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Update notes via Steam Community

The Rogue mode has been changed

Three new maps have been added. Each has its own environmental factor, and the intensity of each wave of the environmental factor effect is random between 20% and 100%.

Ice field

The operational efficiency of all weapons is reduced by 60% through multiplication calculation.

Acidic marsh

All units' armor and health recovery rates are reduced by 100%, and this effect is calculated at the final damage settlement.

Buildings cannot be constructed in the acid lake, but it is passable.

Units on the Acid Lake take 5% of their maximum health per second of non-armor-piercing damage. Although the damage value is not related to the intensity of the environment, the actual damage will be higher due to the stronger acid mist in the armor settlement.

Desert

The sand and dust have reduced the operational efficiency of all weapons by 90%. By division calculation, the effect is related to the intensity of the wind and sand at the location of the unit.

Operational efficiency = Operational efficiency/(1+9* Wind and sand intensity)

2. The initial resources for each wave change from 2000*x to 2000*x+1000*x*x, where x represents the number of waves.

3. Lock the view by switching F to whether it is locked and G to lock the mode. It was always F before.

4. Fixed the bug where saving unit areas during file reading would be regarded as non-buildable areas.

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