Walk-in spray booths and tall racking
Update 0.23.0 · Update 0.22.0
- Walk-in spray booths and tall racking
- A rebuilt Quality Control range
- Rooms stay whole beside stairs
- A brighter factory, closer to the concept art
- A clearer, more colourful factory
- More depth to the miniature view
- A tidier sign-in page on factoryraiders.com
- A more open factory
- Each district's floor reads as one hall
- Every district's rooms are rebuilt to look like a working plant
- Galleries upstairs
- Walls that look lived in
- A raider with grip
- Machines fight with real guns
- See a machine's damage
- A factory map
- A clearer HUD
- Fights leave a mark
- Shoot the concrete off the columns
- The ride down
- Warehouse, Dispatch and Paint, refined
- The wall view stops bobbing
Update 0.23.0
- Walk-in spray booths and tall racking. Paint's hall lines its aisle with big walk-in spray booths, glazed and lit orange, teal or crimson from inside, in place of the small booths. Warehouse's halls have 9 m racks stocked on every level beside the aisle and along the walls, the start of the racking canyons.
- A rebuilt Quality Control range. The practice bay is wider, and targets now wait at concealed stations behind crates, drums and pallets: some slide out, swing on a hinge, sway like a pendulum or pop up. The workshop round the bay has new wall gear, pressure leaks and dressing.
- Rooms stay whole beside stairs. Stairs up from the lower level and along the halls far less often leave half a grouping behind next to them (a cart without its booth, a bench without its machine).
Saves, servers and compatibility
Run-safe notes: every seed generates a different factory (new models in Paint and Warehouse, dressing kept clear of stairs, and so loot spots there). Saves, stash contents, the catalog and the live protocol are unchanged.
Update 0.22.0
- A brighter factory, closer to the concept art. Every lamp throws a warmer, stronger pool, the floor between pools reads instead of falling to black, the fog is thinner, and what's out of your sight stays easier to make out. Unpowered districts and blackout shifts are still dark, so finding the breaker still matters. Your Brightness setting works as before on top of it.
- A clearer, more colourful factory. Less fog veils the floor, steel keeps a cooler neutral colour, and painted machinery has more colour under warm lamps.
- More depth to the miniature view. On Medium and High, the tilt-shift keeps a crisp working area around your raider, with gradual foreground blur and distance-based softness on machinery farther into the hall. Aiming keeps your target in focus.
- A tidier sign-in page on factoryraiders.com. The sign-in and join cards have one heading, and the line under the button is readable again.
- A more open factory. Production halls open onto the streets through wide bays, 8 to 16 m across under a steel header, instead of single doors. Halls also open wide into their showcase hall, into each other and across the service aisle between them, and Main assembly opens onto the street on every side. There are fewer small rooms and fewer passages that lead nowhere. Side rooms and keycard rooms keep their doors.
- Each district's floor reads as one hall. The big machine halls that stood walled off inside a district, and its showcase, now open onto the district's main hall through wide bays at their doorways, so you can see across a district instead of walking round boxes. The floor under the footbridges that land in a district is part of the hall now, under the walkway above, rather than a small room of its own.
- Every district's rooms are rebuilt to look like a working plant. Halls and side rooms are now laid out for their job instead of filled with random props: a clear aisle down each hall, a row of the district's big machines along it, work bays, wall runs and cover lines built as whole groups, and clutter massed at the edges instead of in your path. Each room has a name that says what it is (a machining bay, a switch room, a tally store), its own lighting plan and its district's colours. Fabrication has its press stations and the tall flywheel press, Power its transformers behind fences, Crane & shipping its container bays, Calibration test stations behind glass, Warehouse its racking, Dispatch its conveyor runs and Paint its spray booths and curing ovens. Main assembly's hall has a robot line beside the aisle. Big foreman's offices are split by a glass partition with an engineering room behind it. Loot spots move with the props, so search the new work bays and wall runs.
