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
Changed files in this update