- Updated sprinter enemy to have effect on bumping rather than sprinting
- Fire enemies stun the tower
- Lightning enemies cause the tower to shoot randomly
- Alchemy enemies reduces the tower aim range
- Water enemies reduce the temperature of the tower
- Towers with low temperature now start shooting and turning more slowly, with a fully frozen tower not shooting or turning at all
- Damage now passes through to the next hit points layer (shield, armour, health) for enemies when the damage is more than the damage left in the current layer
- Bug fix: ensured Cannon overdrive effect expires correctly after overdrive ends
- Bug fix: made sure we delete half the buildings after a chapter, rather than just one
- Gameplay change: after each chapter, half the towers you built will be destroyed
- Added a COR cost to the EMP: it pays out half your remaining COR payments for this wave and uses the remaining half as cost
- Added custom overdrive effect for Sniper
- Improved overdrive for Grenade Launcher and Gatling
- Changed the Cannon default targeting mode to "closest to base"
- Remove COR spent sound effect for COR weapon firing
- Added custom overdrive effect for Cannon
- Added display for overdrive progress
- Added shortcut for activating overdrive: pressing 'O' when hovering over/having selected a tower activates it
- Kinetics towers now never jam during overdrive
- Added current corruption to the UI
- Replaced the gatling guns on the Core with Core beams
- Added a building icon for the Core so it shows correctly in all UI
- Added animations to the resource displays
- Clarified the exhange rate display so it's easier to understand how much SCRAP you get for trading in COR
- Added new sound effects for the following events:
- Spent SCRAP
- Spent COR
- Overdrive start
- Overdrive end
- Replaced the global tower construction sounds with spatial ones
- All sounds are now correctly synchronised and played on all multiplayer clients in a multiplier game
- Bug fix: the technology window now works correctly and no longer captures all events as drag events
- Bug fix: typing in the debug console no longer activates in-game shortcuts
- Bug fix: fixed lobby in situations where a client would attempt to resolve the master server as IPv6
- Bug fix: fixed areas being revealed in multiplayer not working for clients
- Bug fix: fixed a crash when a wave started while having a tower selected
- Bug fix: fixed inconsistency in upgrade logic that depended on the order upgrades and veterancy was applied; this should now work in all cases
- Bug fix: the jammed status icon is now correctly removed when a tower repairs itself
- Bug fix: sounds no longer have a popping sound at the end
- New tower: Core Beam Emitter
- Reintroduced Overdrive for towers, costing COR to activate
- Added sound for receiving resources
- Added sound for activating Overdrive
- Introduced resource types: SCRAP and COR
- COR is rewarded during and after a wave
- COR can be exchanged for SCRAP based on a dynamic exchange rate
- By default 75% of your COR income is converted
- SCRAP is used to purchase towers and upgrades
- A new UI was added showing the resources and allowing you to choose how much COR to exchange
- Reworked the terrain rendering
- Bug fix: fixed button state handling
- Replaced mushroom textures with 3D rock models
- Performance: replaced level and light rendering with instanced rendering
- Added visual overlays to the game, projected to the game geometry
- The game now shows the grid & buildable tiles while building towers
- Added a button & shortcut (G) to permanently enable the grid or building overlay
- Updated rendering of the tower ranges
- Added highlight for towers when hovering over their card in the statistics screen
- Added the current tower statistics to their status overlay
- Added some small jitter to enemy spawn times
- Started enforcing tier requirements for technology unlocks
- Balance: Steam Hammer can now receive the fire explosion upgrade
- Added new screen to show damage statistics at the end of each wave
- Shows towers with most damage and highest accuracy
- Shows distribution of damage across elements
- Expanded functionality of building status overlay
- Added support for building upgrades
- Added information about veterancy level and progress
- Added support for switching targeting and discharge modes
- Added button for building deletion
- Added building name
- Added support for the Core and walls
- Made a clearer distinction between the preview and opened version of the overlay
- Removed old building status screen and status overlay
- Removed notifications
- Improved the layout of the top HUD
- Added sound effects for several actions
