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Geometry Arena News

v0.2.5 Update - Small Gameplay Update

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

[h3]Repair[/h3]
Fixed a problem that in some cases would reset the number of bounces after a bullet split.

[h3]Gameplay[/h3]
[Mechanism] the shrapnel no longer has double range, but the explosion range is increased from 9 times the bullet volume to 16 times the bullet volume.
[upgrade] it's said that the explosion range of the quality upgrade "burst" has been reduced from 9 times the bullet volume to 4 times the bullet volume.
[upgrade] epic quality upgrade "grenade launcher" grenade range x900% reduced to X300%, and no longer reduces accuracy.
[upgrade] add epic quality upgrade "cluster missile", "short-range missile" and "satellite positioning".
[upgrade] epic upgrade "super grenade" provides more bullet volume bonus.
[upgrade] it is said that the "sticky grenade" upgrade provides more bullet damage bonus.
[upgrade] epic upgrade "trump missile" provides more shooting speed bonus.
[upgrade] epic upgrade "combo missile" provides more bullet damage bonus.
[upgrade] epic upgrade "critical missile" provides more critical chance bonus.
[upgrade] epic upgrade "super mine" provides more bullet volume bonus.
[upgrade] epic upgrade "powder recovery" provides more health bonus.
[upgrade] it is said that "engineer" will provide more bullet damage bonus.

[h3]Others[/h3]
Redo the anti cheating mechanism of the ranking.

[h3]Known problems[/h3]
When the number of bullets or enemies on the same screen reaches thousands, frame dropping will occur. It is strongly recommended that players start the optimization function of the number of bullets!
Due to the physical and logical rework of bullets, in some cases bullets may penetrate walls and enemies.

[h3]Notice[/h3]
[this week] add some battlefield props and adjust the balance of existing props.
[this week] strengthen some vulnerable roles according to the ranking.
[this week] with more epic and legendary upgrades of the new mechanism, as well as balance adjustments related to missiles, grenades and mines.
[this week] add some difficulty options.
After the leaderboard function is stable, plan to update the daily challenge function.
Improve the animation and sound effects of battlefield props.
Optimize the damage digital display effect.
Continue to optimize the CPU performance occupation of bullet function operation logic, enemy physical logic, etc. (limited by the unit engine, multithreading optimization is temporarily suspended)
Prepare and improve UI prompt information and settlement interface (proficiency upgrade prompt, etc.).
The achievement system will be preliminarily developed.

v0.2.3 Update - Small Gameplay Update

[h3]Repair[/h3]
Fixed a problem where soldiers could shoot during the shield off animation (about 0.08 seconds).
Fix the problem of "Quantum Bullet" in English description.

[h3]Gameplay[/h3]
[upgrade] new special effect rare upgrade "Response"
[upgrade] added special epic to upgrade "Super Mine" and "Gunpowder Recovery".
[upgrade] add special effect legends and upgrade "Explosives Expert" and "Golden Legendary".
[upgrade] epic upgrade "Sticky Grenade" has been adjusted to legendary quality and provides more bullet damage bonus.
[Mechanism] new feature of grenade: cannot trigger splitting effect.

[h3]Interface[/h3]
For upgrades that contain n overlapping descriptions of repeat purchases, add the current quantity that you already have.
Slightly fine-tuning the interface size of the store products to avoid the English version of the description beyond the scope of the screen. Increase store background opacity.

[h3]Others[/h3]
Adjust the out of boundary detection parameters of mines.
SDK verification is added to the game, and the game will not be able to be started independently from steam (also avoiding the problem that the leaderboard data cannot be uploaded due to the separate start).
Known problems
When the number of bullets or enemies on the same screen reaches thousands, frame dropping will occur. It is strongly recommended that players start the optimization function of the number of bullets!
Due to the physical and logical rework of bullets, in some cases bullets may penetrate walls and enemies.

