GROSS is a unique twist on the classic tower defense genre. After building your defenses, you will jump into the action to take on enemies head-on. Make sure to collect as much cash as possible to upgrade your defenses and stay ahead of the game. Can you outlast the waves of enemies?
Hello there,
It has been a while since the last update. It's another relatively small patch, but I hope it will make the game a wee bit better nonetheless.
[h2]Features & other changes[/h2]
Highscores now display the wave that players reached (this only works for highscores recorded with this and future versions of the game).
There is now extra score awarded at the end of each combat phase, based on how much health your base has left.
[list]
[*]The score you receive is 10 * [Current Wave Number] * [Base Health in %]. A few examples:
If your base has 87% health left at the end of the 5th wave, you get 4’350 extra score.
Over 10 waves, you can gain a maximum of 55k extra score.
Over 20 waves, you can gain a maximum of 210k extra score.
Over 30 waves, you can gain a maximum of 465k extra score.
[*] The score is awarded right when the last zombie dies and the 10 second grace period starts.
[*] The score is added directly to your total score and is not subject to a multiplier.
[/list]
New health bars (better looking, not as cluttery, smaller performance impact).
[h2]Bug fixes[/h2]
When changing languages, the “Exit game” button did not change its caption (until the settings menu was closed).
The collider on the maniac (punk) zombies bomb was bigger than intended when hitting it from certain angles.
When you shot at the foundation underneath an ATM with the cash attachment enabled, it didn’t register as a hit against the ATM and didn’t result in depositing cash. This is semi-intended, the foundation isn’t actually part of the ATM. But it’s not very intuitive, so now shooting the foundation results in deposits as well.
Cash bullets now are no longer stopped when hitting a hologram decoy.
Fixed overkill damage. The damage reported (both visually by the damage numbers and internally for scoring) is now capped to the actual health the enemy has left.
Fixed issues with floor textures/models in LAB.
Vanguards, when slowed down significantly, were no longer animated (technically they were animated, but the speed was so low that they looked static).
When switching from combat phase to construction phase while zoomed in on the MPV or the HURT-H, the FOV did not revert back.
A few (smaller) performance tweaks.
It was not possible to cancel the credits or speed up the text in story mode by controller.
[h2]Balancing[/h2]
The exploding zombies with grenades in their mouth are now easier to blow up (the grenade is easier to hit).
[i]If you encounter a bug, please report it straight away ingame by pressing F1 and describing the issue. This makes it a lot easier for me to replicate and fix it. If you would like any direct feedback, don't forget to include your email address.[/i]