Full notes
Full Starlight: Defence Command update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Events
- Balance
- UI and audio
The latest update is now live and as you can see from the notes below includes quite a few updates.
Assignment 9 is added so the story continues, but most of the updates are around adding/amending functionality to the GUI when on Assignment.
For the next update cycle, focus will be mainly on the tablet side of things adding polish and some additional functionality. The aim is to get AIDA up to scratch too so she functions exactly how she was envisioned - an ever-present presence.
Features
Assignment 9 added. Help protect a farming community from large terraformers turning the land to dust. Set mines in their path to stop them advancing too far. As usual, the map is also available to be used in the Simulator.
An Event System has been added which will show icons round the edge of the screen to direct you to action that currently isn't in focus. At the moment this includes your damaged towers and a damaged QRS.
Updates
Cumulative Damage to the QRS has been added to the game over review screen. You'll now be able to tell exactly how much damage it took over the course of your assignment, regardless of whether you repaired it or not.
Popup messages have now been made larger and appear bottom centre to help with visibility.
The Assignment GUI has had a small polish pass to improve visuals slightly. All elements have been brought inline too to make them the same.
Intel Bar has been moved to the top of the screen and icons are now colourised to represent either normal bots, special bots with abilities or flying bots. They are white, red and green respectively.
I've tried to make things a bit clearer about what is going on in the resistance panel. The enemy AI essentially upgrades the resistances of the enemy bots over time, based on the damage types you have been using. The panel has been split into 2, one half to show you the damage type split you are hitting the enemy with, and the other half to show how many times a particular resistance has been upgraded. This has also been integrated into the top bar the same as the Intel Panel.
Objective Panel has been re-imagined to fit in with the rest of the GUI. It's no longer transparent, is bigger and has larger more readable text. To mitigate the extra space it takes up onscreen it now slides into the side of the screen. You can extend it at anytime by holding down the 'TAB' button.
Firing arcs have always bothered me as to how messy they are when trying to place new towers. I feel that they should be on so that you can see where you already have firing arcs but previously it was hard to read when many towers were out. Now 'other' towers to the one you are trying to place show a basic shadow outline to reduce onscreen clutter. Also it will only show those closest to where your mouse cursor is i.e. the one most relevant to you at that time.
Capture Points now provide a small clearance to Fog of War so can always been seen. This means missions where they are required to either move the mission forward or to complete optionals, they can always be found.
Autosave improvements made. An icon has been used to replace the text to show whether it was successful or not.
The enemy bot icons have had some changes. They now appear in detail
Source
Changelog.gg summarizes and formats this update. How we read updates.
