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CircuitVeil 0.3.164 · CircuitVeil Playtest patch notes · SteamPeaks
CircuitVeil Playtest
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Patches
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CircuitVeil 0.3.164
CircuitVeil 0.3.164
CircuitVeil Playtest
· published
17 days ago
All events
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Factory feel
Machines now loop audio while they work: solar, coal, and nuclear.
Solar plants can sit closer together. The pad can overlap; the cores still cannot.
Sparse building menus (solar, coal, radar, fence) are narrower so they do not sit half empty.
Overlapping buildings draw in iso depth, so a later-placed machine no longer paints over one in front of it.
Early game craft balance
Circuit: 3 Iron Plate, 6 Copper Wire, 20s (was 4 / 8 / 22s)
Motor: 10 Iron Plate, 14 Copper Wire, 2 Circuit, 30s (was 12 / 24 / 2 / 35s)
Resource Storage Container: 10 Iron Plate, 25 Lunarcrete (was 12 / 36)
Mining Drill: 8 Iron Plate, 5 Copper Wire, 1 Motor, 20 Lunarcrete (Circuit dropped)
Basic Assembler: 6 Iron Plate, 6 Copper Wire, 1 Circuit, 1 Motor, 25 Lunarcrete
Toolbelt: 1 Circuit (was 3)
Defender
Fortified Grid lists ×1.5 storage on Mining Drills, Advanced Drills, and Resource Storage Containers.
Hardened Grid lists ×2 on those same buildings (not “every building”).
Fixes
World status text could sit on Idle / 0/100 while the building popup showed the live count. Labels now catch up.
Reconnecting no longer stripes the world map with fog over chunks you already explored.
Assembler Link Resource actually starts the link again.
A refused place keeps the ghost up, and overlap uses the visible pad.
Remove / Cancel focus rings stay inside the building popup.
Tech tree no longer trips a GLES3 render glitch from hidden connection line