Full notes
Full RECONNECT - The Heart of Darkness update
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What changed
- Server
- Gameplay
- Maps
- UI and audio
- Performance
RECONNECT - The Heart of Darkness changes
Good neeews everyone,
we proudly present you RECONNECT version 2-13:
Over the weekend we had some discussions about our white LightKnights (your own AI-units after you reconnected for the first time and take the right choices ;) ).
The Fight 4 - Existence was our first prototype of RECONNECT with a hommage to "zombie-ants" (google it, if you hear this the first time! ^^). In short, a ant-eating fungi which infects their brains and acts like a mind-controlling invader defeating whole colonies to eat even more ants. We found it profoundly amazing to see this weirdly epic behaviour and tried to build a game around it.
Now, five years and a tremendous amount of projects later, our prototype evolved to RECONNECT - The Heart of Darkness and we decided to add some more juice to the gameplay, by inviting the fungi like elements back to the game.
LightKnights, alias captured AI neural networks, are producing spores, now. Through their disconnection from the AI core, they now loose energy over their lifetime until they finally die. But after that, every corp emits spores, which can infect other AI-units and turn their targets to your favor. Like, you are the fungi and control the AI-units like zombie-ants.
So in the late game you experience (if you want to..) more tactical play with your own units and the AI itself, rather than focusing on base-building. But the story is not ending here and more strategic updates will come based on your ideas and creativity. So keep playing and evolving! <3
Here is the rest of the lately changes:
extra upgrades available on playing multiple rounds (AI-development in %)
extra upgrades following the fibonacci sequence (1%, 2%, 3%, 5%, 8%, 13%..)
removed doppler effects on different static soundsources like towers
removed big chaotic connection bug, when rotating the camera in the building process
introduce infected AI-units, spore areas, map-symbols and LightKnight interactions
show hint for debug log in benchmark
created minimum pixel count in benchmark
benchmark debug log text rework (press F3)
rework of controller and button help (F1 or "start" on controller)
sound rework in the main menu
solved 4k monitor bug - coin history shows first line on startup
map destruction warnings now bigger and last 60 seconds instead of 30
improving the red and yellow scanning algorithm to save fps
a lot of further minor visual/game-play/calculation improvements and debugging
Source
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