Our new build is live! If you've been testing the beta, some of this will be familiar to you, but for those of you playing the live version - prepare for some massive improvements! There have been sweeping changes across the board, and some levels and mechanics have been overhauled entirely. The following is a changelist of the biggest changes we've made since our last live build - check out our previous beta patch notes for the complete list. The majority of our recent updates have been in beta, as we worked on the new direction of the game - now that things are more solidified, expect far more frequent updates to the live version!
Thanks to your feedback, we're much happier with the direction the game is going- the themed assaults make the waves feel a little less random, as well as giving you a clear goal to strive for. The store will allow you to purchase the equipment you want without having to rely on randomized drops, and the level modifiers let you personalize the game even further.
We now feel like we have a good baseline of items and unlocks - our focus is less on entirely new content, and more on improving what is already in game. We're streamlining the store and weapon modifications, and aiming for that smooth core game flow we've been talking so much about :) As it stands, the beginning levels and some initial implementations are still a little rough, as they've endured a lot of big changes during the last couple of months. We'll be polishing those up as we continue to receive feedback from you. A devlog post will be up in the next couple of days going over changes and plans in far more detail. Overall, we really like where things are headed and hope you do too! Enjoy, and as always, please let us know what you think.
Level improvements:
Replaced Quarry with Creeponium Mine.
Implemented store
Implemented level modifiers
Streamlined currency into Tokens and Credits
Added level rewards and rewards systems
Changed stars to Sentinels medals
Improved victory screen and reward system
Added stationary fuel tank and explosive barrels.
Added explosive crystals to Into the Pit
New skyway light posts and changes to Into the Pit
Increased enemy health by 25%
Added more endless assaults
Sped up flask movement speed by 10%
Switched critical hits points to a 3 level system, instead of 6
Added spawn preview dialog that's visible when preparing for assaults
Added several new themed encounters
Disabled path displays when there are no paths active for the assault
Made enemy passive abilities apply to groups, rather than enemies randomly.
Added/adjusted weapon enhancements (Reload, bounty, critical hit, reaper, efficiency, bloodsucker, mercenary, executioner, inspiration, phasing, piercing, blast radius, targeting range)
Added shootable arms for fast mech
Added ability to popup mechs when arms are blown off.
UI/Graphic improvements:
New main menu screen
Major SFX improvements
Added scene transitions
Creeps only become audible once they reach a certain range
Added user option for UI size adjustment (default set to minimal)
New cold snap effect
Upgraded meteor storm effect
Unique sounds for classes of vehicles
Major lighting updates
