Full notes
Full Temporal Titans update
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What changed
- Events
- Gameplay
- Balance
- UI and audio
Temporal Titans changes
Demo update is live! Temporal Titans has been nominated for Best Design at the Taipei Game Show Indie Game Awards, and in honor of the nomination, a new update to the demo is live now! Check out all the great games taking part in the event by clicking here!
You can leave your feedback about the demo on the Steam Discussions forum.
Changelog
Mission Types
Salvage Mission: Power Ups are hidden in various buildings. Demolish buildings and collect them all to get the full rewards for the mission.
Rescue Mission: Survivors will flee from buildings periodically. You are provided with a special "bunker" support asset that can hold 4 survivors. Build a bunker and survivors will run to it. But both survivors and bunkers can be killed if attacked. Survivors will attack from inside the bunker.
Titan Sighted: Standard mission with a Titan at the end.
Mech Upgrades and Power-ups
Mech weapons are now only upgradable via weapon upgrade power-ups, which appear as blue boxes.
The other power-up is a Gunner Drone that follows the mech and attacks nearby enemies for light damage.
More power-ups will be added as development continues.
Enemies and Mission Scaling
New enemies appear depending on the challenge rating of a level.
The level of each zone determines what rating of levels becomes available.
As zones level up, resistant enemies and special enemy types will also appear (specific to each zone).
New Enemies
Broodmother: Lays eggs that spawn swarms of small enemies
Stinger: Fires a projectile at nearby targets when killed
- Armored RaptidNew visuals for armored enemy
New Assets
Chem Factory: Adds chemical damage to explosive weapons (stacks with other factories).
Damage System Changes
Elemental damage now causes "buildup" which can apply status effects associated with that element.
Repeated or high amounts of fire damage will "ignite" an enemy, burning them for extra damage for a short duration.
Repeated or high amounts of chemical damage will "poison" an enemy, damaging them a small amount over a long duration.
Repeated or high amounts of electric damage will "shock" an enemy, causing them to damage themselves and nearby allies periodically for a duration.
Regular elemental damage is blocked by resistances and reduced somewhat by armor.
Status effect damage passes through armor, but is blocked by resistance.
Shields still block all damage and status effects, but are reduced with each hit.
Elemental damage types can stack onto the same impact. So a bullet can do physical, fire, chem, and electric damage in one hit if all are applied to it. The visuals should hint at this (multi-element attacks will have multiple colors).
All damage boosts are now a percent based off the base weapon's damage.
Damage Numbers
Better readability, optimized spawning, more interesting animation, now shows color of dominant damage type with each impact.
There will be an option to disable these numbers in the future.
Other Polish
Enemy death animations
Titan dissolve VFX
Calldowns are more responsive
New armor visuals (Golem enemy and Raptid - more armored and shielded enemies coming soon)
Shield Generator has VFX to show when it activates (each round)
New music system (each level picks a "non-combat" track and sticks with it for a session. It resumes playing after combat is finished. Combat music is still different each wave.)
Line of sight fixes for turrets and mechs
Range indicators for support assets
Various bug fixes
Source
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