What changed
1 fix2 additions1 change0 removals
- Performance
- Gameplay
- Balance
addedThis time I tried to focus a bit more on balance and content rather than optimizations. Of course, I've optimized the two greater issues that I've found within the game during that time, but most of my time these last two weeks was spent on new stuff.
changedAdditionsNew Planet: Kokatune A fiery planet with nasty foes Difficulty level from 65-128 New Biome: Ash Basin Full of dunes, the most peaceful biome of Kokatune New Biome: Basalt Delta Has several magma lakes which can come to life to hurt your base. New Biome: Sulfuric Wasteland Hosts several sulfuric geysers which often erupt, damaging nearby structures New Biome: Lava Ocean A regular ocean, but made out of a different liquid New Enemy: King Lurker The first boss of the game has multiple attack patterns and can be found everywhere. Bosses will now spawn every 20 minutes on every mission. Regular enemy spawns halt while there is a boss alive New Enemies Every biome from Kokatune features at least one new enemy for you to play with. New Objectives Added 3 new objectives: Defend, Colonize, and Eliminate. Some missions on some planets can only be of certain types. New player towers 2 blueprints for new towers added They can be found on missions with difficulty ranging from 101 to 128 New Specializations Added 2 new specializations for the two new player-buildable towers
fixedBalance ChangesClone Factory Reduced Rarity factor from 5 to 1 This means that the rarity of the upgrade selected is similar to level 1 rather than level 5 Frenzy Stacks no longer increase duration, duration is now fixed at 2 seconds Stacks now increase the attack speed multiplier, which starts at 1.2 and grows by 0.2 for every stack Frenzy Surge Now only drops if the player has at least one stack of Frenzy Frostbite Rarity increased from Yellow to Purple Base damage increased from 5 to [cannon damage]/2 Its damage instances can now proc on-damage effects, such as Cryotech King of the hill Now actually stacks Values reduced from 25% to 10% Airborne Static Rarity increased from Yellow to Purple Radius increased from (2.0 + 0.2*stack) to (2.0 + 0.5*stack) The barrier to damage multiplier increased from (0.3+0.2*stack) to (0.5*stack) Overclock Rarity increased from Yellow to Purple Cooldown reduction increased from 25% to 33% Bigger Explosives Rarity increased from Yellow to Purple Now scales linearly Damage scaling increased from 30% to 100%
addedQuality of Life changesChanged Lag Reports Now contains the current version Now contains the current building counts Now contains the current upgrades counts Pause changes ⬡ You can now press spacebar to toggle pause Pause can now be toggled within the upgrade selection menu Building Recycling Rework When you press "F" to recycle a building, it is now scheduled for recycling. You can undo the scheduling by pressing "ctrl+F". It will recycle in the first tick where it is able to. You can schedule for recycling unclaimed buildings. You can schedule for recycling non-default targets, like trees. When a Tree or a Termite Nest is scheduled for
Role of Hex changes
addedThis time I tried to focus a bit more on balance and content rather than optimizations. Of course, I've optimized the two greater issues that I've found within the game during that time, but most of my time these last two weeks was spent on new stuff.
changedNew Planet: Kokatune A fiery planet with nasty foes Difficulty level from 65-128 New Biome: Ash Basin Full of dunes, the most peaceful biome of Kokatune New Biome: Basalt Delta Has several magma lakes which can come to life to hurt your base. New Biome: Sulfuric Wasteland Hosts several sulfuric geysers which often erupt, damaging nearby structures New Biome: Lava Ocean A regular ocean, but made out of a different liquid New Enemy: King Lurker The first boss of the game has multiple attack patterns and can be found everywhere. Bosses will now spawn every 20 minutes on every mission. Regular enemy spawns halt while there is a boss alive New Enemies Every biome from Kokatune features at least one new enemy for you to play with. New Objectives Added 3 new objectives: Defend, Colonize, and Eliminate. Some missions on some planets can only be of certain types. New player towers 2 blueprints for new towers added They can be found on missions with difficulty ranging from 101 to 128 New Specializations Added 2 new specializations for the two new player-buildable towers
fixedClone Factory Reduced Rarity factor from 5 to 1 This means that the rarity of the upgrade selected is similar to level 1 rather than level 5 Frenzy Stacks no longer increase duration, duration is now fixed at 2 seconds Stacks now increase the attack speed multiplier, which starts at 1.2 and grows by 0.2 for every stack Frenzy Surge Now only drops if the player has at least one stack of Frenzy Frostbite Rarity increased from Yellow to Purple Base damage increased from 5 to [cannon damage]/2 Its damage instances can now proc on-damage effects, such as Cryotech King of the hill Now actually stacks Values reduced from 25% to 10% Airborne Static Rarity increased from Yellow to Purple Radius increased from (2.0 + 0.2*stack) to (2.0 + 0.5*stack) The barrier to damage multiplier increased from (0.3+0.2*stack) to (0.5*stack) Overclock Rarity increased from Yellow to Purple Cooldown reduction increased from 25% to 33% Bigger Explosives Rarity increased from Yellow to Purple Now scales linearly Damage scaling increased from 30% to 100%
addedChanged Lag Reports Now contains the current version Now contains the current building counts Now contains the current upgrades counts Pause changes ⬡ You can now press spacebar to toggle pause Pause can now be toggled within the upgrade selection menu Building Recycling Rework When you press "F" to recycle a building, it is now scheduled for recycling. You can undo the scheduling by pressing "ctrl+F". It will recycle in the first tick where it is able to. You can schedule for recycling unclaimed buildings. You can schedule for recycling non-default targets, like trees. When a Tree or a Termite Nest is scheduled for
This time I tried to focus a bit more on balance and content rather than optimizations. Of course, I've optimized the two greater issues that I've found within the game during that time, but most of my time these last two weeks was spent on new stuff.
Changes with ⬡ icon were suggested by the community.
Additions
New Planet: Kokatune
New Biome: Ash Basin
New Biome: Basalt Delta
New Biome: Sulfuric Wasteland
New Biome: Lava Ocean
New Enemy: King Lurker
New Enemies
New Objectives
New player towers
New Specializations
Balance Changes
Clone Factory
Frenzy
Frenzy Surge
Frostbite
King of the hill
Airborne Static
Overclock
Bigger Explosives
Quality of Life changes
Changed Lag Reports
Pause changes
Building Recycling Rework
When you press "F" to recycle a building, it is now scheduled for recycling. You can undo the scheduling by pressing "ctrl+F". It will recycle in the first tick where it is able to. You can schedule for recycling unclaimed buildings. You can schedule for recycling non-default targets, like trees. When a Tree or a Termite Nest is scheduled for