Full notes
Full Expand & Exterminate: Terrytorial Disputes - Endless Base Defense update
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What changed
- Gameplay
- Store
- UI and audio
- Fixes
- Balance
Expand & Exterminate: Terrytorial Disputes - Endless Base Defense changes
*This update is to the Default Branch, changes should be playable by all users at time of this post*
Gamers & Shareholders!
Autumn Sale is upon us, and I wanted to use this opportunity to release a new update along with the sale. If you're new to TD or a returning player, Welcome back General.
I'm excited for this update, the largest change is the ability to purchase Technologies after defeating one of the King's Champion enemies that are every 25 rounds. I genuinely feel like this update is another step forward towards refining the game play elements and formulas.
I'm aiming for monthly update, but I believe the amount of content in this update will make up for the delay. I tried to grab significant changes to put in the change log, but I'm also not the best at writing down every change I make. A notable amount of time was also dedicated to making the experience on the Steam Deck even better. I recognize that the menu's weren't as controller friendly as they should be. Overall a lot of work on buttons, UI, menus that I believe will make the Steam Deck experience better.
There has also been a lot of work done these past two months on learning Blender, rigging vehicles, and just transferring assets; This will help by allowing me to make cut-scenes faster, ideally this will be work that I can pass on to animators in the future to make even more cut-scenes.
I want to thank LeckMich & KrayZee Toucan from the Discord for bug finding. I want to thank all others that have also helped by leaving comments on Discord or in the Steam Discussions
Dividends soon Shareholders, Terry
Added:
Purchase Technology after defeating King's Champion enemies, 4 new KC's at Round 25, 75, 125, & 175
I redrew the coasts & roads to be more in line with the art style I'm going for.
3 NEW cut-scenes, fresh out of blender, still experimenting with them.
New Intro video, it's implementation in-game is still a WIP.
Fixed
Re-balance of most of Tech 2 and 3, Cost & Power numbers aligned better.
Rewrote the scroll functions of the list of cameos in the side bar, Unity's built in version is bad.
Guard Tower detects both air and ground stealth targets, it took a bit of re-greasing, but the spotlight can now aim up.
Disabled Airfield again, I promise this time.
Fixed Technology for the Atomic Reactor.
Fixed Configuration for Adv Power Booster
V5's Target Tracking Technology now properly requires the player to be at Tech Tier 3.
Projectile Based Turrets can now properly inflict stun, slow, and burn on enemy targets.
Fixed any unlock tier config issues with walls
Possible fix to 2 Columns Vs 3 Column modes resetting
Fixed Several advancement misconfigurations (Thanks KrayZee Toucan)
Removed Duplicate Sniper "Detect Camo" Technologies
Nuclear Reactor should no longer be invisible after being fully constructed
Reduced Minimum range for Gustav
Added Minimum range for V7
Turret's Current custom tracking mode isn't overwritten when it's stats get updated.
You can no longer build non-water structure on water, and vice versa.
Fixed Advanced Gem Refinery's Range Increase upgrade works properly
Turrets should stop firing when total power is Zero, just as research should be stopped.
Possible fix to music hicups during higher lag situations.
Fixed Z clippling between the pseudo-shadows under vehicles at high LOD levels with the road
Juggernaut has been properly configured to tech tier 2, as opposed to 3
Stealth Detecting turrets should now default back to aiming at Camo, This was broken after I disabled the "resetting" of tracking mode every time a turret stat's updated. I did a little duct tape solution that will just check if Stealth Turrets are stealth, and it'll force them into Stealth attack mode every update. I'm not proud of the current fix, but I think it'll hold until a re-write the whole turret system.
MRLS's Tech tree isn't made up of Humvees anymore.
Using the "Farthest" targeting mode on a Certain King Champions would result in it outpacing it's own range, and fail to fire, fixed that.
Source
Changelog.gg summarizes and formats this update. How we read updates.
