We have expanded the NPC Invaders system. Now, when the threat counter in a room runs out, there is a 10% chance that you will get not only a lone Invader but a whole company of them, from 2 to 5. Each Invader has its own role: melee attacker, ranged attacker, or healer. Ranged attackers are different from melee ones in their behavior: they try to stay at a distance from your creeps. The function of healers is evidently to heal other raid members. Also, some creeps may be boosted with , , , or . Sometimes the total healing effectiveness of such a raid will surpass the damage from several towers, so defense will prove to be very interesting.
These creeps will stop using rangedMassAttack, so in the majority of cases they won’t pose any threat to your buildings except ramparts and walls. The worst result for you would be the death of all your creeps in a room. Certainly, you should try to avoid this to keep your economy stable.
We are happy to announce that new resources are now available in the game! We have worked on this important milestone for quite a long time. It is intended to introduce much more depth and tactical diversity to the game. Economy is important in any strategy game, and we believe this update fits the Screeps gameplay very well.
There are 7 new mineable resources in the game now. Each room has some base mineral of a single type that you can mine starting from room level 6.
A proper usage of minerals will allow you to permanently boost individual functions of your creeps up to the 4x effectiveness increase. For example, a creep with 1 CARRY part and the catalyzed keanium acid effect can transfer 200 units of cargo instead of 50. Hence, your creep will need much less energy to carry out its work, and you can use the saved energy for other purposes.
Worth noting is the multi-component ghodium compound which allows to speed up the function upgradeControllerwithout increasing the energy usage. Besides, it increases the limit of maximum upgrade per tick for level 8 controllers and, therefore, significantly speeds up your Global Control Level upgrade speed.
Since minerals are scattered across different rooms, you will need some means to transfer resources between them and facilitate trade connections. A new structure type serves this purpose: the Terminal. It allows for instant transfer of cargo from one terminal to another (even of another player). Each transaction consumes energy depending on the cargo volume and distance, so it’s vital to place terminals on the world map properly.
Currently we work on the in-game market system which will allow you to create buy/sell orders and thus trade resources with other players through your terminals automatically. Follow the news!
Starting from now, we’ll use a new strategy to open Novice Areas. If large free zones inside existing game sectors appear, they will be zoned as Novice Areas rather than just adding new sectors to the map. It will allow for more flexible balancing in settling the game world and prevent the appearance of large empty spaces that would decrease competition for territory.
The main criteria for placing these zones will be the room reservation which became significantly easier after the recent update.
By the way, as the reservation process became easier and you now have to reserve rooms to increase your energy sources capacity, actual domain borders became visible on the map. This simplifies the task of choosing the starting point for novice players. Let’s see the room availability in the Claimable view:
While previously it wasn’t always obvious that placing a spawn in some room would infringe on some large player’s interests, now it is perfectly clear and visual.
The most densely-settled sector, the Screeps metropolis, so to say, is now the central Hernanduer’s location – W5S15. There are only 5 neutral rooms now, and after the NPC Invaders update, it’s likely that only one isolated room will be left, W2S19.
Unlike Hernanduer, many players place their rooms quite far from each other, so to assess their domains, the settlement rank could be useful in addition to visual observation.
As was expected, the expansion leaders are all the same who lead the main tops. In January, NhanHo landed his 4th gold in the Expansion Rank:
Danny’s chart for the last day of the month shows that curve for Hernanduer where he recaptured the initiative to soar upwards in the new season (it is seen in the current chart [link]). His companion in the chart DarkTrooper7, on the contrary, fell into coma for a few days but later braced himself and regained control over his territory:
The Power Rank reveals the state of the preparation for the era of heroes. As in the first power season, Hernandeur again tops the rank by piling up literally over 9000K of power in total. We are seriously eager to see the power creeps he’ll be able to create when they appear!
The highest military activity of the season was focused in the new sector E15S15 which is completely immersed in fighting. We can hope that future Screeps leaders will emerge from here. And now, as we intended in the previous review, let’s switch our attention to some attacks with towers (which, by the way, prompted us to adjust their characteristics a little):
Suddenly, the world of Screeps has become less safe. It seems that intensive mining and industrial development in once virgin regions shattered the environmental balance and enraged mysterious forces we know little about. The time of peaceful travel came to an end, and since now, everyone should keep on the watch.
Every room where energy is mined has an inner counter at approximately 100,000 units of mined energy (plus some random variable). After this counter times out, a new game-controlled creep appears at one of the room exits with the goal of hunting your creeps. It will not touch your spawns, but if a structure gets on its way, it will try to destroy it. This creep can use attack, rangedAttack, and dismantle. It is unable to move between rooms.
