1. Operation Octo
  2. News

Operation Octo News

Art Contest Results & Steam Leaderboards for Speedrun Mode

[p]Buckle up, Turbo - This is a pretty big round of updates, with lots of new things to play around with, and even Steam Leaderboards to compete in!

If you encounter any bugs while playing, please report them to me on Discord!

-------------------------------------------------------------------

[/p]
Art Contest Results - Heal Snail Upgrades
[p]
Many moons ago, the Discord server began a lengthy discussion about possible ideas for Heal Snail's elixir forms.
This is why an Art Contest happened, so that Frosty & Hollow snails are fully designed by the community!

(Next thing you know, Imma get pressured into making Hollow Mussel smh)

[/p][h3]🔮 Hollow Snail[/h3][p]When a nearby turret dies, spawn explosive mines on all surrounding tiles that drain enemy health upon explosion [/p]
  • [p]Idea by Creeps20
    [/p]
[p] Art Contest winning entries: [/p][p][/p][p][/p][p][/p][p][/p][h3]🧊 Frosty Snail[/h3][p]Converts all connecting mucus tiles into Ice Mucus [/p]
  • [p]Idea by Creeps20[/p]
[p]Ice Mucus "over-heals" turrets by granting them an ice shield [/p]
  • [p]Idea by Natlove
    [/p]
[p] Art Contest winning entries: [/p][p][/p][p]btw: Frosty Snail had a very fiery birth. A fire truck paid my place a visit on the day I made Frosty Snail. No kidding. Oh my word. I wish you could smell the house right now as I'm typing this.


[/p][h3]🎖️ Honorable Mentions [/h3][p][/p][p]-------------------------------------------------------------------

[/p]
Speedrun Mode!
[p]
Speedrun Mode is a new "challenge option" that gives you ways to speed up enemy spawns and get through levels super fast.
(Enabling Speedrun Mode also makes the game harder, for this reason.)

Each level comes with its own Steam Leaderboard for completion times! You can now compete with other players for the most efficient way of beating each level!

Operation Octo is normally not speedrunnable, due to the enemy waves spawning on set timers. However, in Speedrun Mode, enemy spawns follow “The 50% Rule”: [/p]
  • [p]When 50% of the current wave enemies’ HP has been taken, the next wave spawns immediately.[/p]
  • [p](This feature was suggested by TylazerMK, who speedruns PvZ)
    [/p]
[p]
To enable Speedrun Mode, go to the new “Gameplay” section of your settings, and scroll down:
[/p][p][/p][p]
(Note: In order to submit your scores, you must be playing on Steam, and have active internet connection!)

Here is a guide on the intricacies of speedrunning OO.

-------------------------------------------------------------------

[/p]
Gameplay Settings
[p]
The settings menu has just gotten a new "Gameplay" category:

[/p][h3]General[/h3][p]Minimalist UI[/p]
  • [p]Switches to a smaller version of the in-game UI that does not block your view[/p]
  • [p]Only recommended for experienced players - You'd have to use hotkeys to place turrets[/p]
[p]
Mouse Click to Move[/p]
  • [p]Move Odin around by Right-Clicking on tiles[/p]
[p]
Highlight Placeable Tiles[/p]
  • [p]Shows noticeable borders around all tiles you can drop turrets onto[/p]
[p]
Display Stats in Manual[/p]
  • [p]Voyager Manual shows you actual stat numbers[/p][p][/p][p] [/p]
[h3]Accessibility[/h3][p]Disable Clam Damage Share[/p]
  • [p]You no longer receive damage when Clams are getting hit[/p]
[p]
Infinite Enemy Spawn Delays[/p]
  • [p]When you’re not doing well, further skeleton spawns are prevented indefinitely[/p]
  • [p]You can still produce Pearls while enemy spawn is paused[/p]
[p]
Pause Game when Placing Turret[/p]
  • [p]Stops time so you can ponder about where that turret goes for as long as you want[/p]
[p]
Infinite Placement Range[/p]
  • [p]Lets you drop turrets anywhere on the map, not just around Odin[/p]
[p]
Disable Auto Camera Zoom[/p]
  • [p]Prevents the camera from zooming in/out on its own (when placing turrets / taking damage)[/p]
[p]
Allow Hammering Anything[/p]
  • [p]Lets you place Hammer Shark onto any turret[/p]
[p] [/p][p][/p][h3]Challenge[/h3][p]Deck Randomization Button[/p]
  • [p]Adds a button that lets you select random turrets to fill up your deck[/p]
[p]
Turn off Odin Regen[/p]
  • [p]Odin no longer automatically heals up after 5 seconds of not taking damage[/p]
[p]
Prevent Healing Odin[/p]
  • [p]You cannot recover Odin’s hp via external means such as Heal Snail[/p]
[p]
Lethal Clam Laser[/p]
  • [p]Allow Clam’s damage share to kill Odin[/p]
[p]
-------------------------------------------------------------------

