Seacurity Breach is a 3D tower defense game with a twist! We embrace verticality, ragdoll effects and a unique unit design. Expand gameplay experience by creating a level yourself or test your skills against a multitude of fan-created maps. Join Aerian forces to repel Aquator invasion!
Hey everyone,
I hope our little period of silence hasn't been too long. While the next update isn't just ready yet here is a glimpse of the more mechanical changes/fixes we have already done and are still working on.
[b]Done[/b]
[list]
[*] Updated jumping enemy pathing
[*] Updated wall crawling enemy pathing
[*] Various collider fixes
[*] Various tower have upgraded models/animations
[*] Water tile (not ocean around islands) improvements/fixes
[*] Fixed various tower placement bugs
[*] Changed how moving the camera up and down works in the level editor
[*] Reduced delay after the end of wave and beginning of the next wave
[*] Pause menu no longer blurs the background
[*] Pier tiles showed that it's possible to build on them when it's the only pathway
[*] Fixed Aura tower icon not appearing if you placed aura tower and quickly started the next wave
[*] UI improvements
[*] Various fixes and quality of life improvements for various towers
[*] When attackers are affected by slow aura their nameplate displays an appropriate status icon
[/list]
[b]To-do[/b]
[list]
[*] Spring trap throw preview won't update on a tile where the decoration was removed
[*] 3-4 level not working as intended - Enemies ignore the closest objective, even though the path is shown towards it in wave preview
[*] There is a bug with building level up prices where the level up prices are higher than intended
[*] Various spring traps quality of life improvements
[*] Other pathfinding fixes
[*] Collider fixes
[*] Adding level and tower previews where they are missing
[/list]
And some other small things
Everything else is, more or less, finished. Just a little bit more polish and the update should be live sooner than later.
See you then!
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