An important feature of these creeps is that they can appear only at exits to neutral rooms. If the target room is under your (or someone else’s) control or it is a reserved room, an invader creep will never appear at this exit. If all exits in the room are of this kind, invaders cannot appear at all.
There are two types of invader creeps:
Light creeps that appear in neutral, reserved, and claimed rooms under level 3.
Heavy creeps that appear in claimed rooms level 4 and above.
UPD: There is now a chance that you will get not only a lone invader, but a whole company of them. Learn more from this article.
The last 2015 season is over. A new novice sector W15S5 has been opened where about 30 players either walk their first steps or were respawned. Previously (without the 3-room limit), under easy circumstances, very few players were able to capture the “green” sector, but now the adaptation became a real fun and with a company. Empty locations started emerging in the open world in the previously “green” zones: W15N15, W15S25, E25N15. If you feel lack of space in the novice sector with the 3-room limit, it is a good time to think about respawning to the main world.
Here is the current world snapshot:
In the last days of the season, the majority of NhanHo’s rooms either slipped into a coma or were too slow upgrading the controller. As a result, he was displaced from the Expansion Rank 1st place by his all-time companion AzuraStar. At the moment, their synchronous rise continues along the same lines as was seen in December.
Hernanduer has expanded his domain by creating bases in all 4 sectors adjoining his home. He is now by far the first in the new Power Rank: 4M versus 1-2M with others. In fact, he almost immediately set up routine mining when other players just started warming up.
Power is the new game aspect, and many still struggle with discovering and mining power banks. We expect the interest in them will reach a new level after new power creeps are added to the game. Until then, those players who already gather power points create a leg-up for themselves by the time of the launch.
The Power Rank sees the same leaders as the ER Rank, i.e. the energy is spread evenly except for Vision who shifted the accent to power and ended up below the 40th place in ER Rank. The progress is better seen on the power chart in the same way as ER:
Hernanduer is so actively collecting power that he got surplus of it. For example, there are more than 500k of power in W2S12.
Players use virtually the same principle of power harvesting which is logically optimal: the attacking creep (ATTACK) and healing creeps (HEAL) ravage the bank while the carriers (CARRY) which already present on the spot pick up the power and carry it to the processing site. However, DarkTrooper7 merely destroys the banks by attacking them with RANGED_ATTACK+HEAL creeps. This is costlier but free of jams and allows to protect the bounty in case of any emergency.
Now check our video of the best battle of the season: chris vs. Pascow.
The battle preceded the towers arrival. After they arrived, offence became more dangerous, logic more diverse. The key now is winning over the defending player on long energy expenses rather than just quickly storming his room. We will continue watching how these changes will affect future battles.
Dear friends, serious changes coming. We decided to change the payment model and get rid of the CPU Credits system completely.
As many of you have noted, the CPU Limits/Credits system created some degree of inequality between different players and their abilities. This inequality was intended to satisfy CPU usage demands of various groups of players: newbies with a single room and veterans with vast empires. Now we believe that we finally know how to make the cost equal for all without losing the possibility to develop one’s colony.
In a short time, your CPU Limit will depend on your Global Control Level rather than money.
Each new player will be given a limit of 30 CPU. This limit will increase by 10 CPU upon achieving each new GCL, but not more than 300 CPU. After reaching this value, it will stop growing. For example, with GCL 10, your limit will be 120 CPU. It cannot be adjusted manually.
Not only this will tie the size of your empire and your computational needs to the available server resources, but it will also create a new in-game motivation for developing your Global Control Level.
It is of note though, that simply registering a new account gives just a minimum starting CPU amount, so abuse through registering multiple accounts will be seriously hindered.
Another important point: since you no longer pay for your CPU Limit, a new game time subscription equal for everyone will be introduced. The cost of subscription is as follows:
The Twitter Promo will continue, giving you 15 days of free playing, but without repeating each month.
All the current Credits will be recalculated into game time days based on Cr90 per day.
We hope the majority of you will like this new payment system that creates equal opportunities of development in the game.
UPD: Your Credits will not be converted into subscription automatically. You can use your Credits under the old scheme as long as you wish, and convert them into subscription days at any time using this page. New orders can be placed only under subscription.
UPD2: There is now the Steam version of the game which provides lifetime MMO access with 10 CPU limit.
A year has passed since the initial launch of the game. We want to thank everyone who was patient to get over radical changes, focus shifts, and other transformations. And now there is the Public Test Realm allowing both you and us to test new features in a smoother way or just have some fun with reduced requirements to the controller upgrade progress. Please take note that the world data has been copied again. We plan to do it roughly once a week from now on.