[/p]
Level Reworks
[p][/p]
  • [p]In Level 3-5 "Graveyard Shift", spawns now gradually speed up if you have not been hit / stunned during the current & previous waves, to that point that multiple blue jellies could spawn in each row [/p]
  • [p]Fossil spawns also speed up depending on how many non-fossil items you have picked up recently [/p]
  • [p]If you collect the initial introduction fossils fast enough, fossils will spawn faster during the first wave of jellies [/p]
[p][/p]
  • [p]In Level 3-5 "Graveyard Shift", Jellyfish carrying fossils are now beaconed when inside illumination [/p]
  • [p]When a fossil-carrying Jellyfish is about to exit the map, it now flashes red and illuminates itself [/p]
  • [p]If you missed a fossil-carrying Jellyfish, the next fossil spawn will be sped up [/p]
  • [p]Jellyfish now spawn a distance away from the map borders, and would not immediately disappear upon exiting the map borders [/p]
  • [p]Starting Elixirs are no longer allowed inside 3-5 [/p]
  • [p]Fixed a glitch where the reward chest does not at the large skull in 3-5
    [/p]
  • [p]Most players hate the Archeologist achievement. It has been suggested that if each run of the level was shorter, the achievement that requires a perfect playthrough of the level would feel much less tiresome to get. (Just to be clear, Tylazer beat the achievement in one hour before. Archeologist wasn't toooo bad if you're good ;) )[/p]
  • [p]To address the player frustrations, and make the level speedrunnable, I've done a lot of reworks inspired by Creeps' original suggestion that the level should speed up if you're doing hitless. A speedrunner could finish the level in half the amount of time now.[/p]
  • [p]This round of changes will also help casual players who have trouble finding fossils (which would cause the level to drag on for too long).[/p]
[p]

-------------------------------------------------------------------

[/p]
Russian Localization
[p]
Thank you to TheStimerGames for translating Operation Octo into Russian!

-------------------------------------------------------------------

[/p]
Balance Changes
[p][/p]
  • [p]Red Herring's charm effect now takes priority over that of Siren & Pearl Tree[/p]
  • [p]As a gadget, Herring should take drastic effect when placed down, and manage to save endangered turrets regardless of whether the player is using other charmers.[/p]
[p][/p]
  • [p]Hollow Everywhere Eel upgrade cost increased from 30 to 40 pearls[/p]
  • [p]If you have lots of Hollow Eve Eels all over the map, you can easily get huge values out of their life drains. This cost increase will hopefully make it less of a no-brainer to dump all your Hollow Elixirs onto nothing but Eve Eels.[/p]
[p][/p]
  • [p]Frogfish gadget reload time decreased from 20s to 19s[/p]
  • [p]This is to account for the time it takes you to click on & drop Frogfish, so that Frogfish's reload does not gradually go out of sync with the Clam production cycle, which takes exactly 20 seconds.[/p]
[p][/p]
  • [p]Mutant Shooting Star upgrade cost increased from 15 to 20[/p]
  • [p]Yep, 15 cost for the very significant coverage boost is too much.[/p]
[p][/p]
  • [p]Hollow Bumperfish now glows in the dark [/p]
  • [p]Serious Hollow Bumper reworks incoming, but for now, I'lm letting it glow 'cause it's a literal disco ball.[/p]
[p][/p]
  • [p]When a Potion Factory deploys, it now passes its status conditions onto its deployed form [/p]
  • [p]When a Potion Factory deploys, it now slides to the tile it is deployed onto, rather than snapping directly to it [/p]
[p]
-------------------------------------------------------------------