[h3]Advance Notice[/h3]
[this week] add some battlefield props and adjust the balance of existing props.
[this week] strengthen some vulnerable roles according to the ranking.
[this week] with more epic and legendary upgrades of the new mechanism, as well as balance adjustments related to missiles, grenades and mines.
[this week] add some difficulty options.
After the leaderboard function is stable, plan to update the daily challenge function.
Improve the animation and sound effects of battlefield props.
Optimize the damage digital display effect.
Continue to optimize the CPU performance occupation of bullet function operation logic, enemy physical logic, etc. (limited by the unit engine, multithreading optimization is temporarily suspended)
Prepare and improve UI prompt information and settlement interface (proficiency upgrade prompt, etc.).
The achievement system will be preliminarily developed.

v0.2.0 Update - Major Gameplay Update

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

[h3]Overview[/h3]
·A surprising amount of gameplay updates, dozens of new battlefield props and upgrades, new grenade and mine mechanism, under the new mechanism, the intensity of different characters reshuffle, the game experience is completely new.
·Due to the gradual stability of infinite mode and a large number of game updates in this version, the old version of infinite Mode Leaderboard record has been cleared. Everyone, come to the new edition and rush to the list~

[h3]Repair[/h3]
Adjust the algorithm of bullet ray detection to reduce the occurrence of bullet passing through the wall.
Fix the problem that only 19 points of role proficiency can be obtained after passing 4-5 of the normal mode (it should be 20 points).
Fix the problem of repeated damage from "super wall" in invincible time.
Fixed the problem of triggering the bullet death function when the bullet split.
Fixed the problem that the summoned enemy did not inherit the fusion level correctly in geometry fusion.

[h3]Optimization[/h3]
Adjust the relevant parameters of dynamic frame rate adjustment, and raise the minimum value of physical frame rate from 10 to 20.
The autonomous adjustment of the optimization function of the bullet quantity has been opened, and can be adjusted in the setting panel.
Rewrite the movement logic of the magician's bullet to avoid many unnecessary performance overhead caused by the magician's movement.
(because the problem of bullet passing through the wall cannot be solved perfectly for the time being) when the bullet leaves the screen, it is destroyed directly, saving performance.

[h3]Gameplay[/h3]
[battlefield props] all the original battlefield props have been removed and more than ten new battlefield props have been added.
[battlefield props] new basic battlefield props include "double firing speed", "critical hit enhancement", "double movement speed", "missile group", "20% recovery", "one grenade" and "one mine".
[battlefield props] added rare battlefield props such as "triple fire rate", "super critical hit", "range explosion", "50% recovery" and "triple grenade".
[battlefield props] epic battlefield props "super laser", "full recovery" and "mines group" are added.
[battlefield props] added the legendary battlefield props "research chain explosion".
[enemy] fine tune some enemy parameters (the specific content is omitted).
[enemy] the duration of summoning ability of the enemy with summoning ability is no longer fixed 9 seconds, but a random algorithm (the average value is still 9 seconds).
[new mechanism] when the number of enemies on the spot exceeds 60, the speed of level progress flow will be slowed down to 15%. (also affects the generation time of battlefield props)
[new mechanism] when the number of enemies on the spot is lower than the number of levels x 50% (round up, maximum 30), the level progress flow speed will be increased to 600%. (also affects the generation time of battlefield props)
[Mechanism] the refresh interval of battlefield props is adjusted from an average of 27 seconds to an average of 36 seconds.
[Mechanism] there will be collision between battlefield props to prevent stacking.
[Mechanism] the speed limit for all bullets is limited to 60.
[Mechanism] the actual effect of recoil was reduced by 40%.
[Mechanism] the actual effect of repulsion force will be additionally affected by bullet damage and the enemy's remaining life. The specific calculation is: the original repulsion force calculation formula * (bullet damage / enemy's remaining life value) ^ (0.5).
[Mechanism] all range explosion effects will no longer cause knockback effect.
[Mechanism] the missile no longer has a tracking effect, but has a range of three times.
[Mechanism] new bullet type, grenade: with large bullet volume and 2 times range, inherits the bullet effect, and causes range explosion when destroyed.
[Mechanism] a new type of bullet is added, mine: the size is equal to the character's body shape, unable to move, but it will cause a large-scale explosion when triggered. Due to its limited generation mode, its life time is temporarily unlimited.
[upgrade] the trigger range of the legendary upgrade "cross bullet": 75% → 70%.
[upgrade] it is said that the basic price of the upgrade will be reduced by 10%.
[upgrade] new special effect rare upgrade "Quantum Bullet".
[upgrade] added special effect epic upgrade "Gravitation", "Arsenal", "Super Grenade", "Grenade Launcher", "Sticky Grenade" and "Ace Missile".
[upgrade] added special effect legends to upgrade "Burst Bullet", "Burst Body", "Remains", "Spoil", "Defence Grenade", "Eltie Grenade", "Arsenal", "Engineer" and "Collector".
[upgrade] new ability rare upgrade "Weak" and "Careless".
[upgrade] new ability epic upgrade "Heavy Crossbow", "Primitive" and "Advanced Weapons".
[upgrade] new ability legends upgrade "Light Packing", "100% Hit" and "Peace Lover".
[upgrade] legend upgrade "Re-recoil" quality has been reduced to epic.
[upgrade] rare upgrade "Fast Flight" now has more bullet speeds.
[upgrade] epic upgrade "Hummingbird" now adds more crit chance and effect, and reduces bullet size.
[upgrade] defensive missiles and active missiles have been temporarily removed from the store (they may return after future rework, and the archives already holding these upgrades will not be affected).
[upgrade] it's said that the trigger condition for upgrading the "combatant missile" is changed to the probability trigger when ordinary bullets hit. Quality reduced to epic. New effect of reducing bullet volume.
[upgrade] it is said that the trigger condition for upgrading "critical missile" is changed to the probability trigger when the missile is critical. Quality reduced to epic. New effect of reducing bullet volume.
[role] gunner's skill description is updated. New tips: your ordinary bullets, missiles and Grenades can trigger this effect.
[character] in the character enhancement of double gunners and generalists, the character's body size has been reduced to the movement speed enhancement.
[role] Sniper: bullet size X100% → X200%.
[role] shotgun: shooting speed X60% → X100%. The recoil force is X1000% → X500%.

