In this update1
Full notes
Full Moduwar update
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Repeated intro
Hey dear Modus! This new update brings big changes to Level 6 that was completly rebuilt thanks to our players feedback, but we've also made tons of improvements on several elements like the Hive and nut plants, as well as a smarter merging system for Modu! Now let's dive into this Patch Notes!
What changed
- Gameplay
- Balance
- Maps
- Performance
Moduwar changes
Patch Notes (Version 0.6952)
Level 6 — Rescaled and Rebuilt
Our players said that Level 6 felt too big and too empty, so we shrank it down and rebuilt it from the ground up. Everything has been repositioned to fit the new layout — nut plants, health pickups, the Miller crew, and the AI's patrol routes. It's a tighter, meaner level now. Let us know what you think!
Note: Level 6 savegames from previous versions can no longer be loaded, as the level was radically changed. We are sorry for the trouble and we thank you for your understanding.
Smarter Merging
Merge targeting got an overhaul. Your Modu now picks attachment points with much better directional awareness, prefers exposed edge surfaces, and no longer has dead zones where merging mysteriously failed. We've also fixed a very silly bug that made single-tile Modu impossible to target. Merging should just work now!
Reconnaissance and hives
Hives receive +20 range, and now sit at 110 launch range! But in this new version, the hive can only launch wasps into areas that are visible to the player. The Hive can no longer launch wasps into black or grey areas in the fog of war when any enemy steps in those areas.
This keeps the strength of the hive as a very long range weapon, but still requires players to scout the map for map awareness.
Nut Plants, Now With Information
Nut plants finally tell you what's going on: you can see how occupied a plant is and how many resources are left, and it's much clearer when a fresh nut is ready to eat. No more guessing, no more staring at a plant wondering if it's done.
Balance Tweaks
Large Gland's death explosion: +5 damage. Pop responsibly.
Monkey Queen's AoE effect duration now scales with difficulty.
Fixes
Invulnerable tiles are now actually, fully invulnerable.
Fixed a crash when pickups spawned from destroyed objects.
Level 2: the monkey ambush cutscene now reveals properly.
Fixed a Level 6 spawn that placed a Starfish *under* the level. It's been rescued.
Various save/load fixes
Under the Hood (and a Peek Ahead)
We doubled the engine's capacity for organ types (32 → 64), which doesn't change anything today but clears the runway for new organs — all of them are now in the polishing stages. Level designers also got powerful new trigger tools for spawning hand-crafted creatures and scripting encounters. Most of that machinery is being built for Level 7, which is deep in development. We won't spoil it, but let's just say something out there can be slowed down... and something else can carry you away. 🛸
Thanks for reading our Patch Notes, and now it is time to play: see you in Arkadia!
Source
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