Hello everyone, Verde is back with another weekly update!
In this update Verde was a bit all over the place, fixing bugs, implementing a new upgrade, making some changes to the difficulty and of course, trying his best to make sure that those FPS are not running away when the big monsters come by.
Without further redo, let's get started:
New Upgrades!
Postmortem Static
Purple upgrade. Makes dead enemies zap alive enemies for damage based on your shield upgrades
Difficulty changes
- Getting your buildings destroyed will no longer increase difficulty, instead, it will accelerate the spawn cycle a little bit (1 second every 60 difficulty levels) with no long-term penalty.
- Director credit income per difficulty level reduced by 33%
Optimizations
- Explosions now use pre-allocated memory
- Several enemies were rewritten in an attempt to save fps
- Game loop will now be more aggressive with tick skipping, starting as soon as the game drops bellow 20 fps instead of 6
Balance Changes
- Bigger Explosives AOE increase from 50% to 100%
- Smite no longer counts unconnected points of interest towards its damage calculation
- Upgrades now reveal a small area around them when dropped
Quality of Life
- Spacebar now instead of only jumping to upgrades, jumps to the following:
- Upgrades, prioritizing tier then proximity.
- Bosses, prioritizing higher max HP ones.
- Recently destroyed buildings, prioritizing the most recent.
- Fixed a bug where quick-build would sometimes get stuck and create tons of buildings
