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0.2.1 is Live! New Units, Some Graphics Uplift, Formations and More

Hey Everyone,

0.2.1 is now available! Thanks to everyone who helped to test it and offer suggestions while it was on the beta branch.

As always, feel free to provide feedback and report any bugs you come across on Discord or the Steam forums.

[h2]Summary[/h2]
  • More Laboratory units
  • Graphics uplift for many human buildings, icons and some terrain tiles
  • Move formations and a lot of other QoL features
  • More points of interest on maps
  • Artifacts and more module types for spaceships
  • Extra skills, a 4th stratagem slot, balance changes and more

[h2]0.2.1[/h2]

[h3]Laboratory Units[/h3]
  • Added 10 new Robot alternative units to unlock.
  • Added 2 new Human alternative units to unlock. The AA Cyborg and The Transporter.
  • Reduced the cost of alternative units to 75 biomass. Previously unlocked units will refund 25 biomass on load

[h3]Graphical Improvements[/h3]
  • Improved many human structures with extra detailing. Connectors now also have appropriate corner and 3 way connections.
  • Improved some terrain tiles
  • Improved most skill icons


[h3]Robot Hordes and More Map Points of Interest[/h3]
  • Robot hordes are available across more maps and endless mode. Watch out for their heavy vehicles and drop pods.
  • Added swamp tile and creatures to Caelus Region
  • Added whirlpool tiles and scavengers to Seth 148
  • Added scavengers to Anomaly Oscar
  • Added Robot outposts to Ignis Rift
  • Added laser towers to lost colony


[h3]New Buildings[/h3]
  • Forge to both the humans and robots. Allowing you to purchase tier 1 and tier 2 items for your captain
  • Terminus Cannon to the humans. A high tier rapid firing cannon with incredibly long range and firepower.


[h3]New Spaceship Modules and Artifact System[/h3]
  • Garden Module for humans. Boosts crew efficiency based on the number of adjacent Quarters, Armouries and Academies.
  • Academy Module for humans, upgradable from Armoury modules. Units start with some experience
  • Warehouse Module, upgradable from Manufacturing modules. Boosts construction speed
  • Radar Module upgradable from Relay modules. Displays the path of one horde group
  • Containment Module, upgradable from Laboratory modules. Activates 1 collected artifact
  • Artifacts. Items that can be collected in the game that provide buffs or new spaceship weapons
  • Improved some of the spaceship GUI numbers to be a bit clearer


[h3]New Stratagems and a 4th Slot[/h3]
  • Added a 4th stratagem slot to The Laboratory
  • Added 4 new stratagems

[h3]Lots of QoL[/h3]
  • Formation Move, Dragging the right mouse button with units selected will now place formation markers. This can also be toggled for attack-move.
  • Units will now follow another unit when you right click them
  • You can rally barracks on to other units or bunkers
  • Added a toggle for mouse map scrolling
  • Added the ability to delete units by pressing delete (default)
  • Added a toggle for right click to be attack move by default in the controls panel
  • If you hold control and drag walls they will now place as 2x2
  • Turrets can now be manually targeted
  • Added hotkeys for the captain and ship panel
  • Explosive radius of unit projectiles and their spread is now displayed in the GUI
  • Added a toggle for idle markers
  • Added a garrison bar to units to display their current garrisoned capacity
  • Added the ability to right click the minimap to move units
  • Added a controls reset button
  • Added a captain marker to the minimap
  • Achievement status now updates immediately
  • Added a UI volume slider
  • Your last The Survivor custom loadout now saves
  • Some improvements to range indicators
  • Various improvements to the GUI including clearer button selection in the main menu map selection panel and spaceship module information.

[h3]General[/h3]
  • Removed the start up splash screen
  • Added some new captain skills
  • Items may be found in wreckage pickups
  • Small performance improvements to large Robot Bases

[h3]Balance Changes[/h3]
  • Armour now provides a % reduction in damage. Many armour values have been changed to adjust for this.
  • Destroyers have regained their cleave attack
  • Wall heat reduction changed from 5% to 7%
  • Battery rework. Reduced their cost significantly and they now act like solar panels for the adjacency bonus and can boost solar panel output to 11.
  • Armoury units may now have different cost/upkeep
  • Wardrum MBT Attack Speed 2 -> 3, Splash 0.35 -> 0.3, Damage 40x2 -> 50x2
  • Reclaimed Health 40 -> 50, Armour 2 -> 3
  • Avengers Health 40 -> 55, Armour 1 -> 2 Effort 40->45
  • Flamer Health 30 -> 40
  • Viper Splash Radius 1.25 -> 1.1
  • Tortoise Effort Cost 450 -> 400, Ore Cost 20 -> 15
  • Obliterator Damage 20 -> 25, Credit Cost 700 -> 600, Uranium Cost 8 -> 5
  • Cyborg Ore Cost 6 -> 4
  • Forcefield Armour when powered 5 -> 3
  • Monolith, Rocketeers and Rocketoids can no longer shoot air
  • Slip Cannon Attack speed 2.5 -> 3
  • Heal drone engagement stop distance 1 -> 2.1
  • Sky Ranger 100 -> 90 Ore 3 -> 1
  • Brute Ore 3 -> 2 Health 80 -> 100
  • Bike Ore 4 -> 1 Crystals 3 -> 5
  • Plasmoid Damage 10 -> 15
  • Recycling items now gives 100
  • item level instead of 100. This is displayed on the recycle tooltip when you drag an item over it

[h3]Modding[/h3]
  • Added the ability to change some building stats
  • Added the ability to change unit cost

[h3]Map Editor[/h3]
  • Dragging the mouse in the map editor will now continuously place units or buildings when the mouse is moved
  • Added the new units and buildings from this update
  • Added flavour text triggers based on cycle

[h3]Bug Fixes[/h3]
  • Fixed various issues with the GUI when selecting and deselecting units
  • Fixed some sprites not matching units if a laboratory unit is in use
  • Fixed various issues with the Survivors perks and modifiers
  • Fixed demolishing drop pod launchers removing T2 units on load
  • Fixed forcefield wall placement in the map editor
  • The Beam sound effect will now pause when the game is paused
  • Fixed some enemy AOE attacks not triggering ghost buildings


I'm planning for 0.2.2 to be of a somewhat similar size to this one as I start to focus more on getting the first part of the campaign out later this year.