Release alpha 0.1.66
Join us on Discord and get access to beta testing.

Major Changes
- Add new map: Boot Camp - Extended This map introduces the bridge and refinery buildings and mechanics This was a major process as it established the workflow to create future maps
- Add new turret type - Continuous Beam These turrets require a long charge up period when acquiring a new target They will also continue firing after losing a target, if they hit something new it will become their new target. So while it may take a long time for the turret to start firing, it can in theory fire continuously from that point on.
- Endless Mode Changes: All units receive an increase to their base health of 5% per level, so by level 10 they have + 50% health etc
- All enemies are now classified by 3 sizes: small, medium, and large When making your maze, enemy pathing is limited by their size Small enemies can get through 1 tower block width Medium enemies require at least 2 tower block widths Large enemies require at least 4 tower block widths This allows you to channel enemies by size into different paths in your maze
- Add Reboot command for drones - after a short delay the drone will restart its logic for finding next jobs etc, this can help if drones get stuck or end up unable to reach something
- Turrets can no longer shoot through walls - this was the original intended design as it forces maze design considerations
Other
- Rename map: Boot Camp to Boot Camp - The Basics
- Rebuild map 01 using new level/terrain workflow
- Fix Victory condition not firing
- Several changes and fixes to audio system and audio FX
- Fixes and cleanup for mission end and restart
- Increase BOSS health
- Decrease flame turret damage
- BOSS units now only attack your rover
- Fixes to repair drones and all drone spawn position to help with blocking the rover charge position
- Rework the turret firing procedure to fix some broken scenarios
- Buildings (bridges, refineries etc, not walls) are now their own object type to fix some broken scenarios when needing repairs
- Enemies now only collide and move out of the way for enemies of the same size class
- Fix some FX not despawning
- Reduced the amount of harvestable vegetation as there are some issues causing delays with AI pathing
- Added build object Refinery - place on geysers to collect energy
- Added build object Bridge - allows you to cross chasms in terrain to reach new areas
- Increase harvest amounts for vegetation
- Change how harvest items affect enemy pathing - enemies now get more path options to match the new enemy size changes
- Fix for enemies that may end up at invalid heights
- Removed the looping bleed damage FX on enemies, it was visual only and not providing the intended effect
- Add rescan navmesh button to DEV UI - if pathing seems messed up use this tool
- Fix navmesh not updating when walls self destruct or get recycled
- Fix objects no longer highlight or allow interaction when actively placing a new build item
- Speed up harvesting of enemy debris
- Reduce time between pulse laser firing soundFX (from 0.1 to 0.05)
- Make help UI text smaller
- Changes to the build grid - it how has cutouts indicating where you can or can't build
- Changes to play area - enemies should now be restricted to pathing only within the play area (build grid) once they reach it from their spawn
- Fix drones from trying to update navmesh on self destruct
- Turn off Endless mode by default on mission select UI panel