This week's update is heavily focused on Balance and Quality of Life.
There will be no weekly update next week, the time will be used in order to focus on the Monthly Content update, which should arrive on the 31st.
Changes with ⬡ icon were suggested by the community.
Gameplay Changes
-
Unusual Lubricant Reworked
Now also uses active abilities automatically
Every active ability has its own algorithm to determine where/when to be used
Automatic usage be toggled on or off by clicking the upgrade icon -
Shield Inductance Reworked
Added visuals when projectiles and explosions are affected by it
Its damage is no longer multiplied by the building damage multiplier
Drains 50% of the added damage on its own barrier
Does not affect cannons that have less than a 50% barrier strength -
Primed Shot Reworked
Proc chance is now Current Level%
Explosions affected by it are brighter and last longer
Can affect nukes, doubling their radius and damage -
Changed Enemy Level formula
No longer takes into consideration the number of tiles explored
No longer takes into consideration the player level
Now scales quadratically over time
Now only a factor of time and difficulty
The target here is for the game only to get really hard on the 20-minute mark -
Tower changes
Sniper damage multiplier from 2x to 5x
Behemoth minimum attack range from 50% to 75%
⬡ Telescopes now display available tiles when trying to place them or hovering their icon -
Upgrade changes
Bigger Explosives AoE increase from 100% to 300%
Bigger Explosives now affect the explosion area, rather than the radius
Autoshields now places generators that are visually different from regular ones
Clone Factory can no longer hit the same upgrade twice
King of the Hill maximum distance from Count -> 1
King of the Hill damage per distance from 0.5 to 0.25*Count
Upgrades such as Growth now show their cooldowns on the top left bar -
Enemy changes
⬡ Snowball now has a cap of 5x the initial size
⬡ Snowball now has a cap of 25x the initial health
⬡ Snowball now has a cap of 5x the initial damage
Reduced mob cap from 150 to 100 -
Objective changes
Extermination missions now have their numbers based on a simulation of how many enemies could spawn in a given amount of time
This change will only apply to objectives generated after the update -
Equipment Changes
Radar now gives the player an upgrade that shows Radar cooldown and can be toggled on and off
-
Auto LevelUp can now be toggled
If it is disabled, when you level up you will not obtain your upgrades instantly, but only when you click the experience bar or press the spacebar
Fixes
-
Equipment slots no longer glow if nothing can be equipped in them
-
Fixed bullet buffer visually misplacing some projectiles
-
Fixed high attack speed awarding multiple kills per enemy
-
Fixed numbers on action hovers displaying without notation
-
Fixed lightning and nuke craters disappearing randomly
-
Radar equipment should no longer work while the game hasn't started yet
-
⬡ Growth should no longer grow out of unbuilt buildings
Changed files in this update