[/p]
Misc Changes
[p][/p]
  • [p]Levels now display a level overview (including enemy types in this level) when hovered over[/p]
  • [p]I really put this off for years.[/p]
[p][/p]
  • [p]Starting Elixirs are now limited to one per level, to be selected before the level starts [/p]
  • [p]Added the option to play without a starting Elixir, after you've bought one [/p]
  • [p]Suggested by LameGamerTime[/p]
  • [p]This change has been planned since before the game's release, but I never got around to making it during the pre-release crunch :( Being able to start a level with 3 Elixirs is way too OP, and completely destroys the early game balance; Besides, selecting only one of the elixirs solves the problem of how the eventual 4th starting Elixir would be added ;) Now that Speedrun Leaderboards are going up, I finally made this happen. [/p]
  • [p](Challenge players have wanted the ability to play without starting Elixirs for a long time now. That also got taken care of by the Elixir Selection panel.)[/p]
  • [p]If you still want to play with multiple starting Elixirs, use the "GiveElixir 2" dev console command! (Change the number for which Elixir you want granted)[/p]
[p][/p]
  • [p]Added the ability to remove gadgets from your selection before a level starts [/p]
  • [p]If you want to play without gadgets, there is now a way to remove the constant urge to click on gadget buttons.[/p]
[p][/p]
  • [p]Gadgets now have a unique death sound different from that of conventional turrets[/p]
  • [p]There are now unique off-screen beacons for gadget knock-out & turret perma-kill [/p]
  • [p]Suggested by Rain[/p]
[p][/p]
  • [p]Spiky Urchin's manual entry now displays "Speed" as a stat[/p]
  • [p]Watchdog's manual entry now allows switching to its mobile form[/p]
  • [p]Adjusted Spiky Urchin's manual entry so that Timmy was placed "in" the toilet, not just "on" the toilet[/p]
  • [p]It makes more sense for Timmy to have been in the toilet bowl - As Alejandro said: "A ball cant crawl out if its stuck in a hole". This lore change will better clarify the cause of Little Timmy's death.[/p]
[p][/p]
  • [p]Added a /SelectPreviousDeck dev console command [/p]
  • [p]This command tries to select the last deck you used, instead of the latest deck you won a level with. This is mainly to help challenge players who need to restart a level over and over. If you haven't started a level since launching the current game session, the command does nothing.[/p]
  • [p]Using this command alone would not disqualify your speedrun score.[/p]
  • [p]No, I will never add a button that does this. PvZ2 devs might have eventually relented, but I shall not 🗿[/p]
[p][/p]
  • [p]Added 7 new achievements (related Everywhere Eel, new Snail upgrades, etc.)

    [/p]
  • [p]Gamepad placement cursor can now be moved all the way to the edges of the screen while the camera is zoomed out (instead of always being confined within a rhombus shape at the screen center)[/p]
  • [p]Steam Deck now gets enlarged info panel & pause menu UI
    [/p]
  • [p]When the Steam Overlay is enabled during a level, the game now properly auto-pauses[/p]
  • [p]Turret Clams now function properly inside Graveyards[/p]
  • [p]Added bubble VFX for Argonaut, Frogfish, and Everywhere Eel[/p]
  • [p]An ejected Leviathan battery no longer displays full-bars unless it is completely fully charged [/p]
  • [p]Enemy spawns will no longer be delayed if Odin is dying / too many Clams have died, but there are no skeletons on the field except Reapers [/p]
  • [p]Adjusted range displays for Hermit, Urchin, Mutant Shooting Star[/p]
  • [p]"Healing soul" trails now vary in size depending on the heal amount delivered to their targets
    [/p]
  • [p]After finishing a level, if you have no new levels unlocked, the camera would now go to the latest level you just played, instead of the last level of the biome[/p]
  • [p]Scroll bar UI no longer blocks attempts to scroll a page via mouse scroll [/p][p][/p]
  • [p]Some performance optimizations for VRAM[/p]
  • [p]Serious performance optimizations for when you're attempting to place turrets
    [/p]
[p]
-------------------------------------------------------------------

