Changelog 2015-07-22

Gameplay changes

  • Decreased ramparts construction cost from 2000 to 1.
  • Decreased walls construction cost from 500 to 1.
  • Ramparts and walls are now built with 1 hit point initially.
  • Increased walls max hits from 10M to 300M.
  • Changed ramparts max hits, see this article.
  • Increased ramparts decay from 1 hit/30 ticks to 300 hits/100 ticks.
  • Increased HEAL body part cost from 200 to 250.

API changes

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Comments

  • ZorzZ

    Thank you for describeExits!! Also, I love the new highly visible border around protected rooms on the map.

    The change to Creep.energy makes me really sad, though -- it is incredibly convenient to have the same interface (energy/energyCapacity) for everything that can contain energy (creeps/spawns/extensions/links). Having just creeps be different will be a major pain. Is there no way to maintain uniformity?

  • pmaidens

    I completely agree with ZorzZ. What I am going to end up doing is in my main function, adding a prototype attribute where the getter and setter will just refer to the old way. Since structures and creeps both use the same attributes to describe their energy capacity and the amount of energy that they currently have, I have many functions that rely on that shared API.

    For those of you that are looking for a way around this change, insert the following code into your main function:

    Object.defineProperty(Creep.prototype, "energy", {
        enumerable : true,
        configurable : true,
        get: function () {
            return this.carry.energy;
        }
    });
    Object.defineProperty(Creep.prototype, "energyCapacity", {
        enumerable : true,
        configurable : true,
        get: function () {
            return this.carryCapacity;
        }
    });
    
  • Avatar
    Anton from Screeps

    We understand that this key change in the API can lead to some inconveniences, but at the same time, we would like to create an evident difference between creeps and facilities in this regard. In fact, the system of game resources will develop in future updates, so creeps will be able to carry things other than energy. By leaving terms like energyCapacity we create a false feeling in calculations that this parameter applies only to energy, whereas, unlike facilities, a creep can carry multiple resources simultaneously, and each one will occupy space in its CARRY body parts. This is why creeps have a unique function that facilities lack, and therefore they need to have a unique API.

  • pmaidens

    Ok, that is totally fair, and I understand why the changes are needed. A quick question though. Are their plans to reuse Creep.energy or Creep.energyCapacity for different purposes? If not, then the above code will still allow senior players who understand the core mechanics to continue to use the old API for reasons of convenience but will not confuse new players since the player must include it themselves manually.

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