In this update6
Full notes
Full From Glory To Goo update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey Everyone,
What changed
- Gameplay
- Balance
- UI and audio
- Fixes
- Workshop
- Performance
From Glory To Goo changes
This update contains various changes and bug fixes reported by the community. Let me know on Discord or on the Steam forums if you encounter any bugs or have suggestions.
0.2.3f
Other
If you try to delete your captain you will now get a warning regardless of the number of other units you have selected
Training dummy structures (Not the dummy itself) can no longer be hit by friendly fire
Added some more resolution options
Units will now ignore targets as soon as the target turns invisible
Friendly fire no longer activate supporting RFI cruisers
In operations, increased the starting unit drop-in spread and it is further increased by the number dropping in
Removed the Fleet Support slider from the operations panel
The self destruct mutator no longer impacts training dummies
On colonization operations, The AI will now activate the Papilio Drive on wave 4 instead of 3.
For the roboticist, added a worker cost to plasma androids to bring them in line with rocket androids. Fixed the tooltip not displaying a worker cost.
Bug Fixes
Fixed custom captain saving not working correctly if you have passive skills/equipment selected
Fixed the heat tooltip not always displaying correctly
Fixed some dropped in units not matching their armoury type
Fixed workshop prices not always matching their tooltips
Fixed some research unlock prompts appearing for the robots when nothing is unlocked
Fixed the custom captain flops modifier not saving correctly
Removed some passives from custom captains where they weren't relevant to the faction
Fixed claimed buildings costing flops on load
Fixed The Hacker's turret deployment costing free buildings
Fixed The Terminus Cannon buffing itself and not always being buffed by surrounding turrets when turret adjacency bonuses are used
The enemy self destruct mutator now has a small delay, this should also fix a crash relating to whole waves detonating on the same frame
Fixed a crash relating to invisible enemies
Fixed the scrap GUI not appearing if it is unlocked on level up by a custom captain
Fixed the archive GUI's background
Fixed the jetpack captain animation when shooting
Fixed the research GUI not always greying out the flak cannon when researched
Fixed the game using vsync instead of capping FPS to 60.
Fixed the missile launcher targeting friendly neutrals
Fixed resources zig-zagging towards walls under some circumstances. They'll still sometimes cut corners.
Fixed reactors only using up crystals even if they're pulling ore or isotopes
Fixed food and captain duplicate GUI misalignment under certain circumstances
Fixed a crash on linux when loading the robot faction for the first time
Preview of some of what is coming in 0.3
Work on 0.3 continues. It will contain the first chapter of the campaign alongside lots of general content and QoL. It will move to the beta branch in February with a release likely in March. This will be the largest update the game has received so far.
This is only a short preview. QoL features, balance changes and a lot of other content is not included.
The Goo is getting some new structures
Each captain will be getting their own mech.
The Warlord's retinue is expanding.
In Colonization Operations and the Campaign you'll be able to add additional modules to your available ships between each mission.
Trigger System
The Map Editor will be getting a simple trigger system.
Campaign (Chapter 1)
The campaign will offer a series of story driven missions and choices alongside various meta systems to progressively upgrade your units, ships, buildings and captains.
Source
Changelog.gg summarizes and formats this update. How we read updates.
