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From Glory To Goo News

Update 0.1.2c - Lost Colonies Return, Bug Fixes and Reduced Tribe Impact

[h3]0.1.2c[/h3]
Hey Everyone,

Here's another fairly large bugfix update that also restores lost colonists on some maps and seeks to reduce the overall impact of Tribes on colony expansion.

Thanks to everyone who continues to report bugs and help out on the testing branch and Discord.

As always let me know if you encounter any more bugs or have suggestions.

[h3]Gameplay[/h3]
  • Restored The Lost Colonist map mechanic on The Simulator, Oasis and Caelus Region.
  • Reduced the number of tribe camps that will spawn, slightly increased their minimum spawn distance and tribe size now scales with distance
  • Stopped RFI on Aegis valley angering tribes when firing
  • The Tunneler is now targetable if on rocky terrain
  • Game speed is now remembered when toggling pause

[h3]GUI[/h3]
  • Changed where tooltips appear for some buttons. This will also fix tooltips disappearing for widescreen setups.
  • Various typo corrections and reworded tooltips

[h3]Bug Fixes[/h3]
  • Fixed some units and the SAM not using workers
  • Fixed the fossil research bonus carrying across games
  • Fixed The Tribe's base relations bar not disappearing when destroyed
  • Fixed not being able to build on a destroyed Tribe building tile
  • Fixed connectors sometimes blocking units if under construction when loaded
  • Fixed patrol not continuing on load
  • Fixed Rally points not being saved
  • Fixed the tribe territory grid not appearing when in building placement mode
  • Fixed ship module warning costs being impacted by building cost reductions
  • Fixed research images and text not matching laboratory unit choice
  • Fixed the research resource display being incorrect in some cases
  • Fixed Plasma Towers not blocking other towers
  • Fixed the Viper's death animation looping
  • Fixed multiselect drag breaking if started on a building
  • Fixed an edge case that would shutdown the AI
  • Fixed units contantly rotating on load
  • Fixed the Recycler not displaying demolish or power toggle buttons
  • Fixed skill cooldowns sometimes carrying across games
  • Fixed the merge unit tooltip
  • Fixed the ground warning colours not always appearing correctly
  • Fixed the Processor's build time
  • Fixed aliens spawning over impassable terrain if part of an alien colony
  • Fixed depots adding extra storage on load
  • Fixed projectile trails sometimes becoming too large while using plasma cannons
  • Reduced the chance pickups spawn in unpathable positions

Update 0.1.2b

[h3]Update 0.1.2b

[/h3]
With 0.1.2 launched I've been taking the time to fix more of the bugs that have remained in the game. Thank you to everyone who has been reporting bugs on Discord, Steam forums or by emailing me.

Let me know on Discord if you encounter any other bugs or just join to discuss the game with the community and offer suggestions.

Update Notes
  • Fixed level 3 spaceship modules not always loading correctly
  • Fixed window mode not displaying the current setting in options when opened
  • Fixed biome upgrades not being impacted by cost reduction modifiers
  • Fixed thumper range not being consistent in all directions
  • Fixed more instances of tooltips staying on
  • Fixed neutral villages not removing suppressed/thumped areas when destroyed
  • Fixed a case where neutrals would walk through buildings
  • Fixed landmines not triggering neutrals
  • Fixed neutral relations not always scaling when aggressive
  • Fixed not being able to swap higher level guns to drop pods or gatling guns
  • Fixed some units spawning without sprites
  • Fixed the dropship cooldown being shorter than intended
  • Fixed autocannon shots coming from the center of the autocannon turret
  • Fixed tribe attack waves still moving if relations made them peaceful
  • Fixed land mines not triggering with neutrals
  • Fixed veteran flamers appearing as the liquifier
  • Fixed typos
  • Improved flapper healthbar visibility and selection radius
  • Added a tribe village destruction animation
  • Changed plasma tower fire sfx

Update 0.1.2a

[h3]0.1.2a[/h3]

Just a small hotfix to address some reported bugs and typos in 0.1.2.

