Skip to content

Latest commit

 

History

History
411 lines (355 loc) · 18.4 KB

File metadata and controls

411 lines (355 loc) · 18.4 KB

Changelog

v0.34

  • 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

v0.33

  • 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

v0.32

  • 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

v0.31

  • New tower: Core Beam Emitter
  • Reintroduced Overdrive for towers, costing COR to activate
  • Added sound for receiving resources
  • Added sound for activating Overdrive

v0.30

  • 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

v0.29

  • Replaced mushroom textures with 3D rock models
  • Performance: replaced level and light rendering with instanced rendering

v0.28

  • 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

v0.27

  • 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

v0.26

  • 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

v0.25

  • 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

v0.24

  • 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

v0.23

  • 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

v0.22

  • 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

v0.21

  • 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

v0.20

  • 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"

v0.19

  • 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

v0.18

  • 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

v0.17

  • 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

v0.16

  • 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

v0.15

  • 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

v0.14

  • 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

v0.13

  • 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

v0.12

  • 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%

v0.11

  • 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

v0.10

  • 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

v0.9

  • 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

v0.8

  • 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

v0.7

  • 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