[h1]Release alpha 0.1.66[/h1]
Join us on [url=https://discord.gg/atAf9NBBgt]Discord[/url] and get access to beta testing.
[img]{STEAM_CLAN_IMAGE}/43446563/fa266d216a207e1023c789c2bd857f9575e8ee8f.gif[/img]
[h2]Major Changes[/h2]
[list]
[*] 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
[/list]
[h2]Other[/h2]
[list]
[*] 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
[/list]