Screeps private server released!

We are glad to announce that after two weeks of closed testing, the Screeps standalone server is live for public testing, and the entire code is posted to our GitHub and available to all!

Now you can install the server on any machine from the NPM repository with a couple of commands. Please see instructions in our README.

Within a couple of days, we plan to set up integration with the Steam Workshop to let you upload your mods for the community.

Besides, after negotiating all the details with the Steam marketing team, we have agreed on the date of making Screeps available on Steam as "Full Release." If everything goes as intended, the release will happen in a week, on November 16! The game will exit the Early Access status and be published in the main catalog of Steam games.

Changelog 2016-11-07

  • When there is no free space in the target terminal while sending resources, it will not be dropped on the ground. Instead, only the amount that fits into the terminal will be sent. If the terminal has 0 capacity (i.e. it is in inactive state), then it won't be able to receive any resources.

Screeps World Review, October 2016

The trend of the month has been the deepening of market relationships and forming alliances of players. Of course, this boosts both conquers as well as market cooperation.

Let’s make a snapshot of the brave new world that will soon become history and birthplace for a new generation of AI. Its width today is equivalent to 5 creep lives on foot without portals:

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Changelog 2016-10-24

  • Invaders in Source Keeper rooms are now always spawned in groups of 2-5 creeps and may be boosted with tier-3 boosts including XGHO2.
  • The world map is now continuous on borders when doing StructureTerminal.send and trade operations. The corresponding option added to the Game.map.getRoomLinearDistance method:
    Game.map.getRoomLinearDistance('E65S55','W65S55', false) // 131
    Game.map.getRoomLinearDistance('E65S55','W65S55', true) // 11

Changelog 2016-10-13

  • Mineral regeneration mechanics are changed. Mineral regeneration amount is no longer random, but rather depends on a new property called Mineral.density:
    • DENSITY_LOW: 15K amount (10% probability)
    • DENSITY_MODERATE: 35K amount (40% probability)
    • DENSITY_HIGH: 70K amount (40% probability)
    • DENSITY_ULTRA: 100K amount (10% probability).

    It gives the same average value as before this change, but now it is predictable and creates some variety between rooms.
  • In most cases, density is not changed between regenerations. However, there is a 5% chance that it will be changed to a random new density on the next regeneration cycle. For DENSITY_LOW and DENSITY_ULTRA deposits this chance is always 100%.
  • Mineral deposits density is visually observable on the world map using the corresponding display option.
  • Flags count is now limited to 10,000 per player. 
  • When created via the API, flag names are limited to 60 characters (creating via UI is already limited, there was the lack of filtration in the API). Old flags names will be truncated to 60 characters.
  • When remainingAmount property of a market order becomes equal to 0, the order now does not get deleted, but becomes inactive instead. You can call extendOrder and reactivate it keeping the same persistent ID. You must call cancelOrder explicitly in order to remove this order from your list.

Changelog 2016-09-30

  • Game.market.getAllOrders method now supports internal indexing by resourceType. When you provide an object literal filter description, it will work significantly faster:
    Game.market.getAllOrders({resourceType: RESOURCE_UTRIUM}); // fast
    Game.market.getAllOrders({resourceType: RESOURCE_UTRIUM, 
                              type: ORDER_SELL}); // fast
    Game.market.getAllOrders(); // slow
    Game.market.getAllOrders(i => i.resourceType == RESOURCE_UTRIUM); //slow
  • Increased player code length limit from 1 MB to 2 MB.

Steam Market integration

We have enabled Subscription Tokens integration with the Steam Community Market. Now you can not only buy tokens using Steam Wallet, but also sell them there. If you own Screeps in your Steam account, having tokens in your profile will allow you to exchange and trade them on Steam in the same way as with any other items on it.

Changelog 2016-09-26

  • Increased nukers and observers range to 10 rooms.
  • Increased nuke energy cost to 300K.
  • Changed nuke landing damage to structures:
    • 10M damage to the landing position;
    • 5M damage to all structures in 5x5 area.
  • Added new nuke landing effect:
    • If the room is in safe mode, it is cancelled immediately, and the safe mode cooldown is reset to 0.
    • The room controller is hit by triggering upgradeBlocked period, which means it is unavailable to activate safe mode again within the next 200 ticks.
  • When safe mode is active, all hostile creeps become visually transparent and passable - your creeps can move through them freely (but not vice versa).
  • Source Keeper lairs now start a new keeper spawning period immediately as the old one is injured, rather than when it is dead. If the old keeper is still alive in 300 ticks, it disappears and gets removed by the new one.
  • Reduced energy sources capacity in source keepers rooms from 4500 to 4000.
  • Introduced new StructureExtractor.cooldown property. It is triggered on each harvest action, your harvesters have to wait for 5 ticks until the next harvest call is possible (it will return ERR_TIRED result code).
  • Reduced mineral deposit regeneration amounts from 70-140K to 35-70K. Now all minerals (including hydrogen and oxygen) have the same amounts.
  • Reduced labs reaction speed from 10 units per 10 ticks to 5 units per 10 ticks.
  • New NPC market order prices:

 Resource

Sell order priceBuy order price
3.00 Cr 1.00 Cr
6.00 Cr 1.00 Cr
18.00 Cr 1.00 Cr
Energy 1.00 Cr

Screeps World Review, September 2016

Money, money, money
Must be funny
In the Screeps MMO world.

So, our market is opening its floodgates, and all the miners, chemists, speculators, and shopaholics of all sorts have finally found each other to embrace the craze of spontaneous and unconstrained shopping spree! Want those “60 days of CPU subscription”? Sure, grab them for just 3M! Still have no time to harvest some power? But hey, look at that shining one on the shelf for just 20! And, oh boy, there’s a ton of goodness for 20… 

As we all know, money is power, and some players have started saving credits for the future, while others rushed to buy valuable lots. Currently we’re seeing 100–900 deals between players in an hour with the total cash turnover at 100K–600K credits an hour (less the buying of resources on NPC orders). 

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