In this update15
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
- Compatibility
- Maps
- Gameplay
- Balance
- UI and audio
- Store
From Glory To Goo changes
0.3 is now live! Thanks to everyone who helped to test it and offer suggestions while it was on the beta branch. As always, feel free to provide feedback and report any bugs you come across on Discord or the Steam forums.
0.3 (Content Update #9)
The Campaign (Chapter 1)
Chapter 1 currently contains 7 missions, along with some additional defensive missions. Between missions there are also a variety of upgrades for buildings and units, ship customization and world map decisions/construction.
New Survival Map
Survey Site Tango - Battle against above-ground Goo structures that gradually spread across the map.
Captains
Each captain now has their own unique mecha. In the campaign, they also have their own stats and equipment slot loadouts. I might carry these stats and slots over to survival mode in a later update based on feedback.
- WarlordAdded 8 new units. Excluding the medic, these can be accessed by upgrading his units from veterancy level 2.
Physicist: Gained a teleportation building.
Mutant: Gained a short-to-medium-range support walker that can shoot (slap) down projectiles.
Hacker: Gained a building that allows construction and power connection separate from your landing pad. It can also move.
- AdmiralAdded +10% unit speed to his starting perks.
- SavantAdded 2 more level up abilities
Rebalanced many captain weapons.
Custom captains have gained the ability to add alternative units and lvl 5 captain skills
QoL
Added the ability to copy groups of selected buildings and place them in the same layout somewhere else.
Added the ability to queue infinite recruitment by right-clicking the relevant unit button.
Added the ability to automatically garrison recruited units from recruitment buildings.
You can now click the unit counter to select a unit type.
If you press the clone button with your cursor over certain terrain a relevant building may be selected. Grass -> Well, crystals -> Drone mine, ore -> Mine, Geyser -> Pump.
Clicking neutral camps in the GUI will now take you to their primary structure.
Bunkers can now set rally points
You can now build connectors over ore
Ship
Loss of power now reduces crew efficiency.
If engine thrust is in the green, your ship will now automatically try to board wrecks for extra resources.
Beam cannons can now be upgraded from all level 2 weapon modules (medium cannons, laser cannons etc). Must still have an adjacent reactor.
Massive Cannons fire slower, have more shots, larger splash and use less power to fire
Many ship module costs have been rebalanced.
Operations
In Colonization operations, you can add modules to your ship after the first mission.
Construction points are earned from ship nodes, and after winning a level, a percentage of the cost of all modules on your ship is refunded.
Robots General
The upkeep system is now staggered within the same cycle.
Other
Added more world decorations.
There are now 5 difficulties. The second difficulty, Pioneer, is new. I’ve rebalanced things a bit so the curve is smoother.
Increased the biomass earned in each game.
Armour penetration now affects turrets.
Stratagems
Diamond Drills now provide water from mountains and increased water from both types of accessible terrain.
Inbuilt Radar - Warning time 2 -> 3
Requisition - Effort 100 -> 150
Lighter Drones - Removed production reduction
Resistant Materials - Debris boost 50% -> 80%
Sonar Vision - Pad vision 50% -> 75%
Advanced Optics - Now also boosts sensor towers
Iterative Training - Experience boost 20% -> 30%
Metallic Transfusion - Increased heal, especially on lower heat
Kinetic Dampeners - Thumper range 1 -> 2 (Range modifier description changed so that each unit of range is range in all directions, so this is 2-> 4 on the old system)
Crystalline Concrete - Building health 30% -> 40%
Added some additional perks to operations
Balance
Some minor changes may be missing from these notes
To better match their per cycle gathering rates, crystal and ore gain will appear lower in the GUI compared to 0.2.3. This is only a change to the GUI values and not their actual gathering rate.
General
Power tick was reduced from 4 to 3.33 times per second. This should mainly be felt through increased energy drain while towers are shooting.
