDATA[Reply to PTR Changelog 2019-09-20: NPC Strongholds on Invalid Date]]></title><description><![CDATA[<p><a class="plugin-mentions-user plugin-mentions-a" href="http://screeps.com/forum/uid/3">@artch</a> said in <a href="/forum/post/14135">PTR Changelog 2019-09-20: NPC Strongholds</a>:</p>
<blockquote>
<p>An update deployed, now strongholds have ownership on their base room.</p>
</blockquote>
<p>How does that work if the stronghold is in a centre room with no controller?</p>
]]></description><link>http://screeps.com/forum/post/14136</link><guid isPermaLink="true">http://screeps.com/forum/post/14136</guid><dc:creator><![CDATA[Tigga]]></dc:creator><pubDate>Invalid Date</pubDate></item></channel></rss>