- Galleries upstairs. Nearly every district hall now has a railed mesh gallery a storey up along its walls, over the side rooms or out over the hall floor, with stairs down along the wall at both ends and partway along. In the wider halls, where both walls have a gallery, bridges cross between them so you can walk a loop upstairs. Glass-fronted offices, control rooms and labs open onto the galleries, and crates, drums or cartons stand at the rail as cover with a view of the floor below. Only the grand hall has a second tier of galleries above the first. The side rooms off each hall are bigger (about 12 by 12 m) and the band of them is shallower, so the halls are wider.
- Walls that look lived in. District walls now carry their services: pipe runs on brackets that dive into the wall at their ends, and more cable trays, each district with its own mix (rusty pipe pairs in Fabrication, triple runs and trays in Power, cream pipes in Paint, tidy trays in Calibration). Walls are grimed at the foot and along the floor beside them, stained with rust and leaks under the pipes, sooted over hot machines, and hazard-striped beside doorways. Safety posters, notice boards, plant maps and tally boards hang along the walls, most of all in side rooms. All of it stays on the walls: nothing new stands in your way, blocks a shot or changes where you can walk.
- A raider with grip. Your raider starts and stops sharply and cuts corners without sliding: a 90° turn at a jog used to drift about 1.5 m, now about 15 cm. The body leans into its movement.
- Machines fight with real guns. Line Units carry Line Runners and Foremen, and hounds fire like the Blowdown, with muzzle flash, tracers, smoke and brass, heard from where they stand. Taking a round sounds like a hit to a body or plating, from the shooter's side, and you flinch away from it.
- See a machine's damage. A damaged machine in sight shows a chunked bar over it: integrity (green, amber under half, red under a quarter) under a row of armour. Hits flash and shake it. When armour breaks, it cracks off with a sound, sparks and shards, and an exposed machine keeps sparking.
- A factory map. The raid map is one instrument now: the floor plan with your crew, the machines you've seen and the routes to the lifts, with zoom beside north and the objective under it. The mouse no longer aims or fires while it's over the HUD.
- A clearer HUD. The objective fills as you charge the lift, the clock says "Shift remaining", and your other weapons read more cleanly. A small FPS gauge sits on the HUD for now, to help us track performance during the alpha.
- Fights leave a mark. Bullets leave marks on what they hit, in the right finish for concrete, steel, glass and the rest, blasts and the torch scorch the floor, and shots into concrete knock off chips that bounce and settle as rubble. If you'd rather not have it, Environmental damage effects in the Escape menu turns this off, and your choice is saved.
- Shoot the concrete off the columns. Aisle columns now stand in yellow concrete guards, and Fabrication, Power and the B1 freight tunnels have concrete piers. Shoot them and they break in stages: corners crack off with a crunch and a clatter of rubble, then the concrete comes away down to the rebar. Piers break wherever you hit them, top to bottom, and a mag launcher blast takes chunks out of everything near it. Squadmates see the same damage. Pocks and rubble now stay for the whole raid. It's all for show: columns still block, shelter and stop shots exactly as before. The Escape menu's Environmental damage effects switch turns it off.
- The ride down. The freight lift's descent to B1 plays a short film through the cabin, with the plant's PA over it.
- Warehouse, Dispatch and Paint, refined. Warehouse's parts cage has a real gate, with a reader and beacon on it. Dispatch's halls use joined roller conveyors as cover, and its packing desks carry cartons and wrap. Paint's curing ovens sit in their own orange-lit bays, drums stand on spill bunds, and the vat station has its pumps and colour bench.
- The wall view stops bobbing. A wall that drops to show your raider stays down while you stand beside it.
Known issues: frame rate with the galleries, the new wall detail and the concrete hasn't been measured on Medium yet, and column damage hasn't been checked with two players on separate machines. The FPS gauge on the HUD is temporary.
Saves, servers and compatibility
Run-safe notes: every seed generates a different factory. Saves and stash contents are unchanged. The live protocol changes: the host's snapshot gains an optional concrete field and squadmates send a new chip action for hits on the concrete. Older clients ignore both, so a squad on mixed builds just won't share column damage. Squadmates should reload to the same build before raiding.