- Placing a building
- Upgrading a building
- Unlocking a technology
- Added a background blur effect to several UI elements
- Added a glow to the technology button if a new technology is available
- Improved UI colours
- Added tooltips to the action bar buttons
- Removed hover effects on non-interactive buttons
- Fixed text being misaligned in most UI
- Made improvements to damage numbers by grouping nearby numbers into one
- Reduced the brightness of player cursors
- Reduced the brightness of the enemy path indicators
- Reduced the overall brightness of the game
- Reduced size of all towers
- Replaced enemy debug shapes with rendered sprite
- Aligned crevice drops more closely with tile boundaries
- Removed timers between enemy waves
- Added more options for level topology
- Balance: enemies now deal a single chunk of damage and die instantly upon reaching the Core
- Balance: reduced how effective fire damage is
- Balance: made towers receive their veterancy level on wave end if they are within 5% of levelling
- Balance: stopped attributing damage to towers caused by exploding enemies
- Bug fix: button states are now correctly initialized rather than requiring a mouse hover
- Bug fix: fixed gaps in the level heightmap
- Bug fix: allowed multiplayer clients to fire EMPs and receive EMP events
- Bug fix: fixed enemy spawn locations not being placed correctly for multiplayer clients
- Bug fix: fixed kinetics towers jamming not being synchronised in multiplayer
- Bug fix: fixed multiplayer clients always interpreting each enemy as a unique form
- Bug fix: fixed a crash that happened for some building statuses with an expiry time
- Replaced main menu design
- Replaced technology screen design
- Added work in progress status overlay for buildings
- Replaces status overlay
- Shows current upgrades
- Replaced some square UI elements with hexagonal elements
- Made improvements to text styling and formatting
- Made improvements to tooltip styling
- Added UI animations
- Menu slide-in
- Button background
- Bug fix: correctly pass mouse input through the version number overlay
- Completely rewrote UI skin
- New solid backgrounds & colours for UI elements
- Rounded corners for UI elements
- Revised theming for common UI controls
- Added drop shadows to tooltips
- In-game UI layout completely changed:
- Action bar and resource information have been moved to the bottom of the screen
- Wave information has moved to the top of the screen, together with a new layout for the Core statistics
- The player information (list of players + pings) has been removed entirely
- Changed EMP shortcut from E to ctrl+E
- Fixed vertical alignment of text labels
- Updated debug console font to monospace
- Building status is now always shown when hovering over a building with the cursor
- Bug fix: backslashes are drawn again in the debug console
- Replaced UI font rendering
- Replaced fonts
- Replaced checkbox icon
- Hid status of buildings and enemies by default, toggle using Z and hold alt to temporarily invert the visibility state
- Added loading of core UI assets to the game bootup
- Known issue: vertical alignment of text labels is off
- Known issue: icons in the UI are drawn upside down
- Changed the building and upgrading mechanics
- Resources are no longer consumed over time, but immediately consumed
- Queueing of buildings or upgrades has been disabled
- Replaced flamethrower sprite
- Improved visuals of fire explosion
- Improved visuals of both incendiary and charged projectiles
- Updated sound effects for tesla coil and steam hammer
- Changed level generation to be less likely to generate map with small bottlenecks dividing the map in two
- Improved fire rendering
- Improved rendering of bullets, bullet casings, and bullet trails
- Rebalanced fire damage: most damage now happens over time, rather than immediately on hit
- Added new upgrades:
- Napalm (flamethrower & flame trap)
- Fire explosions (grenade launcher)
- Napalm explosion (grenade launcher with fire explosion)
- Introduced a preview of the path refuelling drones will take when building or selecting a tower with fuel tanks
- Renamed some towers and technologies:
- Mortar -> Grenade launcher
- Stomp -> Steam hammer
- All technologies are now named after the upgrade they unlock
- Changed lightning explosions to no longer do kinetics damage and do more lightning damage instead
- Added a status icon for kinetics towers that get jammed
- Added an application and window icon
- Bug fix: temperature is now capped
- Bug fix: damage is no longer drawn if the damage is zero
- Bug fix: damage done through an enemy being on fire is now correctly attributed to the tower setting the enemy on fire
