Alpha complete! We've entered the Beta phase of Early Access, we're down to the last handful of important features still left to do!
New Features:
-- Match-making rating (MMR)
---- Used in Quick Match
---- New Leaderboards
---- MMR Tiers (F, E, D, C, B, A, and S)
-- Added Steam achievements
-- Added the Supporter's Badge
---- If you want to help the development of Neon Marble Rust, consider this!
---- Simple cosmetic that will appear next to your cores in online matches
-- Added dynamic cursors
-- Use Alt-I to toggle the interface, helpful for screen shots
Balance Changes:
-- Reworked how splash damage is applied.
---- Air and ground units are now separated; one damage source cannot both air and ground units
-- Neon Lightning Tower:
---- Weapon now deals chain damage to a second target
---- Removed Lightning Bolt ability
---- New Ability: Extra Zap
----- Costs 20 Energy
----- Applys boost to next weapon attack
----- Boost: Weapon chains to a third target and stuns all enemies hit.
-- Marble Fission Cannon
---- Removed self-damage
---- Weapon range reduced: 19 -> 17
---- New Ability: Overcharge
----- No energy cost
----- Applys boost to next weapon attack
----- Boost: Weapon gains +2 range, deals instant damage, chains to 2 targets, but deals self-damage (20% remaining)
-- Rust Wagon
---- Removed siege/un-siege energy cost
-- Rust Mortar Car
---- Removed siege/un-siege energy cost
---- Reduced weapon range: 23->21
---- Reduced weapon energy cost: 25 -> 20
---- Reduced weapon damage: 10 -> 9
Fixes:
-- Defense Drone can now use ability while in the air
-- Reworked music system, improved loading times & music now plays in menus
-- Increased ambient lighting
-- Improvements to terrain materials
-- Most visual-effects are now thinner/dimmer/quicker. Things should be less chaotic during battles now.
-- Survivors mode: added a delay so you don't accidentally pick an upgrade
-- Mind-control virus now uses correct tooltip-type
* This patch contains gameplay changes, and cannot run replays from version 0.1.12 or earlier.