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From Glory To Goo News

0.2.2e

[p]Hey Everyone,[/p][p]This update contains bug fixes including some reported by the community. Let me know on Discord or the Steam forums if you encounter any bugs or have suggestions.[/p][p]This will probably be the final 0.2.2 update. As 0.2.3 will be moving to the closed testing branch this weekend and then to the open testing branch soon after that.[/p][h3][/h3][h3]Bug Fixes[/h3]
  • [p]Fixed plasma turret animation breaking if trying to target enemies out of range[/p]
  • [p]Fixed an edge case where attack ground commands could break save files[/p]
  • [p]Fixed biomes not averaging out their effort contribution when switched on and off[/p]
  • [p]Fixed tribe unit available count falling if trying to recruit without enough resources[/p]
  • [p]Fixed a burrowing/invisible logic bug that could cause the status to not drop off[/p]
  • [p]Removed the warning that unsaved data will be lost when exiting iron-sapien mode. "Saving" will appearing instead.[/p]
  • [p]Fixed sometimes needing to click quit twice to quit in iron-sapien mode[/p]
  • [p]Further increased the maximum cycles when continuing a normal game[/p]
  • [p]Fixed being able to create infinite duplicates with the splitter if you're a custom captain and don't have Swarm Dislocation (Max is now 2 captains without additional perks)[/p]
  • [p]Fixed garrisoned units increasing save file size significantly[/p]
  • [p]Removed Swarm Collaboration from The Survivor[/p]
  • [p]Fixed The Alternative's human units fighting map robots[/p]
  • [p]Fixed the human's reactor not animating[/p][p][/p]
[h3]Other[/h3]
  • [p]Reduced the weighting for Mining Hubs when power runs out and buildings are selected for shutdown.[/p]

0.2.2d

[p]Hey Everyone,[/p][p]This update contains balance changes and bug fixes including some reported by the community. Let me know on Discord or the Steam forums if you encounter any bugs or have suggestions.[/p][p]Work on 0.2.3 is progressing well, I'll probably do a soft launch of it to the beta branch around the end of September.[/p][p][/p][h3]Balance[/h3]
  • [p]Improved the consistency of Obliterator attack AOE. This should increase their DPS overall.[/p]
[p][/p][h3]Bug Fixes[/h3]
  • [p]Improved the system that clears stuck units in enemy hordes. This should handle edge cases in some map seeds where hordes could push each other into unpathable areas.[/p]
  • [p]Fixed pause breaking if pause is toggled in the win panel and then the game is continued[/p]
  • [p]Fixed Cores not working near the map edge[/p]
  • [p]Fixed swamp artifacts when fired removing the ability to fire the Tribe's energy weapon until load[/p]
  • [p]Fixed building tiles not displaying on the lower half of the map[/p]
  • [p]Fixed the Obliterator unit counter image[/p]
  • [p]Fixed an edge case relating to custom captains that caused data corruption.[/p]
  • [p]Fixed machine gunners searching for enemies slightly outside their range[/p]
  • [p]Fixed The Hologram not unlocking tech with Unrivalled Intellect[/p]
  • [p]Fixed Tinkerer not providing experience on recycling and added it back to The Savant[/p]
  • [p]Fixed horde warnings not always triggering when warning time is increased or if active on load[/p]
  • [p]Fixed some map editor buttons disappearing on certain resolutions[/p]

0.2.2c

[p]Hey Everyone, [/p][p]This update contains balance changes and bug fixes including some reported by the community. Let me know on Discord or the Steam forums if you encounter any bugs or have suggestions. [/p][p][/p][h3]Balance[/h3]
  • [p]Rebalanced shotguns for captains and cyborgs. Base damage has been significantly increased, damage fall-off with distance is increased and attack speed is now slower. This should help them against heavier targets up close and set them apart from flamers.[/p]
  • [p]Splash damage modifiers no longer impact melee splash[/p]
  • [p]Spinners no longer have damage fall-off from their center. To compensate for this, their damage and attack speed has been reduced.[/p]
  • [p]Arach damage 8 -> 7[/p]
  • [p]The Terminus Cannon can now be buffed by the targeting array[/p]
  • [p]Drone bunker drones (Not just the unit inside) now take into account garrison range modifiers. This also better aligns their range indicator with garrison range buffs.[/p]
[p][/p][h3]Bug Fixes[/h3]
  • [p]Fixed The Tribe's suppressed area being lost if a nearby thumper is destroyed[/p]
  • [p]Fixed landmines not always triggering consistently[/p]
  • [p]Fixed troopers replacing elites on load in your drop pods until you click one of the unit buttons[/p]
  • [p]Fixed unit corruption sometimes not triggering[/p]
  • [p]Burrowers should be targetable slightly sooner when entering thumped terrain[/p]
  • [p]Fixed the tower range display sticking if your selected placeable building is switched[/p]
  • [p]Small pathfinding performance boost. Mainly impacting Aegis Valley endgame on higher difficulties.[/p]
  • [p]Fixed support drones playing their heal animation/sound when not healing[/p]
  • [p]Fixed a case where you could play against the RFI on Elysium Mons[/p]
  • [p]Fixed "Unlocked Skill" appearing for custom captains[/p]

0.2.2b

[p]Hey Everyone, [/p][p]This update contains balance changes and bug fixes including some reported by the community. Let me know on Discord or on the Steam forums if you encounter any bugs or have suggestions. [/p][p][/p][h3]Balance[/h3]
  • [p]Some changes for RFI horde maps: Increased the number of robots initially on the map, they now react to sound and the clumped up groups are more spread out. This should make them feel more active.[/p]
  • [p]Flak no longer gets eaten by pits when aiming for ground targets and it won't leave craters[/p]
  • [p]Added a minimum cooldown modifier % so you can't have 0 cooldown while the game is paused. This should only impact The Savant under specific circumstances[/p]
[p][/p][h3]Bug Fixes[/h3]
  • [p]Fixed animations stuttering if player units are tightly packed together[/p]
  • [p]Fixed being able to place 2x2 buildings over other buildings if their bottom tile is on a connector[/p]
  • [p]Fixed a case where bridges could be demolished after construction[/p]
  • [p]Fixed The Goo aggroing The Tribes if you've toggled the ability to target them[/p]
  • [p]Fixed Treelings and The Tribes fighting[/p]
  • [p]Fixed rally on unit and follow sometimes sticking if the target dies[/p]
  • [p]Fixed lost colonies/outposts sometimes being claimed by The Robots even if they are outside their grid[/p]

0.2.2a

Hey Everyone,

This update contains some bug fixes reported by the community. Let me know on Discord or on the Steam forums if you encounter anymore bugs or have suggestions.

[h3]Bug Fixes[/h3]

  • Fixed some bugs in wave and unit behavior caused by The Mutant's rez ability
  • Fixed The Hologram's stats overriding The Survivor's. For now, only The Survivor will save its custom stats between game. In a later update I will have these save separately for each custom captain.
  • Only unit types that can gain experience will now attack target dummies
  • Fixed the Hologram's FLOPs modifier impacting water instead of FLOPs
  • Fixed tooltip FLOPs not displaying FLOPs correctly if a modifier is active
  • Fixed negative uranium if a nuclear reactor is demolished before construction is finished
  • Enemy MBTs now have reduced activity in partial fog
  • Fixed upgrade costs not matching if you have a building cost modifier
  • Fixed goop from Goop Lobbers sometimes hitting your Landing Pad erroneously
  • Fixed connectors not being destroyed if a building is placed on them and you have the "enemies can't target connectors" modifier
  • Fixed some excessive logging caused by autocast