[/p]
Bug Fixes
[p][/p]
  • [p]Fixed a glitch where you can place Hammer Shark on top of another Hammer Shark inside Graveyards [/p]
  • [p]Reported by AnthoneyRose[/p]
[p][/p]
  • [p]Fixed a glitch where upgraded Death Ray forms sold for lower prices inside Graveyards [/p]
  • [p]Reported by Nimsi[/p]
[p][/p]
  • [p]Fixed a glitch where a duplicated Everywhere Eel created after a level's completion can still be scared [/p]
  • [p]Reported by IdiotWithATophat[/p]
[p][/p]
  • [p]Fixed a glitch where Turret Clams cheated into regular levels fail to spawn the last turret in your deck [/p]
  • [p]Reported by Virty Laughs[/p]
  • [p](fixed against his will) [/p]
[p][/p]
  • [p]Fixed a glitch where environmental decoration light beams are not always positioned near the top of your screen[/p]
  • [p]Fixed a glitch where Disorientation Star VFX's violent shaking (when disorientation is about to wear off) can appear barely noticeable depending on the screen resolution[/p]
  • [p]Scene transition fades no longer get paused by (and remain on top of) the pause menu[/p]
  • [p]Fixed UI issues when creating a new profile via the profile window using gamepad[/p][p][/p]
  • [p]Fixed a glitch where boss characters appear instantly, without fading in[/p]
  • [p]Fixed a glitch where the player could zoom out & place turrets before a boss level officially starts

    [/p]
  • [p]Spiky Urchin, Diver Skeleton, and Smoke Sprayer now stop their attacks after you've failed a level[/p]
  • [p]Fixed a glitch where while placing Imitation Crab, the imitated turret's radius line does not display[/p]
  • [p]Fixed a glitch where Mutant Pleco could heal Odin from an infinite distance away [/p]
  • [p]Attempted fix for a glitch where Leviathan could fail to glitch out [/p]
  • [p]Fixed a glitch where the "Quick Reflex or Dumb Luck" achievement could be unlocked by Crab Trap instead of Zappy Jelly[/p]
[p]
-------------------------------------------------------------------

[/p]
Tutorial Changes
[p][/p]
  • [p]The "Pistol Shrimp in your starting hand" warning message no longer shows if you have other high-DPS turrets in your starting hand, such as Argonaut (which didn't exist in the past)[/p]
  • [p]Rephrased the aforementioned warning message so that it's more likely to be interpreted as a suggestion [/p]
  • [p]The aforementioned warning message no longer shows on Level 2-11[/p]
  • [p]This warning message (meant to help beginners during early game) is outdated. It originated from a time before Gadgets & gemium turrets existed. The criteria for triggering the warning can be loosened a lot now.[/p]
[p][/p]
  • [p]Arrows now point at the Gadget swap buttons if you have a new gadget, but have never performed a gadget swap [/p]
  • [p]Gadget buttons now flash red for new players if an unaddressed skeleton is attacking a clam while no combat turret can be afforded[/p]
  • [p]Level 1-3 now reminds the player to place down Urchins via an arrow
    [/p][p][/p]
  • [p]Blobby vs. Mortar tutorials no longer pop up if you killed 3 or more skeletons using the Blobfish
    [/p]

Patch 1.3.1 - Everywhere Eel Bug Fixes

[p]So many new bugs from just one minor update 😵‍💫

If you encounter any bugs while playing, please report them to me on Discord!
-------------------------------------------------------------------

[/p]
Bug Fixes
[p][/p]
  • [p]Everywhere Eel no longer leaves behind a "fog-of-war ghost" after teleporting in the dark[/p]
  • [p]Reported by IdiotWithATophat[/p]
[p][/p]
  • [p]Fixed a glitch where upon restarting a level, skeletons could become able to walk through specific boulders on specific maps[/p]
  • [p]Reported by eagle[/p]
[p][/p]
  • [p]Fixed a glitch where Lionfish spikes draw long trails across the screen the moment they appear[/p]
  • [p]Reported by IdiotWithATophat[/p]
[p][/p]
  • [p]Fixed a glitch where Migrating Jellies in Level 3-5 "Graveyard Shift" could visually face wrong directions [/p]
  • [p]Reported by LameGamerTime[/p]
[p][/p]
  • [p]Pearl Tree can no longer be upgraded after it has started bursting pearls[/p]
  • [p]Fixed a glitch where Spiky Urchin can pathfind through turrets or mountains when moving diagonally onto an empty tile
    [/p]
[p]
-------------------------------------------------------------------

