Skip to content
Enter Submit to view all results. Ctrl+Enter View and filter in instant search.
Close ×
Search powered by Algolia
This time I tried to focus a bit more on balance and content rather than optimizations. Of course, I've optimized the two greater issues that I've found within the game during that time, but most of my time these last two weeks was spent on new stuff.

Changes with ⬡ icon were suggested by the community.

Additions

    New Planet: Kokatune

      A fiery planet with nasty foes
      Difficulty level from 65-128

    New Biome: Ash Basin

      Full of dunes, the most peaceful biome of Kokatune

    New Biome: Basalt Delta

      Has several magma lakes which can come to life to hurt your base.

    New Biome: Sulfuric Wasteland

      Hosts several sulfuric geysers which often erupt, damaging nearby structures

    New Biome: Lava Ocean

      A regular ocean, but made out of a different liquid

    New Enemy: King Lurker

      The first boss of the game has multiple attack patterns and can be found everywhere.
      Bosses will now spawn every 20 minutes on every mission.
      Regular enemy spawns halt while there is a boss alive

    New Enemies

      Every biome from Kokatune features at least one new enemy for you to play with.

    New Objectives

      Added 3 new objectives: Defend, Colonize, and Eliminate.
      Some missions on some planets can only be of certain types.

    New player towers

      2 blueprints for new towers added
      They can be found on missions with difficulty ranging from 101 to 128

    New Specializations

      Added 2 new specializations for the two new player-buildable towers



Balance Changes

    Clone Factory

      Reduced Rarity factor from 5 to 1
      This means that the rarity of the upgrade selected is similar to level 1 rather than level 5

    Frenzy

      Stacks no longer increase duration, duration is now fixed at 2 seconds
      Stacks now increase the attack speed multiplier, which starts at 1.2 and grows by 0.2 for every stack

    Frenzy Surge

      Now only drops if the player has at least one stack of Frenzy

    Frostbite

      Rarity increased from Yellow to Purple
      Base damage increased from 5 to [cannon damage]/2
      Its damage instances can now proc on-damage effects, such as Cryotech

    King of the hill

      Now actually stacks
      Values reduced from 25% to 10%

    Airborne Static

      Rarity increased from Yellow to Purple
      Radius increased from (2.0 + 0.2*stack) to (2.0 + 0.5*stack)
      The barrier to damage multiplier increased from (0.3+0.2*stack) to (0.5*stack)

    Overclock

      Rarity increased from Yellow to Purple
      Cooldown reduction increased from 25% to 33%

    Bigger Explosives

      Rarity increased from Yellow to Purple
      Now scales linearly
      Damage scaling increased from 30% to 100%



Quality of Life changes

    Changed Lag Reports

      Now contains the current version
      Now contains the current building counts
      Now contains the current upgrades counts

    Pause changes

      ⬡ You can now press spacebar to toggle pause
      Pause can now be toggled within the upgrade selection menu

    Building Recycling Rework

      When you press "F" to recycle a building, it is now scheduled for recycling.
      You can undo the scheduling by pressing "ctrl+F".
      It will recycle in the first tick where it is able to.
      You can schedule for recycling unclaimed buildings.
      You can schedule for recycling non-default targets, like trees.
      When a Tree or a Termite Nest is scheduled for recycling, it will become a target for your turrets and will display a proper icon for that.

    Building Changes

      Building pathfinding algorithm now considers ruins as a buildable tile, instead of building around it

    Auto-level and auto-upgrade

      When changing auto-upgrade priorities, auto-upgrade turns on.
      Auto-upgrade and Auto-level can now be toggled within the upgrade selection menu.
      Auto-upgrade priorities can be changed within the upgrade selection menu.
      Auto-level is no longer a configurable value, instead, it defaults to on when the game begins.

    Level up bar

      ⬡ Risks on the level-up bar now reflect the rarities of held upgrades

    Specializations

      Turret-related specializations now always use the icon of the corresponding turret.



Technical Changes

    New Noise algorithm

      It should be not only faster but also have fewer weird straight lines
      This should affect coastlines and biome borders, as well as several other small things like sand dune direction



Fixes

  • Timeout victories no longer extend the objective target
  • Towers should now start working within 0.5s of an enemy entering their range
  • Frenzy no longer lasts longer than it should when the tower had no targets
  • Bullet Buffer should no longer take 10x as much to charge up
  • King of the Hill effect now properly stacks
  • Undergeared Achievement is now acquirable


Optimizations

  • Heavily optimized Seismic Weapons
  • Optimized some core functions that were called way too often
  • Smoke particles no longer spawn outside your vision range
  • Pathfinding algorithm for building heavily optimized
Windows Role of Hex Content Depot 1479881
  • Loading history…
Ad-free Steam data for everyone since 2012
Support SteamDB • Donate or contribute
Open link