Disabled when too many structures are damaged or when a lag report is generated
Challenges
7 Challenges under the new Simulations Mission tab.
Each challenge unlocks an upgrade with their theme once they are completed.
Build Saving
You can now save your auto upgrade priorities with ctrl+number, then load it by pressing that number
Upgrades
Purple Upgrades:
Static: Projectiles create lightning on impact.
7 Challenge-related upgrades
Specializations
2 new specs, one for minefield deployer and one for tesla tower
Equipment
Tesla Tower: Allows you to build tesla towers and gives access to their specialization
Random Blueprint: Transforms itself into a random tower blueprint when a mission starts
New Enemies
Ice Ball
Has a ranged attack
Slows
Attacks multiple buildings at once
Wyvern
Attacks by sweeping over your buildings
Resource Blobs
Experience and Resources now spawn as small blobs that are absorbed by buildings
Run Rebooting
The game will now try to reboot your run at your last value drift if something crashes it.
Buff and Debuff system for buildings
Includes new buffs and debuffs such as "Slowness", "Shielding" and "Multishot"
Balance Changes
New Tower unlocks now happen every 15 difficulty instead of 20
Building near lava now aggro it after 2-4 seconds
Ocean is no longer a suitable biome for spawning
Tower Changes
Behemoth
Damage decreased from 20 to 15
Attack speed reduced from 0.16 to 0.1
Accuracy reduced from 1 to 0.33
Machine Gun
Damage increased from 0.5 to 1
Base attack speed increased from 1.5 to 2
Attack speed bonus from firing increased from up to 3x to 5x
Now properly lose their attack speed bonus from firing when idle
Earthquake Generator
Shooting cooldown reduced from 10 seconds to 5 seconds
Range increased from 0.5 to 0.75
Sniper
Range increased from 1.6 to 2
High-Density Spheres
Doubled knockback chance
Upgrade Changes
Machine Learning
Scaling reduced from 1% to 0.25%
Scales based on kills from every building of the same type
Keeps values on value drifts
Combined towers count as "Structure" building type
Frenzy
Duration increased from 2s to 5s
Smite
Damage increased from 1% to 5%
Radius heavily reduced
Now bounces 10 times per second instead of instantly and can bounce outside the initial radius, this applies to every source of lightning damage within the game
Frenzy Surge
Cooldown increased from 30s to 60s
Is now global
Now has an animation
Scan
Now has an animation
Cryogenic Technology
Longer chance based
Can now apply multiple stacks per hit and even applies non-integer number of stacks
Now affects bosses, although it doesn't slow them.
Frostbite
Now scales in hits per second instead of dps only
Can hit on uneven tick intervals and even multiple times per tick
Can still trigger every on-hit effect
Growth
Can happen on uneven tick intervals and even multiple times per tick
Specs
Many of these now scale with player-level
Primed Shot
Chance is now fixed at 25%
Damage and radius increase changed from 100% to level*4
Ignite
Damage changed from 40% to level%
Slow But Steady
Damage increase changed from 100% to level
Barrage
Attack speed increase changed from 100% to level
WeakSpot Detector
Damage increase changed from 400% to level*20%
Synthetic Aperture
You now keep the benefits of telescopes when you value drift
Unusual Lubricant
Can no longer target enemies in the fog of war
Enemy Changes
Shark
No longer swims through land
Ice Shards
No longer spawn within a radius of 6 blocks of the spawning position
No longer show up on the map view
Shoots shards on destruction that slow towers for 15 seconds
Fire Bat
Fire now ticks twice per second instead of just once, total damage is unchanged
Sulfuric Geyser
Can now be killed
Snowballs
Drastically reduced growth cap
When hitting the growth cap, it will break into 2 smaller snowballs, with growth reset
General Changes
Changed the behavior of replacing your active skill to something more intuitive
Made it so that seeing the enemy is enough to unlock its database entry
Colonies now show their checking area when hovered with alt
The relationship between hotkeys and equipment slots is now consistent
Mission selection drop list now also shows upgrades available conditionally
Made some changes to the lag compensation so that the game feels more responsive at lower tps
Visual Changes
Made earth fissures emerging from the boss lair denser and with more branches
Menu should be more widescreen friendly with virtual black bars
Added icons for all Kokatune biomes
When starting a mission or on value drift, the name of the planet is now shown
Rewritten lag reports so that they are more readable
Action icons when selecting a building are now a bit smaller than one tile, so that you can select the adjacent tile without clicking on it
Added indicators to when upgrades trigger, both in the map and on the left side of the UI
Fixes
Fixed "Invalid key to next" error screen
Fixed gathering missions not showing on Kokatune
Fixed a crash with some flamethrower merges
Potential drops are now correctly positioned on the mission screen
Fixed nuke auto-casting at mouse position when there are no enemies
Notification camera movement should be a lot more reliable now