[/p]
Misc Changes
[p][/p]
  • [p]Extra duplicated Everywhere Eel upgrades no longer drop Elixirs when killed by Reaper Skeletons [/p]
  • [p]Suggested by eagle[/p]
[p][/p]
  • [p]Imitating an Everywhere Eel using Imitation Crab no longer earns you the "Doppelgänger" achievement [/p]
  • [p]Suggested by eagle[/p]
[p][/p]
  • [p]Everywhere Eel now duplicates when a Graveyard simulation starts [/p]
  • [p]Suggested by LameGamerTime[/p]
[p][/p]
  • [p]Voyager Manual now displays Everywhere Eel before Frogfish[/p]
  • [p]Suggested by IdiotWithATophat[/p]
[p][/p]
  • [p]Slightly modified manual descriptions for Everywhere Eel's forms[/p]
  • [p]Life drain mosquitos now display at an offset on certain skeleton types [/p]

The Creeps20 Turret - Everywhere Eel

New Turret - Everywhere Eel!
[p]
Behold the Garden Eel turret designed by the PvZ YouTuber Creeps20!
(Yes, Creeps voice acted for it too)

Everywhere Eels randomly teleport themselves all over the map, and shoot bubbles at skeletons.
They get scared away when approached by either you or skeletons - Strategically relocate those Eels to move them to where skeletons are!

[/p][p]Before people ask, you can in fact upgrade Everywhere Eels.
You'll just have to figure out how to get close enough without scaring them away ;)

Unlock Everywhere Eel now inside the Toxic Wasteland store! (Bought for 5 Rubies after you've beaten Level 2-10)[/p][p][/p][previewyoutube][/previewyoutube][p]

If you encounter any bugs while playing, please report them to me on Discord!

-------------------------------------------------------------------

[/p]
Balance Changes
[p][/p]
  • [p]Mutant Clam now costs 20 pearls to upgrade [/p]
  • [p]Mutant Clam simply provides too much value over the course of a long level. This nerf adds a temporary economic setback to upgrading a Mutant Clam (especially impactful early on).[/p]
[p]
[/p]
  • [p]Mutant Pleco upgrade cost increased from 0 to 30[/p]
  • [p]Mutant Pleco now heals a single damaged turret within its collection range, based on the amount of pearls collected (affects knocked-out turrets, protective bubbles, and Odin) [/p]
  • [p]Mutant Pleco had always been the worst upgrade in the entire game. There weren't any burst healing options before, so here is one now![/p]
[p]
[/p]
  • [p]Mutant Pistol Shrimp now has passive regen [/p]
  • [p]Suggested by Virty Laughs; Mutant Shrimp's shotgun projectiles can more consistently deal extra damage if skeletons got up close to it - The passive regen will make close combat scenarios less punishing for Mutant Shrimp; Pistol Shrimps are also known for regrowing limbs in real life, so giving it regen makes sense.[/p]
[p]
[/p]
  • [p]Frogfish is now immune to all status effects [/p]
  • [p]This is for consistency with all other invincible single-use turrets.[/p]
[p]
[/p]
  • [p]Mutant Argonaut's duplicates now remember how much of their stored pearls were produced by the player while inside Level 2-5 "Clam Farm"
    [/p]
  • [p]When a Reaper Skeleton decides whether to ignore a turret that is already about to wake up, the Rage status is now taken into account for speeding up the wake timer
    [/p]
[p]
-------------------------------------------------------------------

[/p]
Bug Fixes
[p][/p]
  • [p]Fixed a glitch where certain levels' tutorial phases could get stuck if you place a Blobfish that instantly kills a tutorial skeleton on the frame that it spawns [/p]
  • [p]Reported by Silviu Offtopic[/p]
[p]
[/p]
  • [p]Fixed a glitch where large enemies could get stuck if spawned at very specific graves where their sizes don't fit the surroundings [/p]
[p]
[/p]
  • [p]Fixed a glitch where Spiky Urchins continue to spike enemies infinitely after the player has died [/p]
[p]
[/p]
  • [p]Fixed a glitch where Skeleton Pods inside the shop can get enlarged icons if the shop was reopened after purchasing Turret Pods [/p]
[p]
[/p]
  • [p]Fixed a glitch where Argonaut could not be acquired for your Graveyard[/p]
  • [p]Oops I thought it was just a super rare drop 😬[/p]
[p]
[/p]
  • [p]Fixed a glitch where bandanaed skeletons could fail to spawn on border tiles if the tiles are occupied by turrets [/p]
  • [p]Fixed a glitch where the Rage status effect sometimes caused a knocked-out turret to wake up extremely quickly[/p]
  • [p]Fixed a glitch where forcing shutting down the game immediately after starting / stopping a Graveyard turret pod charge could cause a pod to be gained or lost[/p]
  • [p]Fixed a glitch where pre-existing Captain Phantoms inside Graveyards do not wear bandanas [/p]
  • [p]Fixed a glitch where Potion Factories inside Graveyards do not despawn when their pods are retrieved [/p][p][/p]
  • [p]Fixed a glitch where status effect vfx position gets messed up if applied to an enemy while it is hopping[/p]
  • [p]Fixed a glitch where status effect vfx could get scaled up over time when placed onto specific enemies [/p]
  • [p]Fixed a glitch where disorientation & spray painted vfx could flip at the moment when the status effect ends
    [/p]
[p]
-------------------------------------------------------------------

