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Infested Planet Update 4

It's time for yet another Infested Planet update! This one has a lot of gameplay changes. The biggest one is that you can now increase your team size as much as you want by spending BP. The BP cost increases each time, but you can get pretty large teams by the end of the game.

Another big change is that failing campaign missions now gives you partial cash reward. This way you get something if you almost beat a mission, but fail at the last moment. Hopefully this bonus cash allows people to upgrade their team and try again after being licked.

Custom maps include a new raid mode - this is just like the one in the campaign, but you can tweak it yourself now. Oh, and I added a presets page for selecting existing difficulty levels for custom levels. That way you're not always starting with Abyss as a base. For those of you who like to turn up all the dials to 11, the maximum BP cap is now 999.

I've also spent some time rebalancing a couple of mutations. After thinking about it, I didn't like how brutes shut down all bullet weapons. They didn't just make bullets less effective - reflection meant that you had to switch to flamethrowers ASAP. After the change brutes still fill the same role, but they won't cause all bullet classes to kill themselves. Because of the brute change, I also changed the way Calcification works - it creates giant trails of barriers now. Finally, there's a new mutation - Reflection - that makes barriers reflect bullets. It's only on at Abyss mode, if you like that sort of difficulty.

Finally, guardians have been hit by the nerf stick a little bit. They now get hit harder by scouts (whom they can't see any more) and siege cannons. Grenades are more effective towards them as well. This should give you more options in dealing with them.

MAJOR

  • Added campaign payment dialog and failed mission payments
  • Added unlimited marine spawning and UI for it
  • Added raid mode to custom maps
  • Added presets to custom game mode
  • Increased maximum build points to 999
  • Added a new hive tower layout, radially clumped instead of mixed
  • Made engineering reduce damage by 4x to buildings (and increase shield projector duration by 2)
  • Made guardians less likely to flee with more regeneration trips
  • Removed guardian scout-detecting ability
  • Made guardians more vulnerable to sap damage
  • Made guardians more vulnerable to blast damage
  • Changed Calcification mutation to spawn barriers along swarm paths
  • Added Reflection mutation that makes barriers reflect bullets
  • Changed brutes to spawn barriers on death instead of bullet reflect

MINOR

  • Tweaked respawning to prefer proximity to main team
  • Made double-click attack move an option
  • Fixed crash with custom mode if there are initial mutations with an empty queue
  • Removed Wild Mutation
  • Fixed crash with Abyss raid missions
  • Fixed typo for Crow's Neck mission
  • Fixed skirmish and custom mode UI reaction to video mode switches
  • Fixed text entry on non QWERTY keyboards
  • Fixed bug with Burrowing Hive in Raid missions
  • Fixed music switching in custom mode menu
  • Made GL 2.1 an optional requirement
  • Fixed email address validation

TECHNICAL

  • Disabled window icon, since it stopped working with SDL2
  • Fixed inplace button response to mouse in/out events when disabled
  • Deleted SDLMain.m - not needed in SDL2
  • Did some research into multiplayer prospects (it's still hard)
  • Added ability to specify mutation pre-requisites
  • Fixed lua CallFunction issue
  • Added ability to drop shadow on text
  • Added shadow to some UI text
  • Added CSV exporter to metrics
  • Changed event sort order for sharing server report
  • Reduced the number of indexes for event table
  • Added remote_api access point to sharing server (for bulk loader)
  • Switched to SDL2 for OSX
  • OSX compile fixes