Adjusted recycler/scrapyard resource purchase costs. 50/100/200 -> 50/125/500
The power cost of some towers per shot was increased
Increased the damage reduction provided by heavy armour.
Burlox cost reduced from 80/2 -> 80/0
The Sludge now increases health instead of armour
It's now easier for ship gatling gun bullets to be shot down
Sproutling detonation damage 10 -> 15
Human
Drill Mine 0.26 -> 0.3 ore per cycle per tile
Mining Hub 0.44 -> 0.4 crystals per cycle per tile
Advanced Drill Mine 1.04 -> 0.6 ore per cycle per tile
Processor 2.2 -> 1.5 isotopes per cycle per tile
Biodome cost reduced 150/8 -> 120/6
Batteries power storage increased significantly 250 -> 2500
Machine Gunner now applies slow
Machine Gunner removed 2 armour reduction
Machine Gunner damage reduced from 5 -> 4
Machine Gunner attack time changed from 0.15 -> 0.135
Deployable Turret range increased from 1.3 -> 1.5
Lancer Team attack time changed from 3 -> 3.5
Grenadier attack time increased from 4.5 -> 6
Grenadier grenades in volley increased by 1
Landmines damage 15 -> 30, added damage fall-off with distance and reduced splash radius.
Raised platforms now act like buildings for power and resource connections
Robots
Drill Mine 0.37 -> 0.4 crystals per cycle per tile
Smelter 0.18 -> 0.2 ore per cycle per tile
Nuclear Reactor 0.49 -> 1 isotope per cycle per tile
Tacti Droid range increased from 1.5 to 2
Tacti Droid cost increased from 80/4/1 -> 90/5/1
Aidroid range increased from 1.5 -> 2
Sparklock attack time increased from 2 -> 2.5
The increased damage-on-target buff now stacks
Strike Barge damage reduced from 8 -> 6 (Due to the damage-on-target debuff now stacking)
Sky Shredder has improved anti projectile capabilities
Other
Resource gain now displays as a decimal.
4x3 control grid
Added hotkey display over buttons
Added FPS limit and VSync settings.
Increased the amount of building stats shown in the GUI
Numbers in tooltip descriptions are now highlighted
The sound of the Landing Pad thumper is now linked to ambient volume
Bug Fixes
Some minor fixes may be missing from these notes
Fixed incorrect veterancy stat gain on load if you have the Admiral's "Starts at level 2" perk
Fixed forcefields not gaining raised platform health if they are upgraded from walls while on a raised platform
Fixed Skygarden's using an incorrect amount of water if upgraded from Biodomes while under the influence of Life Support
Fixed the level 2 and level 3 rocketoid animations
Fixed inconsistent status effect durations
Fixed being able to create a "savefile.es3" which would break the game
Fixed not always being able to double click select buildings on platforms
Fixed teleporters not being used to garrison
Fixed free habs provided during an operation not handling water correctly if upgraded
Fixed resources not disappearing if their path disappears
Fixed not being able to toggle the rebuild button if no destroyed building blueprints exist
Fixed the GUI breaking if demolishing a large number of ghost blueprints
Fixed unit voices recycling on to the wrong unit if a lot of units have been killed
Fixed Plasma Cannons missing their target
Fixed overwriting with the same name causing some data corruption
Fixed buildings flashing if only connected via walls and gates
Fixed units being commanded to hold and then move to formation getting stuck
Map Editor
There is still work to be done to improve the GUI and documentation for these new features.
Added map triggers in the editor.
Wave size can now be separated by difficulty.
Added a graphic to select specific wave spawn points on each difficulty and wave
Added decoration placement.
Added an indicator for the world position and grid of your cursor
Modding
You can now adjust the pixel size of custom unit sprites, allowing for more detailed sprites. In the folder where you would normally place the "idle" state folders, create a size.txt file and in it enter the % adjustment where 0.1 is 10% and 1 is 100% etc.
Source
Changelog.gg summarizes and formats this update. How we read updates.
