In this update5
Full notes
Full Ooglians update
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What changed
- Gameplay
- Performance
- Balance
- UI and audio
Ooglians changes
ARE OOGLIANS EGGS OOGS or OOGGS?
A lot of stuff in this update! First things first: known issues.
KNOWN ISSUES
Game is too hard!
The game has gotten really hard
There is no way to repair damaged buildings
You can still progress far, but you need the right stuff
This makes the game too reliant on RNG
This is bad
Performance is horrible!
The game hasn't been optimized
Some things will absolutely tank your framerate
It can make the game near unplayable
The “fix” is a hard limit of 100 waves before the player is killed
This is bad
The game is a bit too confusing
The first few rounds has a lot going on, with almost no explanation
The more we add, the more confusing it gets
The late game has too much stuff on screen
This prompts the player to rebuild their base now and then
This takes time and can get very frustrating
This is bad
But at least we have finger guns now!
We’re going to release another patch next week where the focus is to address one or more of the above areas.
⬇ Click here to join the discord! ⬇
this is where you can learn about the game and impact the development! We’ll put up a poll in the near future for what to prioritize. The team working on this is extremely small, and between us it's less than one full-time position. That's why all communication is centralized there!
PATCH NOTES for 0.0.18
FIXES
Explosions now deal damage. It’s a bit wonky, but boom now actually goes boom.
NOTE! There is a new module that might tank your framerate. A fix is in the works.
ENEMIES
One new type of Ooglian! This evolution seems to be inspired by the natural occurrence of bunnies and their eggs, which is definitely a thing.
MODULES & CORES
Two new modules!
Mortar
Firecrackers - NOTE! This one might tank your framerate! Use with care.
Still no new cores.
QoL
Added interaction filters for the player
Hold [SHIFT] to only target handles, for easier aiming
Hold [CTRL] to only target cable connectors, for better cable management
Added visual damage indicators on the cores (smoke and sparks)
Split modules into two categories: Bullet Damage and Area of Effect Damage
Added a fifth reward button to give slightly more control over upgrades
BALANCE
Upped the damage on a few modules
Reworked explosion sizes and damage
Reworked wave spawning pool a bit
Thanks a ton for your patience, and we look forward to seeing you on the flat, gray fields of battle. oogliboogli,
The Oogli Boogli Team
Source
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