[/p]
UI Changes
[p][/p]
  • [p]Voyager Manual now allows you to toggle between a character's forms (applicable to Argonaut & Potion Factory)[/p]
  • [p]Voyager Manual now shows Watchdog's price cap at 60
    [/p]
  • [p]Pressing Esc will now simply close a Graveyard storage without also pausing the game[/p]
  • [p]Added Controller Support for the Graveyard UI
    [/p]
  • [p]The game now automatically pauses when a controller is disconnected, or when the Steam overlay is opened
    [/p]
[p]
-------------------------------------------------------------------

[/p]
Misc Changes
[p][/p]
  • [p]"Aye Yai Yai, Captain" Achievement no longer fails if Captain Phantom hits a turret that is invulnerable [/p]
  • [p]Reported by Alejandro[/p]
[p][/p]
  • [p]When attempting to click on the tile beneath a turret, there is now a slight leeway for when the cursor is above the intended tile [/p]
  • [p]Suggested by fish.in.a.barrel[/p]
[p][/p]
  • [p]Bottled Mutant shop item price increased to 20 rubies [/p]
  • [p]Like I warned y'all last update, starting elixirs would be set to their rightful price once other affordable Ruby purchase options are out :))[/p]
[p][/p]
  • [p]You can now get random Gadget pod drops for your Graveyards! [/p][p][/p]
  • [p]Decreased buy & sell prices for Graveyard turrets that are bought / sold via Rubies
    [/p]
  • [p]The full-screen stars for disorientation now change color and shake violently when the disorientation effect is about to wear off
    [/p]
  • [p]The end-of-level reward will now always drop at the position of the last enemy that was manually killed by the player (as opposed to being automatically killed by level completion)
    [/p]
  • [p]Added a Treat Bucket tip for Frogfish
    [/p]
  • [p]Pop-up tutorials that detect when Potion Factories have not been damaged now account for Potion Factories' decreasing health caps over time [/p]
[p]
[/p]

Patch 1.2.1 - Ukrainian Localization is here!

Ukrainian Localization
[p][/p][p]Operation Octo has been translated into Ukrainian by Lavauk!
Pretty good timing - Matches the new Argonaut's color scheme ;) [/p][p]

If you encounter any bugs while playing, please report them to me on Discord!

-------------------------------------------------------------------

[/p]
Balance Changes
[p][/p]
  • [p]Inside Level 2-5 "Clam Farm", only pearls that were initially produced by the player (before getting consumed by Argonaut) will count towards the pearl production goal after the Argonaut refunds those pearls [/p]
  • [p]This is to prevent Argonaut spam from becoming the ultimate Clam Farm speedrun strat; Note that due to coding limitations, new Argonauts spawned by Mutant Argonaut will not remember if their stored pearls were produced by the player.[/p]
[p][/p][p][/p]
  • [p]Frosty Sniper Turtle now has passive regen [/p]
  • [p]This is to further incentivize using Frosty Turtle as a frontline tank, differentiate this upgrade from the other Frosty upgrades, and offer additional benefits to having one more of this single-target slow-er.[/p]
[p]
-------------------------------------------------------------------

