In this update2
Full notes
Full We Are the Universe update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Maps
- Gameplay
- Balance
- UI and audio
- Fixes
We Are the Universe changes
Release alpha 0.1.66
Join us on Discord and get access to beta testing.
Major Changes
Add new map: Boot Camp - Extended This map introduces the bridge and refinery buildings and mechanics This was a major process as it established the workflow to create future maps
Add new turret type - Continuous Beam These turrets require a long charge up period when acquiring a new target They will also continue firing after losing a target, if they hit something new it will become their new target. So while it may take a long time for the turret to start firing, it can in theory fire continuously from that point on.
Endless Mode Changes: All units receive an increase to their base health of 5% per level, so by level 10 they have + 50% health etc
All enemies are now classified by 3 sizes: small, medium, and large When making your maze, enemy pathing is limited by their size Small enemies can get through 1 tower block width Medium enemies require at least 2 tower block widths Large enemies require at least 4 tower block widths This allows you to channel enemies by size into different paths in your maze
Add Reboot command for drones - after a short delay the drone will restart its logic for finding next jobs etc, this can help if drones get stuck or end up unable to reach something
Turrets can no longer shoot through walls - this was the original intended design as it forces maze design considerations
Other
Rename map: Boot Camp to Boot Camp - The Basics
Rebuild map 01 using new level/terrain workflow
Fix Victory condition not firing
Several changes and fixes to audio system and audio FX
Fixes and cleanup for mission end and restart
Increase BOSS health
Decrease flame turret damage
BOSS units now only attack your rover
Fixes to repair drones and all drone spawn position to help with blocking the rover charge position
Rework the turret firing procedure to fix some broken scenarios
Buildings (bridges, refineries etc, not walls) are now their own object type to fix some broken scenarios when needing repairs
Enemies now only collide and move out of the way for enemies of the same size class
Fix some FX not despawning
Reduced the amount of harvestable vegetation as there are some issues causing delays with AI pathing
Added build object Refinery - place on geysers to collect energy
Added build object Bridge - allows you to cross chasms in terrain to reach new areas
Increase harvest amounts for vegetation
Change how harvest items affect enemy pathing - enemies now get more path options to match the new enemy size changes
Fix for enemies that may end up at invalid heights
Removed the looping bleed damage FX on enemies, it was visual only and not providing the intended effect
Add rescan navmesh button to DEV UI - if pathing seems messed up use this tool
Fix navmesh not updating when walls self destruct or get recycled
Fix objects no longer highlight or allow interaction when actively placing a new build item
Speed up harvesting of enemy debris
Reduce time between pulse laser firing soundFX (from 0.1 to 0.05)
Make help UI text smaller
Changes to the build grid - it how has cutouts indicating where you can or can't build
Changes to play area - enemies should now be restricted to pathing only within the play area (build grid) once they reach it from their spawn
Fix drones from trying to update navmesh on self destruct
Turn off Endless mode by default on mission select UI panel
Source
Changelog.gg summarizes and formats this update. How we read updates.