- Rewrote arc targeting to include bounces, branches, and be able to shoot around corner
- Introduced damage scaling for hitting multiple targets with lightning
- Added rendering for lightning arcs
- Added capacitor charge to Tesla Coil
- Damage is now tied to the amount of charge in the capacitor when fired
- Allowed choosing between fully or partially charged capacitor for shooting
- Add animations to the Tesla Coil informing the charge level of the capacitor
- Introduced lightning upgrades:
- Improved capacitors (tesla coil)
- Lightning explosion (mortar & steam hammer)
- Branching (tesla coil & weapons with charged projectiles)
- Made each lightning upgrade add one potential bounce to lightning arcs
- Replaced on hit effect of charged projectiles to spawn a lightning arc rather than do lightning damage directly
- Remove charged projectiles as potential upgrade from mortar
- Added smoke trails to projectiles
- Lowered the chance that lightning towers only hit the level
- Added FPS cap
- Added armour and shields for enemies
- Added status icons for most statuses
- Tower temperature is now a status, separated into hot or cold
- Tower fuel is now tracked as a status
- Added consistent health bar rendering, including armour and shields
- Added particle effects
- Smoke when a tower is disabled
- Bullet casings
- Projectile trails
- Exhaust gases for Kinetics towers
- Made the Cannon have two barrels that shoot alternatingly
- Replaced sprite for Cannon
- Changed spawn patterns of swarming enemies to be closer together
- Made the sniper tower use the "highest health" target mode by default
- Consistently refer to the Kinetics element as "Kinetics" and no longer use "Force"
- Added multiple biomes
- Introduced new biomes: coral, basalt
- Replaced rubble blockers with fungi
- Improved level texture rendering
- Added level clutter: glowing fungi, glowing moss
- Bug fix: buildings cost resources again
- Replaced level textures
- Added Core sprite
- Added sprites for Stomp and refueling drone
- Replaced existing tower sprites: Wall, Tesla Coil, Gatling
- Added tower foundations
- New enemy generation algorithm
- Waves may now spawn multiple types of enemies, mixing them in various ways
- Added swarm enemies
- Added accent elements to chapters
- Tesla tower now shoots arcs that may bounce or split
- Make changes to Force towers
- Force towers start with a free upgrade slot
- Force towers may jam every now and then, disabling the tower for a short amount of time
- Added background sound that changes dynamically based on the phase of the game
- Buildings now keep track of their temperature
- Buildings in overdrive slowly accumulate temperature
- Fire explosions cause nearby buildings to heat up
- Buildings slowly cool off to the equilibrium over time
- Buildings that reach a temperature that is too high are disabled until they cool off enough
- Removed the damage over time from the overdrive
- New options:
- Always show health bar
- Always show temperature gauge
- Changed enemy colliders to improve the accuracy of towers
- Show the icons of the enemies that will spawn each wave
- Added rubble to level generation
- Added metal ore veins to level generation
- Rebalanced the volume of some sound effects
- Bug fix: enemy generation now deterministically depends on the seed
- Added a new tower: flame trap
- Added explosive gas clouds that ignite when hit by fire damage
- Towers can now be built in specific orientations
- The current health of the Core is now always shown in the UI
- There is now an always visible button to trigger the Core's EMP
- The Core now shows its damage statistics
- The escape key now more consistently closes open windows
- Added a global 'E' shortcut to activate the EMP
- Allowed selecting buildings from the action bar using number keys on the keyboard
- Added a select box to choose a game mode in the lobby screen
- Elements have been renamed to the more colloquial terms
- The activation of spawn locations is now seeded
- The revealing of new map nodes is now seeded
- Bug fix: enemies are now once again slowed through varying lightning effects
- Bug fix: progress bars are now rendered correctly when opening a window after the progress has already started
- Bug fix: the game no longer crashes when attempting to batch enemies in later waves
- Bug fix: it is no longer possible to interact with the game while the pause menu is open
- Added a variety of enemies with different behaviours:
- Enemies that sprint when moving in straight lines;
- Enemies that explode when dying;
- Enemies that kill themselves when arriving at the Core, doing a large chunk of damage;
- Enemies that attempt to dodge out of the way of incoming projectiles.