[/p]
Bug Fixes
[p][/p]
  • [p]Fixed a glitch where Argonaut could gain additional stored pearls when upgraded[/p]
  • [p]We fixed this bug live during a Discord stream ;) Upgraded Argonauts had been secretly producing extra pearls - They'll feel a bit less insane now after the fix.[/p]
[p]
[/p]
  • [p]While a turret ball is tossed in mid-air inside a Graveyard, you can no longer exit the region or start simulation [/p]
  • [p]While selling a turret inside a Graveyard, you can no longer exit the region [/p]
  • [p]This prevents the turret you're about to place down from going missing if you left prematurely, since the turret's placement doesn't get saved until it is truly deployed.[/p]
[p]
[/p]
  • [p]Fixed a glitch where the Frogfish card drop after Level 2-4 is shown as a turret card instead of a gadget [/p]
[p]
-------------------------------------------------------------------

[/p]
Misc Changes
[p][/p]
  • [p]Fixed Hollow Argonaut's manual entry, which erroneously displayed its "Damage" as "Heavy" [/p]
  • [p]Hollow Argonaut's manual entry now displays "Ghostly" trait [/p]

Argonaut & The Soundtrack Release

The Soundtrack is Here!
[p]The 🎵Operation Octo OST🎶 is finally available for streaming / purchase!

🔵 You can buy the OST on Steam, which contains high-quality & loopable versions of each track for download!
(ft. Volcanic Ridge theme sneak peek?!)

🔴 Click here for the YouTube playlist

🟢 (The Spotify playlist is currently incomplete, due to distributor delays)

Think of the Steam soundtrack as a tip jar for me, if you liked the game :)
[/p][p]
[/p]
New Music for Special Game Modes
[p]
Daniel Teles has composed some (insanely good) new tracks for Mini-Game Levels & Ultimate Battles (Turret Clam Levels)!

I gave Daniel the "Crimson Front soundtrack" as reference for the Ultimate Battle, hence the track has the "jazz swing big band vibe" - Go check it out inside the game or the OST now!
[/p][p]
[/p]
New Turret - Argonaut
[p]
Welcome the most complex / unique attacking turret yet - The Argonaut! (i.e. Paper Nautilus)

Argonaut occasionally consumes a nearby Pearl to enhance its attack range - It has 3 forms depending on how far upgraded it is!
After a while, the Argonaut self-destructs and gives ALL the Pearls back![/p][p][/p][p] Argonaut is an incredibly powerful yet unreliable attacker (due to its temporary nature) - How good it gets depends on how many Pearls you manage to feed it! [/p][p] Argonaut fits well into both cycle decks (free full refunds = free cycle!) AND heavy decks (acing at early-game while allowing you to fully transition into expensive attackers using the refunded pearls). [/p][p][/p][p]Unlock Argonaut now inside the Sandy Shallows store (Bought for 2 Rubies after you've beaten Level 1-10)!
[/p][p][/p][p]
If you encounter any bugs while playing, please report them to me on Discord!

