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Extended demo update v0.97

Update v0.97


Exciting news! A large demo update has just landed on Steam and you can look forward to progressing a little bit further in the campaign and also try new Gaia powers!

Before you do that, we invite you to join our Discord server where you can give us feedback or just ask questions. This stuff is still new to us, so please be patient while we figure it all out.

Join here: https://discord.gg/kyYPRA7hNx


Changelog


[h2]Extended demo[/h2]

  • you can now progress up to level 12 in the campaign
  • after defeating a level 9 or higher enemy you will be able to activate one of three Gaia powers: Shards of Fortune, Solar Flare or Diamond Core


[h2]Bugfixes[/h2]

  • Fixed a bug that allowed Immortal Phoenix to be cast on buildings - this ability now needs to be activated via spell upgrades
  • Fixed missing description of one of Immortal Phoenix properties
  • Fixed a bug that caused shields or antimagic zones to be generated away from enemy outposts, thus being useless
  • Fixed a bug that caused Lion spirit to spawn underwater
  • Fixed a bug that made it impossible to interact with the Lion spirit in many cases
  • Minimap now retains its size between regions and playthroughs
  • Fixed a bug where Star gate had the wrong building definition assigned meaning its properties were incorrectly set (hitpoints etc.)
  • Added missing Star gate description
  • Fixed a bug causing capital ships to not shoot from their main weapons
  • Fixed a bug that caused healthbars to appear for a split second on newly created buildings before their construction started
  • Fixed damage not working at all in the Spike Field spell


[h2]Core[/h2]

  • Extended the length of the campaign to 40 regions (was 35) - there likely won't be any more extensions to the regular campaign but stay tuned for our new endgame plans
  • Reworked random events spawning in such a way that it allows for more variety and bigger impact of the events
  • Added several new events and created very powerful variants of existing ones (these will be used very rarely, but will have major impact) - examples: Empowered Star Gate (spawning stronger units)
  • Improved the way enemy builder drones select what to build first - previously on large maps with many islands drones would spend way too much time travelling back and forth which unintentionally reduced the difficulty of the region greatly
  • Increased the speed of builder drones by 20%
  • Added a tooltip explaining the minimap can be used for fast travel
  • Added a new building: Advanced Star Gate which summons stronger enemy units (Heavy tank and Artillery)
  • Added several new events using the new Advanced Star Gate building
  • Increased the minimum amount of land a region must have to prevent bad maps from being created where there is almost nowhere to build


[h2]Balance[/h2]

  • Increased attack power and hitpoints of enemies in levels 30-35 by 3%
  • Greatly improved the power and speed of Deep sea crab but slightly reduced it's lifetime
  • Increased the strength of Raven Thief blessing by 20%
  • Reduced the strength of Golden Acorn and Unstable Energy blessings by 10% and 25% respectively
  • Reduced the strength of Solar Flare (Gaia power) by a small amount in high upgrade levels as it became too powerful there
  • Reduced the base amount of corruption bombs (Bomber, Capital ship, Capital fighter, Mobile Artillery) and corruption beams (Corruption satellite) do by 30-40% but made the final amount applied scale with enemy level so that the corruption spread is relevant in all levels (previously, this amount was flat regardless of enemy level, so it made these special units be much more deadly early on but quite weak in later stages of the game)
  • Increased the attack and hitpoints of a few player buildings and improved their late game scalling to make them more viable


[h2]Spells[/h2]

  • Added the ability to hit flying units to Rock Spike and Spike Field (Earth spells) - but this ability needs to be activated via spell upgrades (this aims to somewhat reduce the handicap of Urus who has a hard time dealing with flying units - this is not a big deal early in the game but can become extremely problematic later on when none of the chosen spells can hit flying buildings)
  • Improved the visual appearance of Crystal Spire and reduced it's cooldown from 50 seconds to 30 seconds
  • Reduced the cost of Stormbreakers hammer by 40%
  • Reduced the cooldown of Builders Hammer by 20% but increased it's cost by 100%
  • Reduced the chance to cast stronger spells for all elemental echo's and increased the number of levels for this property to make it a bit more expensive


[h2]Powers[/h2]

  • Fixed "Shards Of Fortune" Gaia power not triggering in many cases


[h2]Other[/h2]

  • Added tips to the loading screen explaining random events in more detail
  • Improved visual appearance of gaia power indicators


What is next?


We plan to update the demo frequently, so rest assured any bugs will be fixed eventually. In the meantime, we will continue to work hard on the game, taking all of your feedback to heart!

Thanks,
Peter