- The Core is now outfitted with weapons to defend itself
- The Core is now outfitted with an emergency EMP that deals massive damage to enemies, but disables all towers temporarily
- Added overdrive mode for towers, increasing their damage output but slowly damaging them
- Wider corridors between caves can now be generated
- Cave layouts have been improved for better gameplay and mazing
- Changing the targeting mode of a tower immediately causes the target to seek a new target
- Balance: difficulty of the generated enemies now scales less fast
- Balance: enemies typically spawn in tighter groups now
- Balance: tower upgrades are now applied faster, but disable the tower while being upgraded
- UI: changed the colour for electric damage and conductivity research to a lighter purple
- Bug fix: targeting mode is now synchronized over the network
- Bug fix: enemy position synchronization over the network works again
- Bug fix: building a tower on top of a wall will now take into account the reduced cost for deciding when to start building
- Show the price of building a building on top of the ghost, keeping in mind refunds
- All damage output now more accurately follows the intended balance
- Wave generation is now seeded
- Bug fix: walls are now retained until tower replacing it actually starts building
- Colours of elements are now consistent between technology and damage numbers
- Rebalanced the early game by providing 245 resources instead of 150
- Reduced walls in cost from 10 resources to 7
- Damage numbers are now shown as pop-up over enemies
- Each veterancy level for buildings now increases a building's effectiveness by 15%
- Added targeting mode selection for towers
- Added pinging for multiplayer
- Resources are now awarded on wave completion rather than throughout
- The first wave now no longer automatically spawns
- Bug fix: towers actually hit most of the time now
- Bug fix: resources are correctly refunded when cancelling a building
- Added quality of life improvements for development
- Added sound effects to towers, wave start, and wave end
- Added screenshake
- Added particle effects to enemies getting hit and dying
- Added particle effects for splash damage
- Added particle effects to damage getting hit
- Added effects for building placement, construction, and level-up
- Added visual indication of building levels and upgrades
- Added notification when building levels up
- Enemies now have much less health, and more enemies spawn
- Improved enemy collision and crowding; they just want a hug
- Polished all existing particle effects
- Removed weapon recoil
- Hide building status indicators when building built
- Moved EnemySpawnDefinition into mod file
- Bug fix: building veterancy is synchronized across network
- Bug fix: applying slowing to enemies works again
- Linux binaries are now included in releases
- Master server binaries are now included in releases
- New upgrades: homing
- Rebuilt enemy movement to be more natural and physics based
- Exploration is now automated
- Enemies now always spawn at the edge of the visible area
- Changed generation of enemy spawners: they now spawn on dead ends as small nodes
- Added skull icons for revealed spawner locations and locations where enemies enter the visible area
- Building ghosts now look more like architectural drawings
- Made flames collide and deflect more realistically
- Improved flame thrower visuals
- Added fuel gauge indicator to flame throwers
- Bug fix: notifications now disappear even if the game is paused
- New towers: flamethrower, tesla coil
- New upgrades: charged projectiles
- New status effect: slowed, slowing down enemy movement
- New mechanic: refueling with drones, hail robots
- Refactored projectile movement to support larger variety of projectile behaviour
- Added animation system for graphical effects
- Migrated away from System.Drawing, bringing macOS support ever closer
- Added sprites for all existing towers
- Started generation of normal maps for tower sprites
- Added upgrades: incendiary bullets, shrapnel, burst
- Workers are no more, death to robots
- Made veterancy levels easier to obtain
- Towers now predict where enemies will be when they move
- Removed debug upgrades