Earlier this week I received the English proofreadings from Altagram, and overall I integrated over 500 suggestions into the game. Most were small, such as replacing "can't" with "cannot", things like that. It was the exact sort of external scrutiny we really needed, as it showed some areas where we were quite inconsistent. It feels like...
Over the course of the past year, you have seen the team put a lot of effort into polishing the game to get it ready for a full release. There's no doubt this is the most important effort here: we're all here to play the game. At the same time, the website is often the first thing people encounter—and in for many, return to every week!...
The Beacon is one of the last entities that don’t have high resolution graphics yet. In the rather recent FFF-339, Albert presented the updated and redesigned Beacon. After your responses we realized some issues we hadn’t seen with the Beacon before, and we have taken some time to think about it... The red tower design by itself...
The electric mining drill is one of the older designs still in the game, and we have had our eye on it for a long time as a candidate for redesign. We would have loved to rework the mining drill in 0.15 when we added high resolution graphics and the pipe patch for it, but we had many nuclear related graphics to do for 0.15, so we just...
Hello, today we have some big news. The 1.0 plan Klonan In FFF-321 we announced a release date for version 1.0. Given recent events we have decided to make an amendment to the date of 1.0. The new date we are aiming for is Friday August 14th 2020, which is 5 weeks earlier than the original date. The main reason to change the...
It's been over 4 years since we planned the infamous GUI update. If all goes well, next week the game will get the last big GUI update for 1.0. While the state of the GUI is not close to our crazy plans we recently had for the GUI, it's above what we initially planned 4 years ago. The update you will see next week includes: A visual...
A few weeks ago we discussed the changes to the demo and tutorial in the game (FFF-342). One piece of feedback we received after publishing the news was about the old 'New hope' campaign levels, and specifically the 'Abandoned rail base/Broken rail map'. It seems a lot of you in the community really really enjoyed the new hope campaign...
In the recent patch notes, there was a line "Fixed landfill spawning under player when building landfill elsewhere. More" and some people on Reddit were wondering how did this bug happen in the first place, and asked for the long version and even suggested we could even use it for Friday Facts, and I thought: "Yeah, if I am going to spend time...
Last weekend, a bug report came in on our forum. The issue was that the groups of biters were trying to path over the water, but the bugs can't swim. It seemed like something quite typical of a mod being funky. I looked into it, and it seems the Hovercraft mod was playing monkey business with water collision masks to make his...
We first mentioned a change to our tile transition logic back in FFF-199, and not long after in FFF-214. These two posts focused more on the visual side, and how it makes the game terrain look so much better. In short, the tile transition logic overlays an additional sprite over adjacent tiles, so that where the two tiles meet has a...