-------------------------------------------------------------------
[/p][p][/p]
Balance Changes
[p][/p]
  • [p]Frogfish profit amount reduced by 5 Pearls [/p]
  • [p]Frogfish has been almost universally thought of as OP since his recent debute. Making a small profit every 20 seconds really adds up over the course of a level, especially when a player intentionally leaves Large Pearls around to be collected by Frogfish. In addition to making Frogfish less of a risk-free & superior Pearl Tree, this nerf essentially degrades the Pearl that a Frogfish produces, so that it's much harder to feed Large Pearls that were spitted out by a previous Frogfish right back into a new Frogfish for more profits.[/p]
[p][/p]
  • [p]A knocked-out turret can no longer give souls to multiple soul collectors (e.g. Hollow Deathray)[/p]
  • [p]Hollow Deathray is now only able to collect souls from knocked-out turrets within his attack range [/p]
  • [p]Soul-collection has been reworked in preparation to it becoming a more common Hollow turret gimmick, where multiple soul collectors will have to share the limited number of turret K.O.s on the field.[/p][p]
    [/p]
  • [p]Potion Factory now caps his current HP whenever he launches a potion; The HP cap decreases exponentially after each potion launch [/p]
  • [p]This will not impact your interactions with Potion Factory if you're attacking him as you should. However, a neglected Factory will now generate weaker and weaker shields as time goes on, to the point that he dies after the 7th Potion launch. When improperly addressed, a Potion Factory will still mess you up, but he will no longer remain a perpetual threat to players who ignore Factories completely.[/p][p][/p][p] [/p]
  • [p]Tangler Skeleton's tentacles now automatically retract after 40 seconds [/p]
  • [p]Tangler Skeleton ability minimum reload time increased from 6 seconds to 10 seconds [/p]
  • [p]I had wanted Tangler tentacles to be a persistent chore you must address sooner or later, and to have illumination play a bigger role when countering Tangler, since tangled turrets that remain unseen could secretly sabotage you for the entire level. However, given how overwhelming & annoying people already find Tangler to be, I'm now allowing undetected tentacles to eventually disappear. A turret being shut down for 40 whole seconds already accomplishes Tangler's role of supporting her current wave. Plus, low-profile, outside-the-base turrets such as Pleco & Starfish are now more desireable picks even when Tangler is present - Even if you can't go out of your way to free them, they'll now break free eventually. (This also reduces cases where a player thinks his Starfish is in position to counter Potion Factories, but ends up dying horrendously to potions because said Starfish had been tangled the whole time.)[/p]
[p]
[/p]
  • [p]While Odin is disoriented and stunned at the same time, if an incoming damage would reduce the disorientation timer low enough, clear the disorientation effect immediately [/p]
  • [p]If Odin recovers from disorientation while stunned, Odin now gains an extended disorientation immunity period, starting from when stun wears off [/p]
  • [p]More reworks to make recovering from Disorientation less disorientating. Will add some super noticeable visuals for Disorientation recovery next update too...[/p]
[p]
[/p]
  • [p]Potion Factory now resets his deployment / reload time when stunned[/p]
  • [p]Reaper Skeleton now resets his strike cooldown if stunned while patrolling [/p]
  • [p]For consistency with other stun resets, and to provide additional benefit to players who cycle Zappy Jelly onto skeletons camping outside of the base[/p]
[p]
-------------------------------------------------------------------

[/p]
Bug Fixes
[p][/p]
  • [p]Fixed a glitch where from certain positions, a Frogfish could stretch its tongue across a mountain tile to reach a Pearl inside a Clam[/p]
[p]
[/p]
  • [p]Fixed a glitch where Odin' regen rate could be slowed down when FPS is extremely high [/p]
  • [p]Fixed a glitch where Spiky Urchin would not move towards stationary enemies that occupy tiles
    [/p]
[p]
-------------------------------------------------------------------

[/p]
Misc Changes
[p][/p]
  • [p]A level now ends if all remaining skeletons have been perma-stunned by Crab Trap[/p]
  • [p]Graveyard graves now have a button that lets you retrieve all skeleton pods from the grave in one click [/p]
  • [p]The shortest Graveyard turret pod charge-up time decreased from 4 seconds to 3 seconds [/p]
  • [p]Reordered some Twilight Zone mid-priority Treat Bucket Quests[/p]
  • [p]Level 1-11's name finally gets censored
    [/p][p][/p]
  • [p]Potion Factory's manual entry now displays the "Gigantic" trait[/p]
[p]
[/p]
  • [p]Removed "inside a regular level" requirement from Achievements "Doppelgänger" and "Dolphlock’s Irregulars"[/p]
  • [p]"Good Haul" Achievement now requires 15 Pearls of profit instead of 20 [/p]
  • [p]You deserve the achievement if you pulled off double Imitation Crabs during a mini game / Turret Clam level[/p]
[p]
[/p]
  • [p]Replaced Mutant Elixir's upgrade sound effect [/p]
  • [p]im sorryyy gabe i promise it was an accident please dont suuuee[/p]
[p]
[/p]
  • [p]Bottle Frost shop item price increased to 10 rubies [/p]
  • [p]This has been the intended price all along. Starting Elixirs were always supposed to be expensive ruby items. In the past, players literally had no other buying options to spend rubies on, so I made Elixirs reasonably affordable right off the bat. Now that Argonaut has filled the cheap-gemium slot in Sandy Shallows, Frosty Elixir can finally be sold at the price it deserved to be at. Hurry up and grind for that Mutant Elixir before the Toxic Wasteland gemium comes out next update ;)[/p]
[p]
[/p]
  • [p]Changed the "Place turrets far from skeletons" pop-up tutorial phrasing from "A ranged turret will kill a melee skeleton as it walks up" to "You could have placed that turret farther back in safety; A dead turret won't save your Clam!" [/p]
[p]
[/p]