in Mobile, Strategy

Mindustry: Mindustry v8 Released

From Mindustry: link to original post

After a long wait, v8 has finally been released. For those coming from v7, here's a rundown of the major changes.

Serpulo Campaign

  • The entire Serpulo campaign has been overhauled; most maps have been completely reworked
  • All sectors from the tech tree now have unique icons
  • Launch pads have been reworked, and now require landing pads at destinations
  • Difficulty modifiers have been added, for those who find the new campaign too difficult (or too easy)
  • All procedurally generated base sectors on Serpulo have been replaced with player-submitted ones
  • Core zones have been added to several maps, allowing for multiple cores to be placed, like in Erekir

QoL

  • Building plans are now synced to other players in multiplayer
  • Locations can now be pinged on the map (Default key: P)
  • The camera can now be "detached" from the unit if enabled in the settings
  • Buildings like sorters and unit factories can now be configured as plans before placement by ctrl+clicking the plan
  • Improved unit pathfinding
  • Added queuing of command for units
  • Stances for boosting, patrolling, holding fire and more
  • New commands for mining specific resources or moving unit payloads continuously
  • Multiple unit factory blocks can now be selected at once via rectangle selection

Mapping

  • A new 'marker' system for world processors, allowing rendering of arbitrary game sprites or shapes in maps
  • A new UI for viewing and editing world processors easily
  • A data patch system for modifying weapons, stats and other attributes of blocks, units and items per-map or per-server
  • Improved in-game editor UI with support for editing terrain
  • Buttons to toggle specific layers in the map editor
  • New decorative metal & colored blocks

Audio

  • Completely reworked most sound effects, with an emphasis on Serpulo
  • Updated audio system to allow for a much higher active sound cap
  • Added sounds for many new events, such as units walking
  • Improved audio behavior in general; sounds should cut each other off far less frequently now

Misc

  • Colored Serpulo turret bullets based on their bullet types
  • Added new ammo types for Erekir turrets
  • Added a few new utility/production blocks for Erekir
  • New instructions for displaying text in logic displays, as well as a new tiled display block
  • Rendering performance optimizations
  • Many more things; it's been 2+ years, so I've probably forgotten something

Future Plans

  • As many might have noticed, this update does not have the Neoplasm faction content that was shown ages ago in various places; that will be my main focus in v9.
  • Many user-submitted Serpulo sectors still need a lot of work, so expect further updates on that front.
  • The campaign(s) still lack any kind of conclusive "ending" or story, but I'm still deciding on whether a proper story would fit the game, or whether it would be viable at all. I'm not sure if people even want yet another rework to the campaign.
  • The Erekir campaign will likely be undergoing a similar rework to that of the Serpulo campaign, but that may only be added in v10 or beyond.

Changes since Beta Build 157

  • Fixed empty packets causing UDP errors and server disconnects
  • Fixed naval units not pathfinding around destructible blocks on water properly
  • Fixed some minor JSON and data patcher bugs
  • Made core unit projectiles inherit unit speed as before, but keep range the same
  • Re-ordered some tech tree requirements in Serpulo
  • Reverted changes related to display scaling on Windows