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Steam News3 December 20241y ago

Node Farm - v1.3 - logic system improvements + game balancing + bug fixing!

Hello Node Farmers! Well, it was fast, but today I deployed a new major update - v1.3! This time I focused more on game balancing and a few interesting improvements in the logic system.

Full notes

Full Node Farm update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello Node Farmers!

What changed

3 fixes7 additions2 changes1 removal
  • Gameplay
  • Balance
  • Compatibility
  • Fixes
addedWell, it was fast, but today I deployed a new major update - v1.3! This time I focused more on game balancing and a few interesting improvements in the logic system.
addedI am thinking about introducing difficulty levels (standard ones like easy/medium/hard) with various features disabled/enabled and some stats adjusted depending on the level. All of us while playing have a different feeling about the game. I would like to make Node Farm as accessible as possible based on your personal preferences :)
addedMajor changesNew: logic port added - it can be used to transfer wireless logic signal over a long distance. Now you can make a CPU island that controls the logic and just wire logic ports with road switches remotely!
addedMajor changesNew: logic clock added - it ticks from time to time changing its logic state and triggering other logic nodes (the timing is configurable)
changedMajor changesChange: logic gates cooldown is reached instantly when the input signal changes - logic systems are much more responsive (near-instant on the input logic state change - check out the video below)
removedMajor changesChange: buying island - a reroll is removed, but there are 7 islands to choose from now.

Well, it was fast, but today I deployed a new major update - v1.3! This time I focused more on game balancing and a few interesting improvements in the logic system.

In the next updates, I would like to focus more on the game balancing and I will be glad for your feedback! So if you find the game too easy/too hard, or some things useless/too OP - please let me know :)

I am thinking about introducing difficulty levels (standard ones like easy/medium/hard) with various features disabled/enabled and some stats adjusted depending on the level. All of us while playing have a different feeling about the game. I would like to make Node Farm as accessible as possible based on your personal preferences :)

Thank you in advance!

Let's take a look at the changelog:

Major changes

  • Newlogic port added - it can be used to transfer wireless logic signal over a long distance. Now you can make a CPU island that controls the logic and just wire logic ports with road switches remotely!
  • Newlogic clock added - it ticks from time to time changing its logic state and triggering other logic nodes (the timing is configurable)
  • Change: logic gates cooldown is reached instantly when the input signal changes - logic systems are much more responsive (near-instant on the input logic state change - check out the video below)

  • Changebuying island - a reroll is removed, but there are 7 islands to choose from now.
  • Newborderless window mode added - now you can play idle mode while working on 2 monitors!
  • ChangeGlobal modifiers that the player gets with an island - (multipliers only, not the adder ones) - were too OP. I removed them for now. They are still available in previous saves for compatibility, but no more for new islands
  • Change: standard buffs radius is 2x smaller - it was too OP as well, especially with a compact builds

Minor changes

  • ChangeMore on-hover hints added (like "with filter", "global modifiers")
  • Change: Money is visible now in the "buy island view"

  • Bugnode price overloaded on high prices - fixed
  • BugGrabbing island buff resets the timer - fixed
  • Bug: Non-removable nodes could be swapped with other nodes of the same size. Including the boss (!).

  • Bugholding shift was not preventing small nodes from placing on connections (holding shift while placing any node should not auto-connect it to anything) - fixed
  • Bug: island price glitch when finishing the last boss (it had an enormous number for a moment)

  • Change: pigs and rabbits require less resources and produces more meat

Changed, but still in progress

  • Change:"storage priority" algorithm (storage priority over production nodes) affects only storages on the same island as the consumer (kitchen/crafter/seed) that needs the resource. It prevents consumers from getting resources from storage a few islands away, and at the same time makes this mechanism more reliable. It still uses heuristics that are not 100% deterministic - I am working on improving it, so if you find that it is not working as designed - let me know! Optimizing this one is still in progress :)

A short video showcasing the changes:

I tested all of them as far as I could as a solo dev with a "normal daily job" and family, but there may be issues I missed - if you find any - let me know on Discord or Steam Discussions! I am fixing them regularly :)

Thank you all for your support and have fun! ByerN

Source

Steam News / 3 December 2024

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