1. From Glory To Goo
  2. News

From Glory To Goo News

0.1.4 Live On The Beta Branch - Map Editor

Hey Everyone,
This update features the first version of the public map editor as well as Steam Workshop integration. I've also included some QoL and balance changes.

The initial plan was to include this with the next major content update. But I decided to split them to reduce the time between updates. This update includes a lot of backend changes to support more flexibility in how the game handles units and maps for both the map editor and for future modding support. So there may be some bugs, let me know if something feels "off".

As always, feel free to provide feedback and report any bugs you come across on Discord. Some of these changes are experimental so they're very much subject to change.

To access the Beta, right click on From Glory To Goo in your Steam library and then click Properties -> Betas, and select "testing - Beta Branch". Note that this version may be unstable and you don't have to try it yet. I'm aiming to release it next week.

If you would like to take part in the beta testing I recommend backing up your "gameStats" folder (within C:\Users%USERPROFILE%\AppData\LocalLow\Stratagem Blue\From Glory To Goo) so that you can roll back if required.

[h2]Map Editor[/h2]
  • Supports 40x40 - 160x160 maps. Previously all maps in-game were 100x100.
  • Support for placing and using any unit in the game as well as customising waves and spawn positions
  • A variety of mutators
  • Steam Workshop Integration allowing you to easily share your creations with others
  • I've put 3 custom maps on the workshop to test different sized maps and mutators.
  • Added support to override the stats of units in the game. See readme in the Mods folder where your saved games are stored. For now this is separate from maps and can only be manually shared.

[h3]QoL[/h3]
  • Added the ability to see and rebuild buildings that have been destroyed by enemies. This should enable much easier reconstruction if part of your base has been destroyed.
  • Added grouping buttons when a large number of units are selected
  • Some improvements to the logic which moves units out of the way of buildings
  • Wall placement will now path through other walls when being dragged

[h3]AI[/h3]
  • Fixed units moving towards their original target for a frame when ordered to disengage with a move command. This should make micro feel smoother.

[h3]Balance[/h3]
  • The reactor can now be set to take crystals, ore or isotopes to boost power production when colony power drops below 75%.
  • Repairing will now gradually increase building health. If a building is attacked this is cancelled.
  • Slightly increased the range and reduced the worker cost of various towers
  • Some captain skills are now fired faster and on a lower arc
  • Brute armour 1 -> 2

[h3]Performance[/h3]
  • Reduced loading times
  • Reduced memory use significantly
  • Small performance improvements during hordes

[h3]GUI[/h3]
  • Save files will now show the captain, ship and stratagems in use (Stable for saves from this version onwards)
  • Minimap indicators will continue to animate when paused
  • Added a surrender button to Endless Mode
  • Bunkers now show their range radius
  • Added a power tooltip that includes the maximum energy use of all towers if they were firing


[h3]Bug Fixes[/h3]
  • Fixed numerous bugs that degraded the performance of long endless games
  • Fixed flamer research not unlocking immediately for the Pyromaniac

0.1.3d - Bug Fixes

Hey Everyone,

This update fixes some more bugs reported by the community.

Work on the Map Editor and Steam Workshop integration is going well and I'm aiming to get it, as well as some QoL improvements, on to the testing branch soon. You'll need to join the testing branch and this Steam group to get tester access when this occurs. As Steam uses community groups to grant access to private workshops.

[h3]Bug Fixes[/h3]
  • Fixed units sometimes losing their veterency armour boost.
  • Fixed veterency tooltip showing the incorrect attack speed boost
  • Fixed autosave not running consistently when quitting iron-sapien mode
  • Fixed the Electro Cyborg shooting animation
  • Fixed captain global skills loading incorrectly if they were running while the game was saved
  • Fixed effort not always loading correctly

0.1.3c - Bug Fixes and Minor QoL

Hey Everyone,

This update fixes some more bugs reported by the community and includes some small QoL, GUI and performance tweaks.

[h3]QoL[/h3]
  • Esc will close context menus before displaying the menu panel
  • Improved performance when save files are selected. They should no longer freeze the game for a moment when clicked. This only impacts games saved from this update onwards.


[h3]Bug Fixes[/h3]
  • Improved performance when the game is paused
  • Fixed game speed reseting to the wrong value when unpaused
  • Fixed landmines being included in the repair tooltip cost calculation
  • Fixed bunkers sometimes breaking on Elysium Mons if using the increased garrison slot stratagem
  • Fixed enemies losing the ability to target when near redeployed towers
  • Fixed towers sometimes not deploying when moving short distances
  • Fixed deployed towers acting as power grid connections even when unconnected
  • Fixed SAMs firing anti projectile missiles when not connected to the grid
  • 1.5x and 2x speed will now slow down if your FPS drops too low
  • If rockets are targeting air they should no longer be eaten by pits
  • Improved the spaceship purging GUI text

0.1.3b - Bug Fixes

Hey Everyone,

Here's another update that fixes some bugs introduced in 0.1.3 and some others that have been around for a while. It also tweaks a few features. Most of these were fixed based off reports from the community on Discord and the Steam forums.

Steam Workshop integration with the map making tool is going well. I'm hoping to have something out for testing in October.

[h3]GUI[/h3]
  • Added some minimap tooltips
  • Removed the ability to toggle power on bunkers and solar panels
  • Map markers on Elysium Mons should now update immediately after an objective is destroyed.

[h3]Bug Fixes[/h3]
  • Fixed Tribes not sending crystals and ore to the player when connected and not aggressive
  • Fixed a long strip of crystals appearing near the starting position
  • Fixed units appearing to be selected when leaving bunkers
  • Fixed geysers on Seth 148 appearing on top of ore
  • Fixed right click not cancelling beam and gatling paths correctly
  • Fixed the Rocket Battery tooltip
  • Fixed keybindings when buildings are selected
  • Fixed flashing graphics glitch when sandstorms start
  • Fixed a crash relating to upgraded Roboticist androids
  • Fixed beam charge up sounds playing while paused
  • Fixed beam placement lines momentarily appearing when placing a new beam path
  • Fixed autosaves overwriting your spaceship configuration under specific circumstances
  • Construction options will no longer appear on upgrading modules
  • Fixed unexplored module text
  • Fixed the power toggle appearing on moving towers
  • Fixed demolished buildings giving back power/water they weren't actually using

0.1.3a - Hotkey Improvements and Bug Fixes

Hey Everyone,

This is just a small update that fixes some of the hotkey priorities and other minor issues.

Update Notes

  • Fixed unit keybindings triggering with no unit selected
  • Fixed fleet support milestones not triggering if reached via losing a game
  • Fixed worker numbers disappearing if the GUI is scaled down significantly
  • Added a slight positional offset to weapon teams in bunkers
  • Fixed machine gunners not always shooting outside of the camera view
  • Fixed the Laser Cannon Module dealing friendly damage
  • Fixed the captain ability hotkey text not updating
  • Added a check in the main menu if a map has been completed to catch missing achievements
  • Fixed button click detection in the Controls Panel

As always, let me know on Discord if you encounter any bugs or if you just want to discuss the game and offer suggestions.