[h3]Interface[/h3]
In the mouse prompt box of the character ability information of the battle scene, add the related description of the battlefield prop gain effect.
The icon of battlefield props and countdown display of their gain effect are added on the right side of the battle scene UI, and the corresponding mouse prompt box and active text prompt are realized.
Fine tune store layout.
Add icons for the latest 4 difficulty options.
In the setting panel, you can adjust the action range of the optimization function of bullet quantity by dragging the scroll progress bar. Please refer to the description in the mouse prompt box for details.
Leaderboards already support turning pages and finding their own positions with one click. The top three in the ranking will be displayed in the color of rarity at all levels, and the player's own name will be displayed in yellow.
Automatic fire switch is added to all characters except magicians and summoners. (release left mouse button)

[h3]Known problems[/h3]
When the number of bullets or enemies on the same screen reaches thousands, frame dropping will occur. It is strongly recommended that players start the optimization function of the number of bullets!
Due to the physical and logical rework of the bullet, it will penetrate the wall and the enemy when the bullet speed is too high.

[h3]Notice[/h3]
[leaderboard] UI prompt of leaderboard settlement interface, upload data failure detection and other functions will take priority in the near future.
After the leaderboard function is stable, plan to update the daily challenge function.
It will improve the animation and sound effects of battlefield props.
Optimize the damage digital display effect.
Continue to optimize the CPU performance occupation of bullet function operation logic, enemy physical logic, etc. (limited by the unit engine, multithreading optimization is temporarily suspended)
Prepare and improve UI prompt information and settlement interface (proficiency upgrade prompt, etc.).
The achievement system will be preliminarily developed.

v0.1.32 version update - gameplay updates

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

[h3]Overview[/h3]
·With many game updates, the effect of critical hit probability and shooting speed has changed gradually, so their growth coefficient has been adjusted accordingly.
·Enhance the effect of all color variation, adjust the purple red effect.
·Let the enemy run slowly, and limit the maximum number of summoning times of summoning enemies, so as to improve the player's escape space.

