This build is currently available on the Preview branch and will be going live on July 1st heralding the start of a new Leaderboard Season!
Full notes
Full Waves 2: Notorious update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes2 additions14 changes0 removals
Events
Server
UI and audio
Balance
addedThis build is currently available on the Preview branch and will be going live on July 1st heralding the start of a new Leaderboard Season!
added- Multiplayer (Alpha) -This update includes the first multiplayer mode for the game. When you queue up for a multiplayer game you will be matched against up to 7 other players for a round of Last Man Standing. The rules are similar to Survival except that Scores don't really matter and there are no extra lives. If you lose your last life then you are knocked out, be the last one standing and you win. You can see how the other players are doing on the scoreboard displayed on screen while you play. This mode is very much an Alpha version; essentially a proof of concept. If it's popular then I will expand upon it to add ways to attack other players via building your combo and adding objectives to complete. Leave feedback in the forums and if you are looking for people to play against then why not join us in the Discord server to organise a game!
changed- Health Overhaul -Previously your energy bar acted as your health bar. Whenever you used a Utility like "Stop" your energy would be depleted making you more vulnerable. As a result nobody really used the Utility items because more health was always the better choice. This is no longer the case. Health and Energy have been split up into their own resources. Energy is now used solely by Items and Health is only affected by damage. Your Health is shown to the left of your Avatar on the HUD (See below) as a series of filled circles; each representing 50 health (aka 1 Shield as all damage is divisible by 50). Shields do regenerate over time however they regenerate much slower than Energy. You may find you are more fragile than in previous versions of the game. When regenerating each Shield will gradually fill up and once full is available to use again. Taking damage before a Shield has finished regenerating will reset it's progress in addition to the damage you would normally take.
changed- Health Overhaul -Enemies have been re-balanced so that the damage they do is consistent across the different types of enemy and generally scales with their physical size.
changed- Health Overhaul -Cells, Shards & Shard Clusters do 50 damage.
changed- Health Overhaul -Spheroids do 100 damage.
Waves 2: Notorious changes
addedThis build is currently available on the Preview branch and will be going live on July 1st heralding the start of a new Leaderboard Season!
addedThis update includes the first multiplayer mode for the game. When you queue up for a multiplayer game you will be matched against up to 7 other players for a round of Last Man Standing. The rules are similar to Survival except that Scores don't really matter and there are no extra lives. If you lose your last life then you are knocked out, be the last one standing and you win. You can see how the other players are doing on the scoreboard displayed on screen while you play. This mode is very much an Alpha version; essentially a proof of concept. If it's popular then I will expand upon it to add ways to attack other players via building your combo and adding objectives to complete. Leave feedback in the forums and if you are looking for people to play against then why not join us in the Discord server to organise a game!
changedPreviously your energy bar acted as your health bar. Whenever you used a Utility like "Stop" your energy would be depleted making you more vulnerable. As a result nobody really used the Utility items because more health was always the better choice. This is no longer the case. Health and Energy have been split up into their own resources. Energy is now used solely by Items and Health is only affected by damage. Your Health is shown to the left of your Avatar on the HUD (See below) as a series of filled circles; each representing 50 health (aka 1 Shield as all damage is divisible by 50). Shields do regenerate over time however they regenerate much slower than Energy. You may find you are more fragile than in previous versions of the game. When regenerating each Shield will gradually fill up and once full is available to use again. Taking damage before a Shield has finished regenerating will reset it's progress in addition to the damage you would normally take.
changedEnemies have been re-balanced so that the damage they do is consistent across the different types of enemy and generally scales with their physical size.
changedCells, Shards & Shard Clusters do 50 damage.
This build is currently available on the Preview branch and will be going live on July 1st heralding the start of a new Leaderboard Season!
- Multiplayer (Alpha) -
This update includes the first multiplayer mode for the game. When you queue up for a multiplayer game you will be matched against up to 7 other players for a round of Last Man Standing. The rules are similar to Survival except that Scores don't really matter and there are no extra lives. If you lose your last life then you are knocked out, be the last one standing and you win. You can see how the other players are doing on the scoreboard displayed on screen while you play. This mode is very much an Alpha version; essentially a proof of concept. If it's popular then I will expand upon it to add ways to attack other players via building your combo and adding objectives to complete. Leave feedback in the forums and if you are looking for people to play against then why not join us in the Discord server to organise a game!
- Health Overhaul -
Previously your energy bar acted as your health bar. Whenever you used a Utility like "Stop" your energy would be depleted making you more vulnerable. As a result nobody really used the Utility items because more health was always the better choice. This is no longer the case. Health and Energy have been split up into their own resources. Energy is now used solely by Items and Health is only affected by damage. Your Health is shown to the left of your Avatar on the HUD (See below) as a series of filled circles; each representing 50 health (aka 1 Shield as all damage is divisible by 50). Shields do regenerate over time however they regenerate much slower than Energy. You may find you are more fragile than in previous versions of the game. When regenerating each Shield will gradually fill up and once full is available to use again. Taking damage before a Shield has finished regenerating will reset it's progress in addition to the damage you would normally take.
Enemies have been re-balanced so that the damage they do is consistent across the different types of enemy and generally scales with their physical size.
Cells, Shards & Shard Clusters do 50 damage.
Spheroids do 100 damage.
Slimes do 150 damage.
Bosses still instantly kill the player on touch but they will be re-balanced in a later patch to do 250 damage.
- Chassis Items -
As part of the Health Overhaul all of the Chassis Items have been redesigned. All of them are now responsible for how much health you have and each has a unique overdrive ability that is unlocked at level 6.
Restore - 150 health, fast regen. Overdrive: +30 Weapon Power.
Jackal - 250 health, average regen. Overdrive: +50 health.
Shield - 150 health, slowest regen. Creates an energy shield that absorbs damage. Overdrive: +50 Energy.
As you can see the Shield item is essentially a re-balanced version of the old Health mechanics. Increasing it's level makes the conversion rate between energy and damage