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Geometry Arena News

v0.2.12 Update - Bug Fix Gameplay Update

I'm sorry that my English is not good. Here is machine translation.

[h3]Bug Fix[/h3]
Fixed the problem of abnormal health value display after the player character died in some cases.
Fixed a problem where player characters became transparent in some cases.
Fix the failure of epic upgrade "trophy" when the difficulty option "resource shortage" is turned on.
Fixed the problem of an abnormal number of enemies generated in some cases in roaming mode.
In some cases, the problem of "watcher", "scout" and other mobile temporary gain anomalies is fixed.

[h3]Gameplay[/h3]
[Mechanism] adjust the relevant parameters of the checkpoint progress control algorithm. When the number of enemies on the spot is too large, the new enemies will stop generating completely to avoid further damage. (the specific performance is affected by the "number of enemies" parameter)
[Mechanism] the summoning desire of all Summoning creatures will be affected by the number of enemies on the field: the more enemies on the field, the lower the summoning desire.
[Mechanism] add maximum limit to all force effects to avoid over exaggerated force effect in some cases.
[upgrade] add epic level "smart shelf" and "puffiness".
[upgrade] legend level upgrade "lucky wheel": 10 times damage at 15% probability → 9 times damage at 15% probability.

[h3]Interface[/h3]
The mouse prompt box for temporary gain will display a list of current effects.
Add icons to the 5 difficulty options added in the previous version.
The background transparency of the pause interface is reduced.
Replaced the default icon for upgrade.

[h3]Others[/h3]
The data anomaly detection mechanism is updated.

[h3]Advance Notice[/h3]
Plan to develop daily challenges.
Plan to improve UI prompt information and settlement interface.
In the game of achievement system, you can view and related rewards, add more achievements, etc.
It is planned to update pet play (June) in version 0.3.0 and skill module play (June or July) in version 0.4.0.

v0.2.11 Update - New Game Mode New Difficulty Options

I'm sorry that my English is not good. Here is machine translation.

[h3]Overview[/h3]
New "Wander Mode", 5 difficulty options and 3 recover related upgrades.

[h3]Repair[/h3]
Repair the problem that the penetration judgment of gunner skill "penetration" is not correctly included in the influence of double-edged sword.
Fixed a problem with the percentage number display exception in some cases.

[h3]Gameplay[/h3]
[Mechanism] adjust the relevant parameters of the dynamic level progress adjustment algorithm to slightly speed up the enemy generation speed in the early stage of the game.
[mode] the new Wander Mode is coming! This is a highly difficult and profitable mode. You can view the details in the main menu interface.
[upgrade] it is said that the effect of upgrading "trump shooter" is changed to: when you eliminate boss, it will restore 9 HP.
[upgrade] new rare quality upgrade "medical bag", epic quality upgrade "first aid", legendary quality upgrade " fortune wheel".
[difficulty options] add the difficulty option "micro world": everything is reduced in equal proportion, but the movement speed of the enemy will not be reduced.
[difficulty options] add the difficulty option "fanatical fans": Elite enemies and boss will be generated in your position, and the time required for generating animation will be shortened.
[difficulty options] add the difficulty option "lack of resources": at the end of the attack phase, all battlefield props on the field will be cleared.
[difficulty options] add the difficulty option "economic crisis": store slot-1, but at the beginning of the game, there must be a legend level upgrade in the store.
[difficulty options] add the difficulty option "puffer arena": all enemies will increase in size as their health value decreases.

[h3]Interface[/h3]
Adjust the mode selection icon in the main menu interface.
The fade out of the floating prompt is no longer affected by the pause.

[h3]Others[/h3]
Some functions of combat scene support shortcut keys.

[h3]Advance Notice[/h3]
Plan to develop daily challenges.
Several new difficulty options.
The UI prompt information will be improved and the settlement interface (proficiency upgrade prompt, etc.) will be improved.
In the game of achievement system, you can view and related rewards, add more achievements, etc.
It is planned to update pet play (June) in version 0.3.0 and skill module play (June or July) in version 0.4.0.

v0.2.10 Update - Gameplay Update

I'm sorry that my English is not good. Here is machine translation.

[h3]Overview[/h3]
·The logic framework of temporary gain is redone, and special effects in various upgrades are allowed to provide temporary gain for players.
·Under the effect of the dynamic level progress adjustment algorithm, the original "level time" parameter has lost its effect (for example, whether to start "fierce offensive" will hardly affect the actual game experience after 10 layers), so remove this parameter.

[h3]Gameplay[/h3]
[Mechanism] the calculation method of all temporary gains is changed from accumulation to accumulation (except accuracy, critical hit probability and critical hit effect).
[Mechanism] adjust the relevant parameters of the dynamic checkpoint progress adjustment algorithm. The flow speed of the checkpoint progress will be determined by the "number of enemies" parameter and the number of enemies on the field.
[upgrade] add temporary gain epic to upgrade "perfectionism", "watcher", "revenge" and "survival desire", and upgrade "Rage" and "scout".
[difficulty level] each difficulty level no longer provides time reduction.
[difficulty level] generally improves the invincible time of each difficulty level after injury.
[difficulty option] the function of the difficulty option "fierce attack" is changed to: Invincible time after injury X25%, star Revenue: X130% → X120%.
[difficulty options] star income of difficulty option "geometric fusion": X120% → X130%.

