Featured image of post Mindustry: v160 released

Mindustry: v160 released

Build v160 of Mindustry is now available - according to the developer, this is the last feature release of v8, with future updates limited to bugfixes.

Mindustry is a mix of factory-building simulation and tower defense, where resources move along conveyor belts while bases are defended against waves of enemies.

Alongside new plugin and server features, the update brings noticeable balance changes: higher armor values for many endgame units, a reworked Nova, and slower copper conveyors.

  • Added a system for plugins to display custom UI on clients
  • Added support for servers sending dynamic textures to clients
  • Added a target dummy block for measuring DPS
  • Added localization support for logic editor
  • Added support for viewing items in bridge conveyors
  • Improved auto bridge placement algorithm
  • Potentially breaking change: for security reasons, JSON now requires classes to have the @AllowSerialization annotation to be deserialized when type is ambiguous
  • Buffed Erekir payload logistics (decreased build costs, faster fire rate)
  • Buffed Nova: Health 120 -> 200, Boost speed 1.5x -> 2x, reduced fire rate but with pierce value of 2
  • Decreased speed of copper conveyor post-buff (was 4.2 -> buffed to 6.5 in 159 -> now 5)
  • Increased armor of higher tier units (Scepter, Vela, Arkyid, Antumbra, Quad, Reign, Corvus, Toxopid, Eclipse, Oct, Navanax)
  • Fixed player-controlled units still internally aiming for their last AI-designated target
  • Fixed various bugs with displays-on-displays
  • Fixed various data patch bugs & map corruptions

This is the last ‘feature’ release of v8; there will be no more changes aside from bugfixes in this version. I will be shifting focus towards developing v9.

Mindustry

Source: GitHub

PlayingTux – Playing Games on Linux - since 1995.