Changelog 2016-03-18

Gameplay changes

  • 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.

API changes

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

Introducing minerals and trading

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 upgradeController without 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.

Learn more about minerals and boosts

Trading

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!

View changelog

We're open-sourcing the game engine and launching the game on Steam



Great news Screepers!

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. 

Hurry up, some of the offers are limited!

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.

Game situation review: February 2016

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:

Region  Old owner New owners
E5N5 Ranger DarkTrooper7 (4 rooms)
Hendriksie (4 rooms)
W5S5 Vertigan AzuraStar (6 rooms)
W15S25 msvsergey TooAngel (4 rooms)
Novice area (15 rooms)
W15N5 Vision retired (7 rooms)
W15N15 reelthyme Novice area (21 rooms)

Here is how the map looks like at the moment:

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):

Important change: NPC invaders

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.

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.