alpha 0.1.66 - new build, new map, new turret and more

We Are the Universe

Sci-fi tower defense where you create your own maze, manage drones and power levels, and harvest for resources. Upgrade your turrets, buildings and ground units. Upgrade and buy new vehicles and motherships.

[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]