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8 New Prototype Islands + Normal Missions Updated

Version 0.123 is now live, and it includes the most significant campaign changes since the game launched in Early Access. We'll start with the changelist, then break down the major changes and give an overview of upcoming changes.

Changes in version 0.123:
* Rearranged world map and changed how islands unlock
* Added 8 new prototype islands (normal + sandbox mode only)
* Removed normal mode budgets and all bonus objectives
* Added specific part requirements to all normal missions
* Created/updated showcase vehicles for all normal missions
* Added option to detonate fixed bombs with an input (in addition to impact)
* Fixed editing a custom island forcing you to always play it in Play mode

WORLD MAP AND UNLOCKING

The singleplayer campaign now uses a data file to create the layout for the world, and link the various islands together. Previously each island stored its location, and which XP level would unlock it, as well as whether or not it showed up in the campaign. Now there's a specific data file that makes arranging islands/etc a lot more centralized, and completing an island now unlocks other linked islands. It's not a major change for players, but it makes adding new islands a lot easier, particularly ones earlier in the game, and it's a bit easier to tweak how islands unlock and are grouped. How the map is drawn has been updated a bit, though the changes are fairly subtle overall.

NORMAL MODE STREAMLINING

I've gotten pretty consistent feedback that the gameplay was a bit tedious at times, and I think this was especially true for Normal mode. The bonus objectives in particular could be time-consuming to finish, or they made accomplishing the main objectives more of a chore (such as on Virgo). So all the bonus objectives are gone. Budgets in Normal mode are also gone, and in their place are Part Requirements. You'll be required to use a specific part for each normal mission. This gives a lot more freedom overall, and it kind of forces you to learn the various parts and how they function. It will also create more distinction between Normal mode and Challenge/Expert. Challenge and Expert mode will remain roughly the same, though specific missions will be tweaked, and the showcase vehicles for these modes will receive an update pass soon.

Speaking of showcase vehicles, all the vehicles for normal missions have been updated, with some having all new vehicles. After all the showcase vehicles have been gotten an update pass, I'll record footage of them all and highlight some of my favorites in a new video.

8 NEW PROTOTYPE ISLANDS

Creating new islands is always exciting, and there are a lot of them in this update. I doubt all 8 of them will be sticking around, but most of them have turned out pretty well. The ones that are more polished are the ones that I think work best, and I'll continue to refine the others, possibly cut/redo a couple, and add more prototypes. I'll be targeting 20 total islands by the end of this refinement period. Normal mode is the primary concern with these islands, but eventually I expect most of them to have missions for all 3 modes. Having all 3 modes is no longer required with the new campaign structure, though each island must have either Challenge mode or Normal mode to appear on the map.

NEAR-TERM PLANS

Now that I've got some good momentum going with the campaign refinement, I'll be continuing to work on various aspects of it until there are 20 polished islands. I'm not actually sure what I'll be doing next, but here are the things remaining to be done:

* Add more prototype islands and refine the less-good ones until there are 20 good islands.
* Refine Normal missions and vehicles as needed (not expecting to change a lot except for most of the ProtoX Late islands, and adding/refining secret discount objectives).
* Add Challenge/Expert missions for all prototype islands. Might not do all 3 modes for every island, but I'll have at least 2 per island.
* Refine the challenge/expert missions and showcase vehicles for existing islands.
* Updating all the Star requirements for every mission.

That doesn't look like a lot, but it's a lot of islands and playtesting (and vehicle refinement), so it may take a while. I'll continue to do incremental updates as things go along, so expect a new update once a week until the 20-island campaign is polished. I'll eventually go beyond 20 islands to 25 or more, but I'll want more parts before going beyond 20 islands (particularly aerial movement parts), as well as other gameplay elements to play around with (new objectives, new obstacles, some sort of enemies, etc). Either way, I'll worry about the long-term plans and other big new features (multi-select in build mode, angled blocks in buildings) a bit more after this phase is complete.

TREBUCHETS + CATAPULTS REMINDER

Just a quick reminder to upload your Trebuchets and Catapults to the Steam Workshop (and set the Featured flag as the Vehicle Origin) by July 20th. Still got some time, but there's no harm in uploading sooner than later if your design is complete, and there are no new parts expected before the 20th.