[h3]Repair[/h3]
Fix the problem that the missile battlefield props are not correctly affected by the optimization function of the number of bullets.
Fix the problem that the store inflation mechanism doesn't work properly (in previous versions, this problem has resulted in low prices of store items).
Fixed the problem of repeatedly triggering the sound effect when the soldier's shield is closed.
Fixed a problem where the boss Berserker mechanism was not fully compatible with the difficulty option "geometric blend.".
For the problem of archive damage caused by abnormal exit, the latest archive backup function of automatic recovery is added.
Fixed the problem of incorrect game duration or tier count in infinite mode leaderboards in some cases.

[h3]Optimization[/h3]
Further adjust the number of bullets optimization function parameters.

[h3]Gameplay[/h3]
[new mechanism] an enemy with summoning ability. It has summoning ability only in the first 9 seconds. (except boss, the countdown of summoning ability after fusion is weighted average by fusion level)
[upgrade] legendary upgrade "forward momentum" no longer provides a recoil bonus.
[upgrade] the inflation coefficient was reduced from 0.1 to 0.06.
[difficulty level] all difficulty levels no longer increase the enemy's movement speed, but slightly increase the enemy's life value corresponding to each level. (now only the difficulty option "speed up the world" can increase the enemy's movement speed)
[difficulty options] geometric fusion: for each level of fusion level increased, the velocity of fire + 10% → + 5%.
[value] the actual effect of player's recoil is reduced by 25%.
[value] basic HP of the enemy: 12 → 15.
[value] critical chance growth coefficient: 0.1 → 0.15. (affect the relevant actual values in color variation, upgrade and role enhancement)
[value] growth coefficient of shooting speed: 0.25 → 0.2. (affect the relevant actual values in color variation, upgrade and role enhancement)
[role] double Gunners: critical hit rate X20% → x30% (combined with the adjusted critical hit rate growth coefficient, 100% critical hit rate when full reinforcement)
[character] shotgun: critical hit rate x 50% → x 30% (combined with the adjusted critical hit rate growth coefficient, it is 100% critical hit rate when fully strengthened)
[color variation] red and orange: Bullet damage bonus increased.
[color variation] yellow: increases the bonus of bullet size.
[color variation] yellow green: increased range bonus of bullets.
[color variation] green: increase the movement speed bonus.
[color variation] cyan: improve the effect of recoil reduction, now it is recoil x 0%.
[color variation] cyan: critical hit chance bonus increased.
[color variation] indigo: increases the critical hit bonus.
[color variation] blue: HP + 2 → + 3.
[color variation] Purple: character's body shape bonus is increased.
[color variation] magenta: increase the bonus of shooting speed (combined with the adjusted growth coefficient of shooting speed, the actual value is unchanged). No longer reduces bullet damage, it reduces critical strike chance.
[color variation] Fuchsia: no longer add bullet damage, but add bullet range. Movement speed reduced benefit effect.

[h3]Known problems[/h3]
When the number of bullets or enemies on the same screen reaches thousands, frame dropping will occur. It is strongly recommended that players start the optimization function of the number of bullets!
Due to the physical and logical rework of the bullet, it will penetrate the wall and the enemy when the bullet speed is too high.

[h3]Notice[/h3]
[leaderboard] there will be a greater game update in the next version, and the old version of leaderboard records will be cleared at that time.
[leaderboard] UI prompt of leaderboard settlement interface, upload data failure detection, page turning function, view your own leaderboard and other functions will be made first in the near future.
After the leaderboard function is stable, plan to update the daily challenge function.
More new battlefield props that can turn the situation, and will improve the animation, UI display and sound effect of battlefield props. (within one week)
Prepare to optimize the damage digital display effect.
Continue to optimize the CPU performance occupation of bullet function operation logic, enemy physical logic, etc. (limited by the unit engine, multithreading optimization is temporarily suspended)
More repulsion related upgrades, epic and legendary upgrades with new mechanisms.
Prepare and improve the UI prompt information and the settlement interface (proficiency upgrade prompt, etc.).
Please refer to group announcement for specific EA stage development plan arrangement! QQ group: 492123829

