Full notes
Full Node Farm update
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Repeated intro
Hello Node Farmers!
What changed
- Gameplay
- Balance
- Compatibility
- Fixes
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
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