Changelogs

Changelog 2016-03-14

Gameplay changes

  • Labs now produce 10 mineral units per reaction and have a 10 ticks reaction cooldown period.
  • Changed boost effects of the following mineral compounds:
    • lemergium hydride
    • lemergium acid
    • catalyzed lemergium acid
    • zynthium hydride
    • zynthium acid
    • catalyzed zynthium acid
    • ghodium hydride
    • ghodium acid
    • catalyzed ghodium acid

API changes

Changelog 2016-03-10

Gameplay changes

  • Mineral resources added to the game. Learn more from this announcement.
  • Introduced new structure: Extractor.
  • Introduced new structure: Lab.
  • Introduced new structure: Terminal.
  • Creep.upgradeController now cannot be applied to another player's controller.

API changes

Changelog 2016-02-19

  • NPC Invaders system has been deployed. Learn more in this article.
  • Introduced new PathFinder module. 

    This module has been created by Marcel Laverdet (aka The_General) and has the following features:

    • It is implemented in fully native C++ code and makes use of JPS algorithm which drastically improves performance.
    • It contains hardcoded terrain data for all the world rooms. The search can span multiple rooms even through rooms you can't see, although you won't be able to detect any dynamic obstacles like creeps or buildings.
    • You can use CostMatrix instances to modify move costs for certain positions during the search.

    This module is experimental and disabled by default. Run PathFinder.use(true) in order to enable it in the game methods.

  • Added new options to Room.findPath method:

    • costCallback
    • ignoreRoads
    • maxRooms
    Options ignore and avoid cannot be used when the new PathFinder is enabled. Use costCallback option instead.
  • Added Flag.secondaryColor property. Methods Flag.setColor, Room.createFlag, RoomPosition.createFlag are changed accordingly.
  • Added Structure.isActive and Spawn.isActive methods.
  • Method Spawn.canCreateCreep can now return ERR_RCL_NOT_ENOUGH.
  • Added method Map.getTerrainAt.
  • Method RoomPosition.lookFor('terrain') now works even if you have no access to the room.
  • Walls maximum hits at RCL<2  is reduced to 0 so that they cannot be repaired.

Changelog 2016-02-08

  • Introduced new CLAIM body part type. It costs 600 energy units and has the following effects: A creep with this body part will have a reduced life time of 500 ticks and cannot be renewed.
  • Decreased energy sources capacity in neutral non-reserved rooms from 3000 to 1500. Reserve a room to increase it to the full capacity.
  • Controllers will now restore 90% of the previous level progress when downgrading.
  • Energy sources now cannot be harvested if the room controller is reserved or owned by another player.
  • Decreased tower effectiveness at a distance:
    • Attack: from 600 hits at range 5 to 150 hits at range 20.
    • Heal: from 400 hits at range 5 to 100 hits at range 20.
    • Repair: from 800 hits at range 5 to 200 hits at range 20.
  • You are not allowed to self-destroy a structure while there are hostile creeps in the room.
  • Introduced new method Creep.dismantle which allows dismantling any (even hostile) structures returning 50% of the energy spent on its repair.
  • Spawns now can be placed at any vacant square in the room excluding squares within 5 range from sources.

Changelog 2015-12-09

Learn more about these new features from this article.

Gameplay changes

  • Introduced new major kind of resource: power
  • Introduced new structure: Power Bank.
  • Introduced new structure: Power Spawn.
  • Introduced new structure: Tower.
  • Introduced new structure: Observer.
  • Extensions capacity now depends on RCL: 50 capacity at RCL 2-6, 100 capacity at RCL 7, and 200 capacity at RCL 8.
  • Reduced extensions quantity available at RCL 7 to 50, at RCL 8 to 60.
  • Increased link capacity from 500 to 800.
  • Increased links quantity available at RCL 8 from 5 to 6.

API changes

Changelog 2015-11-10

Gameplay changes

  • A fully upgraded level 8 controller can't be upgraded with the power over 15 energy units per tick regardless of creeps power. The cumulative effect of all the creeps performing upgradeController in the current tick is taken into account. Due to this, you may want to redirect a part of your energy surplus to walls and ramparts repairs.
  • Creep.build and Creep.repair methods now work at a distance. The target has to be within 3 squares range from the creep. Action priorities have also been changed.

API changes

  • Breaking change: serializeMemory option in Creep.moveTo method is now true by default.