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Build 25682

Built on 12/3/2016

Changes:
The concept of supply has been removed, and you will now receive a number of structures upon assault changes. This not only simplifies the game a bit overall, but removes the requirement for you to place supply based structures within an assault to maximize damage output (game was a bit overly hectic because of that I think).

Pacing and tuning have gone through significant changes. Previously the number of enemies that spawned per wave increased fairly linearly, as did their health, resulting in a ton of enemies in later missions in endless modes. Now enemies increase in health only on assault changes fairly dramatically, and the number of enemies will be pulled back, such that you will have a greater ramp-up in enemies per assault but not that crushing stream of enemies in later waves (very notable in endless modes).

Both of these changes make the concept of Assaults more central to the game mechanics. Please let us know if you feel this needs more explanation in the game or if it is feeling fairly intuitive.

Added overcharge system for activatable structures like Meteor Storm, increasing effectiveness by 25% up to 4 times as long as structure is on cooldown. This is in an effort to make sure we do not require you to use a structure when it’s off cooldown as part of a ‘rotation’ to maximize DPS, rather, if you wish to use it for maximum damage, using it as soon as available will be the way to do that. However, strategically you can also allow a structure to charge up and use them for defeating important groups.

Note that overcharge is disabled for a few of the starting missions, and the intent is to explain it in the campaign eventually. Play an endless or challenge mission to ensure they are enabled.

Various bug fixes (also, water still wet)