[h3]Interface[/h3]
For the upgrade whose icon has not been finished, its icon background is changed to a white square (originally a triangle).
The mouse prompt box of the character's ability in the battle scene will now display the name information of each temporary gain source in detail.
The upper left corner of the pause interface no longer displays the gate closing time parameter.

[h3]Others[/h3]
The highest number of layers players pass in infinite mode will be recorded in the archive for future new play.

[h3]Advance Notice[/h3]
A new model will be launched in the near future. After that, we plan to develop daily challenge related games.
Several new difficulty options.
The UI prompt information will be improved and the settlement interface (proficiency upgrade prompt, etc.) will be improved.
In the game of achievement system, you can view and related rewards, add more achievements, etc.
It is planned to update pet play (late may or early June) in version 0.3.0 and skill module play (June) in version 0.4.0.

v0.2.9 Update - Gameplay Update MacOS 10.15 Catalina is Now Supported

I'm sorry that my English is not good. Here is machine translation.

[h3]Repair[/h3]
Fixed the problem that the settlement interface did not pop up after the player's character died in some cases.
Fix the problem of abnormal game background color in Mac OS 10.15 Catalina.
Fixed a problem in the previous version where the dynamic frame rate adjustment function did not work correctly.
Fixed a serious vulnerability in the pool of bullet objects that had resulted in a situation where bullets could double CPU performance.
Fixed store fragmentation display errors in some cases.

[h3]Optimization[/h3]
Optimizes the performance footprint of bullet effects.
Optimize the ray detection algorithm for bullet rebound.

[h3]Gameplay[/h3]
[upgrade] the effect of rare upgrade "super grenade" is adjusted to "the volume and speed of grenade will double after the first rebound".
[Mechanism] add a game parameter "invincible time after injury".
[Mechanism] adjusted the time flow computer system. Overall: when there are more enemies on the field, the enemy generation speed will become slower.
[difficulty level] difficulty level above a will shorten the invincible time after injury, reaching x30% at max.
[difficulty level] MAX + 1 and above: will increase the number of enemies, reduce the checkpoint time, increase the probability of elite enemies, and shorten the invincible time after injury.
[difficulty level] slightly increased the number of enemies with difficulty below Max and the probability of elite enemies, greatly reduced the HP bonus of enemies with difficulty above MAX + 1.
[infinite mode] infinite mode no longer increases the number of enemies and checkpoint time as the number of levels increases.
[infinite mode] the star revenue of each layer in infinite mode increases by + 3% → + 5%.

[h3]Others[/h3]
Changed the algorithm of object movement in bullet time. Now there will be no error in the calculation of player's role and bullet's action in bullet time.

[h3]Advance Notice[/h3]
New battlefield props.
New special effect upgrade,and adjust the balance of missiles, grenades and mines.
Several new difficulty options.
Everyday challenge.
Continue to optimize the CPU performance occupation of bullet function operation logic, enemy physical logic, etc.
The UI prompt information will be improved and the settlement interface (proficiency upgrade prompt, etc.) will be improved.
In the game of achievement system, you can view and related rewards, add more achievements, etc.
It is planned to update pet system in version 0.3.0 and skill module system in version 0.4.0.

v0.2.8 Update - Gameplay Update

I'm sorry that my English is not good. Here is machine translation.

[h3]Overview[/h3]
The first edition has 28 achievements. At present, the achievement system is only limited to unlock the achievement of steam, and more extended functions are under development.
At present, only the most easily implemented numerical related achievements have been implemented, and more interesting achievements will be developed in the future version.

[h3]Repair[/h3]
Fixed problems where bullets did not bounce properly in some cases.
Playfulness
[character] gunner's maximum volume expansion rate increased from 128 times to 729 times.
[character] new feature of "destroy" of machine gunner skill: each point has lost HP, explosion range and damage increased.
[upgrade] the quality of the legendary "trophy" is reduced to epic, and the trigger mode is changed to trigger at the end of the attack stage.
[upgrade] the quality of the epic "super grenade" is reduced to rare, and the volume growth of each rebound is reduced from 100% to 60%. The ability bonus remains the same.
[upgrade] the effect of epic upgrade "super mine" is redone as follows: with the flow of time, the volume of mine increases automatically. The atomic bomb volume bonus is changed to character type bonus.
[upgrade] the effect of "gunpowder recovery" in epic upgrade is redone as follows: if the mine is not triggered within 9 seconds, it will be forced to detonate. At the same time, you will move to the detonating position and recover 1 HP.
[battlefield props] epic battlefield props "super laser" was renamed as "full fire", no longer providing bullet range x 300%, but providing bullet damage x 300%, and the duration was reduced from 9 seconds to 3 seconds. Replace icon.
[endless mode] the number of enemies per 4 levels and the checkpoint time increase by + 18% → + 12%.

[h3]Others[/h3]
When the time flow slows down, the playback speed of some sound effects will slow down accordingly. (especially the sound effect of sniper's state switching is obviously affected by this.)
When the player character dies, there will be a short time flow slowing effect.

[h3]Advance Notice[/h3]
New battlefield props.
With the special effect upgrade of the new mechanism, the balance of missiles, grenades and mines has been adjusted.
Several new difficulty options.
Challenge the game every day.
Continue to optimize the CPU performance occupation of bullet function operation logic, enemy physical logic, etc.
The UI prompt information will be improved and the settlement interface (proficiency upgrade prompt, etc.) will be improved.
In the game of achievement system, you can view and related rewards, add more achievements, etc.
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In the near future, we are learning optimize technologies and sort out the follow-up development ideas, so the update frequency will slow down temporarily in the short term.