Introduced new structure: Container. This structure contains up to 2,000 resource units and can be constructed in neutral rooms. It has no owner and can be used by any player.
Structures now can be constructed near room borders except the tiles close to exits.
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.
New resources
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!
Fixed a bug in RoomPosition.findClosestByPath method which caused creeps stuck and flickering between rooms borders and some other inconsistent behavior.
Fixed a bug in PathFinder.search which caused CPU limit exceeding when the origin position is blocked all around.
Fixed a bug in Room.findPath when no path could be found when the target is at the adjacent square to the starting position when the new PathFinder is enabled.
We have launched a crowdfunding campaign to rework and open-source the Screeps game engine so that you can create your very own game world with your rules and play with your friends for free!
Here are just some of the perks you’ll be able to get by backing this campaign:
Early access to game engine sources.
Your own unique game badge symbol.
Lifetime MMO access.
Obtaining game time for free by sharing with friends.
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.
The territory settlement has suffered great changes since 2016 began. Some players who control large parts of the five sectors have stopped their scripts and surrendered their territory to others:
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[23] 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[25] landed his 4th gold in the Expansion Rank:
Danny’s[15] 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[21], 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.
NPC Invaders
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.