v0.1.31 version update - repair optimization gameplay updates

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

[h3]Overview[/h3]
·In the last version, the redone Summoner has gained a strong growth, which is one of the core features of the summoner, and will not weaken this growth temporarily in the future update. However, it is observed that the starting ability value of the level 3 Summoner is much higher than that of many other roles, so this update slightly reduces the basic attributes of the summoner, but gives it a faster moving speed to highlight its role positioning of guerrilla movement. The summoner with high mobility will be easier to deal with the difficult challenges than other characters.
·Continue to adjust the endless model, the star income rises sharply, and the high-level challenges are more difficult.
·Due to the adjustment of the difficulty curve of infinite mode, the existing archives that are challenging infinite mode may be affected by different degrees, which I am deeply sorry for! Thank you for your understanding and support!

[h3]Repair[/h3]
Repair the problem of the boundary of the field items.
Fixed a problem where the game took too long to connect to leaderboards.

[h3]Optimization[/h3]
Further adjust the parameters related to the optimization function of the number of bullets, and adjust the actual lower limit of the fire speed from 6 to 3. (triggered only in very extreme cases, such as magicians who get all the bullets split and upgrade and have a very long range)
In consideration of the waste of extra firing rate caused by the firing rate exceeding the number of frames, if the bullet optimization function is turned on, the firing rate adjustment will also be triggered when the firing rate is higher than 30.
The trigger explosion effect of fragments has been added to the object pool to avoid the jamming caused by acquiring fragments at the end of the battle.

[h3]Gameplay[/h3]
Add 9 difficulty levels after max, greatly increase enemy's HP and star revenue. (in fact, it can hardly use that many levels, just to provide a channel for some players to improve their challenge)
Summoner: basic HP 3 → 2, new: movement speed x 150%, critical hit rate - 10%, critical hit effect - 50%. In character enhancement, accuracy enhancement is replaced by movement speed enhancement.
Continue to adjust the difficulty curve of endless mode, the overall performance is that it is easier before level 32, and more difficult after level 32.
Greatly increase the star revenue of infinite mode. The star bonus will be increased from + 2% to + 3% for each level.
The quality of elastic shells and elastic walls is reduced to epic, and it is changed to increase the number of bounces per purchase (no longer unlimited bounces), and provide additional ability bonus.
Crit effect growth standard value: 0.12 → 0.15.
Inflation coefficient of store goods: 0.05 → 0.1.

[h3]Interface[/h3]
Updated the text description of dynamic frame rate adjustment function and bullet number optimization function.

[h3]Other[/h3]
The character's layer is brought to the top. (currently looking for other better ways to highlight roles)
The layer of the fragment and its particle effects has been adjusted to the lowest level.
The maximum range of various blast waves is limited to the size of the site. Avoid too much influence on the perception.
From now on, the scene color and character color will differ by at least 60 degrees.
At the end of the combat phase, the movement speed of the shards towards the player is increased by 50%.
For new archives, vertical synchronization is now on by default.

[h3]Known problems[/h3]
The game duration in the endless Mode Leaderboard is wrong, sometimes it only counts the duration of the last few layers.
When the number of bullets or enemies on the same screen reaches thousands, frame dropping will occur. It is strongly recommended that players start the optimization function of the number of bullets!
Due to the physical and logical rework of the bullet, it will penetrate the wall and the enemy when the bullet speed is too high.

[h3]Notice[/h3]
[leaderboard] UI prompt of leaderboard settlement interface, upload data failure detection, page turning function, view your own leaderboard and other functions will be made first in the near future.
After the leaderboard function is stable, plan to update the daily challenge function.
More new battlefield props that can turn the situation, and will improve the animation, UI display and sound effect of battlefield props. (within one week)
Prepare to optimize the damage digital display effect.
Continue to optimize the CPU performance occupation of bullet function operation logic, enemy physical logic, etc. (limited by the unit engine, multithreading optimization is temporarily suspended)
More repulsion related upgrades, epic and legendary upgrades with new mechanisms.
Prepare and improve UI prompt information and settlement interface (proficiency upgrade prompt, etc.).