Developer postOriginal post (opens in a new tab)

Infested Planet Update 2 is Out!

Welcome to the first Infested Planet content patch. I've got a a few big additions to the game for you as well as a ton of smaller fixes and tweaks.

The two big things for this patch are the new missions. There's one more mission in the campaign - a convoy escort job. I've also added a new random game mode type. It's timed and you have to race against the clock to kill as much stuff as possible. The more you kill, the more bonus cash you get. The trick is that when you kill hives, they're replaced with bunkers. If you let them be destroyed, you lose cash. So choose - do you want to push farther into the aliens and risk your money going down the drain?

Another biggish thing that has changed is the pathfinding code. The old one had a bunch of problems, so I replaced it. The catch is that it's not entirely finished yet - there will probably be new bugs, so report strange pathfinding when you see it.

Major

  • Finished first pass on "Preparations" mission (NEW CAMPAIGN MISSION)
  • Added new random game mode: Raids
  • Replaced pathfinding code (expect some new bugs); this will allow large entities to move around the game map, if I ever make them

Minor

  • Double-tapping group # centers view on the group
  • Added failsafes in video mode initialization; fall back on windowed mode if can't init
  • Centered game window in desktop
  • Prevented damage to boss hive before the script expects it
  • Fixed snipers doing damage to shielded entities
  • Tweaked description for sniper
  • Fixed path colour for chained marine orders
  • Fixed graphical glithch (that looks like picture-in-picture)
  • Hopefully fixed a common crash dealing with entity handles
  • Hopefully fixed issues with old Catalyst drivers
  • Tweaked hive's IMMUNE message again (to only appear when laser has no effect)
  • Changed "Command Cancelled" to be a white message
  • Added info message for group binding
  • Tweaked human path termination (when colliding with objects) to only work for buildings
  • Fixed toggle button border eating clicks

Technical

  • Replaced polygon boolean ops code
  • Updated debug missions to new map init format
  • Added prop building blueprint graphic
  • Tweaked guardian tower replacement so it works even when towers don't respawn
  • Changed all random levels to LUA
  • Refactored VectorMap out of GameWorld header
  • Added private impl to CGameWorld
  • Added more safety buffer for path short-circuiting for humans
  • Added Framebuffer object for future use
  • Switched pathfinding to delunay-triangulation based paths
  • Reworked all drawArray calls into shader draw calls
  • Added RC file for windows version info