In this update1
Full notes
Full Block Fortress 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey all! I know we've been a bit quiet for a while and I do apologize for that - but we've been working hard behind the scenes to get this mega update out - and the end is finally in sight! We're finishing up the update this week, and then plan to head into a short closed beta to make sure there are no major issues - and then we'll be releasing it immediately on Steam.
What changed
- Compatibility
- Balance
- Maps
- Gameplay
- UI and audio
- Server
Block Fortress 2 changes
Changelog
Cooperative Multiplayer
You can now play with another player in campaign games, missions, and sandbox game modes
Missions can now be flagged as supporting co-op, single-player, or both
You can now place up to 10 start locations, and players are positioned randomly among them
You can now specify starting currencies and hp percents for multiple players
New biomes
Blockmen City (protect the citizens during enemy attacks)
Goblock Slum (random surprise attacks when entering Goblock huts)
Zomblock Tombs (Blockmen soldiers turn into Zomblocks on death and sometimes when damaged by a Zomblock)
Blockbot Grid (blocks touching the grid are unpowered, and Power Generators built anywhere over the grid don't work)
Blockoid Temple (must build barracks at center of temple, and you can't build blocks with weapons on temple roads)
New turret blocks
Howitzer - a powerful turret with unlimited range that can't shoot flying targets
Neutrino Gun - a short-range energy turret that shoots through blocks
New enemies
Goblock Copter - flying units that drop bombs on targets
Goblock Lobber - units with mortars strapped to their backs (or that lob grenades)
Zomblock Swarm and Swarmlets - a flying mass that releases Swarmlets over time and as it takes damage
Zomblock Tumbler - a rolling bomb that poisons an area on impact
Zomblock Necro - drops an artifact when killed that, until collected, creates a rift spawning more and more Zomblocks over time
Blockbot Vector - a close-combat Blockbot unit with blades for arms
Blockbot Converter - slowly converts the map into areas of the Blockbot grid, destroying existing structures where converted
Blockbot Hacker - can't be attacked by turrets, and until it is destroyed, reprograms nearby turrets to the Blockbot team
Blockoid Knight - a close-combat Blockoid soldier with a special shield that blocks all damage from the direction of the last incoming attack
Blockoid Relay - teleports Blockoid warriors away from battle when they lose their shields, and restores some of their shield HP
New functionality
Added a new build action that allows you to replace existing blocks with the block you are placing (rather than attaching it to the side)
You can now set the level of individual blocks built in sandbox and mission builder modes
You can now assign variants to enemy Blockmen (e.g. sergeants, medics, and scouts)
Added a new attack action that activates a random action with the same color. Also added a new "wait" activation trigger for actions for actions that will only be triggered by this new action.
Goblock Hammerers now attack units in modes without an HQ for them to target or if they are set to "Attack" AI in missions
Zomblock Talons added to attacks in campaign mode
Blockoid Spirit Walker shield hp reduced from 250 to 200
Enemy Blockmen now have a different faction logo and their own barracks
NPCs now move more directly to their targets when nearby on a flat surface (with less zig-zagging)
You can now move the camera around the world when taking a screenshot
Added a sound and screen effect when you take a lot of damage over a short period of time
Your profile name now stays in-sync with your corresponding game network display name
Fixed a bug where sometimes a blank Mod could be crafted
Fixed a bug where you could retry a mission with incorrect resource amounts
Fixed a bug where free troops earned from an in-game Mod in Survival mode would need to be re-equipped when loading a game or after some attacks
Fixed a bug where sometimes NPCs would get stuck inside of invisible blocks
Fixed a bug where you would continue to delete or select blocks after starting an attack with an empty equipment loadout
Fixed a bug where a semi-transparent black rectangle would sometimes appear after an invisible unit died
Fixed a bug where the camera could shake into nearby blocks
Fixed a bug where sometimes half-blocks would be oriented incorrectly when attached to the sides of other blocks
Fixed a bug with enemy ai in “Blood Pits of Varrak” mission that made it unwinnable
Source
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