Full notes
Full Engineered To Purpose update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey all,
What changed
- Balance
- Gameplay
- UI and audio
- Performance
Engineered To Purpose changes
It's finally here, our first big update timed for our first discounted sale for Engineered to Purpose. Thank you for your patience - we hope you enjoy the changes that we're rolling out for the game. Here's a full breakdown of all of the changes:
Targeting Type Revamp
-Targeting type is set on tower placement rather than changed in real-time -World 2 balance has been updated to account for this change
Minelayer
-New weapon component added to the game that fires mines that explode when enemies are within range
Saturation replaces Heuristics
-Saturation modifier added to Blaster towers, giving them a charge of percentage-based damage every few seconds -Heuristics modifiers on existing towers will be replaced with Power modifiers
Tower Charge visuals
-Added clearer visualization for charging mechanics on towers when you select them
-Added special visual logic for laser ramp and saturation
SFX Pass -Added new SFX for various UI elements and in-game interactions
Bug Fixes -Fixed issues with updating towers -Adjusted visuals for critical damage hit -Fixed issues with convertor passive not triggering save -Cursor can no longer leave the screen -Can switch monitor that the game shows up on in settings now -Fixed issues with the Accelerator convertor -Some performance optimization
Thanks again everyone, cheers! Engineered to Purpose Team
Source
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