Features:
The factory now produces pollution. Pollution is visible on the map after pressing ALT key. Pollution is mostly produced by mining drills, things that burn coal, assembling machines and modules.
Enemy creepers were replaced by small, medium and big biters.
Enemy turrets were replaced by small, medium and big shooting worms.
Enemy attacks are triggered by pollution accumulated around their base (no time based attacks from the script anymore).
Enemies move and attack in groups.
Enemies wander around their base when they have nothing to do.
Enemies call for help when attacked.
Enemies can create new bases.
Added new weapons / ammos: shotgun, combat shotgun, explosive rockets.
Added upgrades (research) for all types of ammo and for laser turrets as well.
Added concept of capsules (usable items). Capsules are used from quickbar. Quickbar shortcut (1-5 shift 1-5) applies the capsule at mouse position. Current capsules: basic grenade, poison cloud capsule (doesn't damage buildings), slowdon capsule (doesn't work on buildings), combat robot capsules (spawns robot(s) that fight the enemies)
The player movement is slower when he is shooting (differs per weapon).
Added Modular armors with placeable equipment. The armor is opened by right clicking it. Equipments can be: night vision, speedup exoskeleton, energy sources, batteries, energy shields, laser defense, discharge defense
Weapons have different damage types, entities have different resistances.
Added production statistics similar to the electricity statistics. (on the P key by default)
"Shift-build" - when building with shift the settings of the last built entity of that type are applied. This works for assembling machine, smart/logistics chest and inserter, includes circuit network wiring and internal settings.
Laboratories and mining drills are module compatible.
Logistic robots try to not mix different items in storage chests if possible.
Placing resources now uses the "autoplace" mechanism as well (see lua data files).
Better labeling of map generation parameters (swapped frequency and size), frequency and size are less dependent on each other.
Automatic updates can use proxy server.
Gui:
Extended tips and tricks.
Mark missing elemental ingredients in the recipe tooltip as red.
Show cooldown of weapons/usable items in the slot.
Debug settings can be changed in game (F4 triggers the gui).
Flying text notification when a train has no path.
Automatically connect rolling stocks into trains when placed nearby with indication.
Show direction of train stop when to be built/selected.
Show connected/to be connected rails that are selected/to be build
Double click in load/save dialog opens/saves the game.
Technologies in the technology gui are sorted (using order string)
Graphics:
Replaced enemy placeholders (units, turrets).
New selection boxes.
New arrows for inserters / mining drills.
Changes:
Removed the filter inserter (merged with smart inserter), all filter inserters are transformed into smart inserters.
Land mine has bigger damage radius and trigger.
Disabled loading of saves before 0.3.0 version (You can use 0.6.4 to load any old saves and re-save them).
Enemies can destroy all player creations they find (not only labs, turrets, logistic robots, train and player as it was now)
Long hand inserter puts the item into the distance 2 (instead of 1).
Decreased the car health from 2000 to 500, laser from 350 to 250.
Increased the wall health bar from 200 to 350 and increased health of most of the player structures.
Enemy spawners and turrets slowly regenerate health.
Electric pole connects to all poles in the reach with no common neighbour. The limit of 5 connection per pole stays. Building electric poles with shift pressed builds it without any connections.
BugFixes:
Straight belt pushes items from the center to one of the sides, so randomly inserted items on belt shouldn't cause stucks in the U turns.
Indestructible objects are now handled properly in the path finding.
Fix of game being very slow with lots of logistic robots with no place to put items (no free storage chests).
Fixed several critical bugs in the map editor.
Fixed of confused logistic system when rebuilding logistic chests
Shortened number format works properly for large negative numbers.
Fixed script crashes when using god mode in freeplay.
Fixed armor relative protection (It was inversed and 10% protection made 90% instead)
Player inventory didn't get autosorted when item was crafted or delivered by logistic robot.
Player crafting gui didn't get updated (number of items craftable), when player recieved items from logistic robots or dropped item on ground.
Fixed sharp edges in new maps.
Fixed crash when player hovers ammo placed in quickbar.
Fixed bug of losing bonus production in furnace/assembling machine when the output slot is full (the production will stop instead).
Item tooltip is updated when the item on selected slot changes and closed when the slot is cleared.
Optimisations:
Mining drills deactivate when the resources run out.
Speedups in the path finding (though path finding around very big lakes is still slow).
Speedups in enemy movement.
Scripting:
Fixed lua gui element#isvalid function, it threw error when the element was invalid.
Added lua object for entity/item prototype. All prototypes can be aquired by game.(entity/item)prototypes.
Added (readonly now) way to access tiles by game.gettile(x.y) (provides name property and collideswith method)
getenergy method additionally works for Lamp, Lab, Electric turret, Accumulator, Car, Locomotive and Solar panel.
The onchunkgenerated event is now called for all chunks, even for the starting area and for chunks created in map editor.
Modding:
Result of shooting, projectiles, capsules and items used in general, is now specified by our small but powerful effect framework.
Added way to migrate/rename entity/item prototypes.
Introduced moddable game wide map settings in data/base/prototypes/map-settings.lua.
downloadable on
https://www.factorio.com/download/experimental and also by automatic update, if you have checked the experimental release updates.