But let’s get back to the world and capture the current borders of players’ domains. Currently 83 players occupy 339 rooms out of 1152 available.
The controller upgrade has been limited to level 8 last season which resulted in a somewhat hasteless progress pace. To compare, both the October and November charts by danny:
Despite this, the top 3 players have managed to get even more Expansion Rank rating points, namely 1161M, up from 999M in October. NhanHo tops the rating for the 3rd season straight. It’s very likely that his 424M record will stay for long. Here is the November top:
Due to temporary absence of alternatives in using “extra” energy, November saw massive walls and ramparts buildup. Players’ achievements in mounting defenses are seen at the following chart:
This requires summing up all the hits of the rooms controlled by players. To get a better understanding, let’s take the best defended room from each of the top players (by bulding):
AzuraStar first focused on defenses likely because of scattering of bases all around the map, since the same trend is seen with other players who pursue pinpoint expansion. And since this room is situated in Hernanduer’s surroundings who has seized the entire sector W5S15, it is fortified against not less than a nuclear strike: part of the rampart reaches nearly 200M.
Hernanduer closes an important intersection by this room, and a significant number of free sources is all around. Plus, due to a large perimeter of the room he needed to build 132 squares with 16,7M hits each on average. Hernanduer did not waste time and equaled AzuraStar in the number of defenses, while monopolization of the sector made his domain almost invincible.
This room is at the end of nowhere (remote South-West of the map), it is msvsergey’s  deep rear. Some walls here reach 100M. This room is number one in the world by the energy used for developing. Allthough, if we look at his other room W18S23, the average wall height there is even greater.
This month's featured video is the battle Vision vs retired:
And, of course, the most interesting latest feature has been the launch of a brand new aspect of the game, Power hunting. A new Power Rank is introduced for skilled players that have already mastered basic principles of the game. We hope this will also be very interesting to watch as they fight for domination in this new metrics. We’ll be covering players’ achievements here in our future reviews.
Dust-off your spawns, feed your creeps well, and stock up on energy - it’s time to go hunting!
We have launched the biggest gameplay update since the project launch. A new strategically important resource has emerged in the game called power. Producing this resource will require much more effort (both from your creeps and your programming skills) compared to energy mining, but the result is worth all the effort. Now only gathering and processing this resource are available, but in the future you’ll be able to use accumulated power points to build mighty power creeps with unique capabilities. When they appear in the game, you’ll be able to leverage all the processed power that will have been stored in your account from this day on.
Three new structures have been added for players to construct:
Tower. Available on RCL 3 and higher. They are charged with energy and allow to remotely attack or heal creeps and repair structures. Their effectiveness is slightly lower compared with the same actions performed by creeps, but towers work across the entire room letting you save CPU on pathfinding and movements. The most effective work is achieved within 10 squares, then its action falls off within 40 squares. RCL 6 gives you one more extra tower, and at RCL 8 you have 4 available towers.
Observer. Available on RCL 8. Very useful for locating power bank sites, ground reconnaissance, and enemy movement tracking. With the help of the observeRoom method, you can schedule collection of data from the distant room in the range of 5 rooms from the observer location. The next game tick will make the Room object of the specified room available within your script. The more observers you get, the more rooms you can scan per tick.
Power Spawn. Available on RCL 8. An important structure allowing you to build power creeps in the future, when they become available. Currently it allows to processPower into your account. Each power unit requires 50 energy units. Processed power is registered in your account on a permanent basis in the same way as your Global Control Level.
Updated profile page
The profiles design has been improved. Now, when checking another player’s profile, you can see basic parameters of his or her economy. Besides, there is no need to ask where he is on the world map since all his rooms are displayed in his profile in the same way as at your Overview page.
Both World Mode and Simulation Mode are available on PTR. All the game world data are periodically moved from the main server to PTR, and old PTR data is then wiped (including players’ scripts). Don’t use PTR for prolonged storage of your code!
Registering new accounts on PTR is blocked. Each time after data is copied from the main server into PTR, existing players accounts are copied as well. Your account CPU subscription is deactivated by default. Click the Activate button on the order page to enable your free PTR subscription for 24 hours.
Please take note that construction of any structures on the PTR costs only 1 energy unit and the controller upgrade requires 1000 energy units. It allows quick creation of infrastructure you need for testing purposes.
If you use grunt-screeps for committing your scripts from a local machine, you can provide ptr: true option in order to commit your code to the PTR.