1. From Glory To Goo
  2. News

From Glory To Goo News

0.1.4g - Easy Difficulty Scaling Changes and Bug Fixes

Hey Everyone,

A small update this week as I'm crunching to get 0.2 out on to the beta branch and I'm moving most minor bug fixes to it. As well as fixing some bugs this update also aims to make easy difficulty a bit more forgiving at the start, especially if you're in tutorial mode.

As always let me know on Discord or the Steam forums if you encounter any bugs.

[h3]Balance[/h3]
  • Reduced the size of some waves on easy difficulty
  • Alien commander modifiers are disabled if you are both on easy difficulty and have tutorial panels activated

[h3]Bug Fixes[/h3]
  • Fixed power use increasing if you demolish a building that has been automatically shutdown
  • Fixed horde music sometimes fading out too early and victory music not playing
  • Fixed random units appearing on The Simulator maps
  • Improved Japanese localization of the tutorial

0.1.4f - Bug Fixes

Hey Everyone,

Some more minor gameplay changes and bug fixes. As always, let me know on Discord or the Steam forums if you encounter any bugs.

[h3]Gameplay[/h3]
  • Rescued units from lost colonies will now contain a combination of default and your selected laboratory units

[h3]General Bug Fixes[/h3]
  • Fixed sometimes being unable to target The Tribe's main building. This fix might also cause these camps to respawn/attack more consistently. Let me know if this causes any unusual behavior.
  • Fixed being able to place bridges on mined crystal tiles
  • Fixed rescued units sometimes coming out as a broken unit type
  • Fixed captain specific skills sometimes not being offered when levelling up
  • Fixed various bugs with building control groups
  • Fixed various bugs with unit waypoints
  • Fixed a pathfinding bug that might have been causing some waves to not end.
  • Fixed the wrong module appearing on the warlord's ship when the far left module is upgrading
  • Fixed units appearing in the warlord tech tree
  • Fixed being able to add enemies to control groups

[h3]Map Editor[/h3]
  • Fixed the cycle on custom maps not increasing beyond 399
  • Fixed some modifiers stacking on save/load on custom maps

0.1.4e - Map Editor and General Bug Fixes

Hey Everyone,
This update fixes some more bugs, including some in the map editor.

Work on the next content update is going well. It's shaping up to be the largest update so far and I'm aiming to have it on the testing branch in January.

Let me know on Discord or the Steam forums if you notice any other bugs.

[h3]General[/h3]
  • Fixed horde warnings not running if something increased your warning time beyond when an impending wave was scheduled
  • Fixed ranged enemies sometimes ignoring targets (Mainly affects robot hordes)
  • Fixed some bugs with unit animation, especially for androids
  • Fixed The Roboticist's turret's graphics
  • Fixed the deep mine passive not applying on load
  • Fixed the clone passive not giving armoury units
  • Fixed flamer research not unlocking for the pyromaniac
  • Fixed upgrading androids being able to move
[h3]Map Editor[/h3]
  • Fixed dirt always appearing under placed ore/uranium within the map editor
  • Fixed the delete wave unit buttons in the map editor not working correctly if you have a lot of different enemy types
  • Fixed part of the map editor breaking if you have 10 waves
  • Fixed gates placed in the map editor having inconsistent connection behavior
  • Fixed tribe faction units not being targeted correctly when spawned in custom map waves

0.1.4d - Pathfinding Performance, Some Small QoL and Bug Fixes

Hey Everyone,

This update improves pathfinding and brings some other small changes and bug fixes. Let me know on Discord or the Steam forums if you notice any other bugs.

[h3]Optimization[/h3]
  • Some changes to pathfinding to make it more responsive if you are moving a lot of units
  • Fixed a bug causing units to stop moving if many move commands are given to a large number of units over a short period of time.

[h3]QoL[/h3]
  • Added the ability to remove destroyed building blueprints
  • Mutated Troopers can now garrison bunkers
  • Lost colonies will give units that match your laboratory unlocks

[h3]Bug Fixes[/h3]
  • Fixed Warlord research tooltips and unit research being available on load
  • Fixed a bug causing The Mutant minions to not reduce the minion counter when they are killed from in a loaded save game

0.1.4c - Bug Fixes, Enhanced Widescreen Support and Performance Tweaks

Hey Everyone,

Another small update that improves widescreen support, improves the stability of Endless games and fixes most of the remaining bugs introduced in 0.1.4.

Let me know on Discord if you have suggestions or find any bugs.

  • Player units are now outlined by default (Can still be turned off in options)
  • Fixed the default gui sizes for ultra wide monitors
  • Fixed the sound system breaking on very long/late games
  • Fixed the unit modding file not working correctly for laboratory units
  • Some more small performance improvements if you have a large base or army
  • Fixed the recycler stratagem not having an impact on load
  • Fixed the Targeting Array not appearing for The Hacker
  • Fixed blueprints sometimes not allowing rebuild for Lost Colony buildings
  • Fixed the Flapper's attack animation
  • Fixed and slightly rebalanced landmines so they lose health slower but deal slightly less damage to groups
  • Fixed the Beam Tower's attack following units that move out of range
  • Reworded the factory description text