Update Notes

  • Fixed an edge case breaking the AI in some circumstances
  • Fixed being able to place SAMs next to other turrets
  • Fixed Seth 148 not saving its map seed for display
  • Fixed some typos

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

0.1.2 Is Now Live! - Introducing The Laboratory, Maps, Units and More

Hey Everyone,

Once again, thank you to everyone who has been giving feedback and reporting bugs across Discord, the Steam forum and reviews. Many people on Discord have been helping me find bugs and improve balance in this update. As a solo dev it's community support like this that makes these frequent larger updates possible.

0.1.2 includes a lot of balance changes, additional units, perks and maps. The Laboratory is the core meta progression system of survival mode and it will continue to evolve based on feedback and future content updates.

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

[h3]The Laboratory[/h3]
  • The Laboratory introduces 10 new units and 25+ global perks (Stratagems) which can be unlocked by spending biomass or by completing specific maps.

[h3]New Human Units[/h3]
These units are designed as alternatives to the core human units and not direct upgrades.
  • Frost Trooper - Replaces Trooper - Shots slow enemy units, but has reduced damage
  • Avenger - Replaces Reclaimed - Has increased melee damage and a small aoe attack. Reduced health
  • Grenadier - Replaces Mortar Team - Fires a volley of 3 small grenades over a wider area.
  • Liquifier - Replaces Flamer - Increased health and fires a poison cloud that reduces enemy armour.
  • Electro Cyborg - Replaces Cyborg - Has a chain lightning attack that will bounce off multiple targets
  • Support Drone - Replaces Skyranger - An unarmed drone that will heal/repair nearby units
  • Railgun Walker - Replaces Walker - Has a slow firing railgun that will deal damage to all enemies in a line
  • Viper - Replaces Tortoise - A mobile artillery gun that will fire a single shell long distances that on detonation will also slow enemies caught in its blast
  • Zapper - Replaces Slipstream - A heavily armoured slow moving flyer that releases a massive charge of electricity directly below it
  • Obliterator - Replaces Monolith - Equipped with powerful plasma scythes that slice through a large area in front of it.

[h3]
Stratagems
[/h3]
  • 25 stratagems are available to unlock and use. These provide boosts across any mission where you have them equipped. Unlock up to 3 slots to hold them.


[h3]New Maps[/h3]
  • Aegis Valley - A valley full of resources with only one chokepoint for hordes to enter. An RFI cruiser will also assist by automatically blasting units that attack you and sending in drop pods. It will progressively get more powerful with time.
  • Anomaly Omega - Where have all the Goo gone? Race against the clock and build up on a map with no enemies above or below ground. One particularly powerful wave is on its way.


[h3]New Goo Units[/h3]
  • Mind Core - Temporarily increases the attack speed of nearby goo when it attacks
  • Gunker - Can only target air units and your projectiles


[h3]Map System Changes[/h3]
  • Bonus alien biomass and stratagem rewards are now available upon completing each map for the first time on any difficulty.
  • Added the ability to view and set the seed of procedurally generated maps and choose between the 6 "The Simulator" maps.


[h3]Anti Projectile Projectiles[/h3]
This system enables certain units to target and shoot down projectiles. All projectiles have an avoidance chance. For example a Tortoise rocket will survive 10% of hits, a ship shell 50% and captain skills 100%. This is quite experimental and more units will be added that can interact with this system.

While this does give enemy hordes some ability to counter artillery in the late game. You can still overwhelm their air defence through sheer volume of fire, tactical aiming, your own air defence or other strategies.



[h3]New Building[/h3]
  • SAM Launcher - Can only target enemy air units and projectiles. Has extremely long range.

[h3]QoL[/h3]
  • Added player and enemy unit outline options including custom colours to improve readability





  • Added a toggle to change unit attack priority between elite enemies (All units excluding, hoppers, thrashers and androids) or the closest enemy. In future updates I'm considering adding additional options like furthest target and more detailed priortisation
  • Your previously selected captain and ship will be remembered between games


[h3]Balance[/h3]
  • Research now works on a percentage scale instead of a flat reduction. Each research point reduces time, cost and population requirements by 1%
  • High activity events now also boost burrowing sensitivity. Burrowing sensitivity outside of high activity events has been reduced
  • Reduced the rate that flyers and other elites spawn close to your landing point
  • Slightly increased the number of environmental aliens overall
  • The Tribes have left The Oasis
  • Reduced tribe relation loss if damaging aggroed units
  • Aggroed tribes will now restore relations faster the longer they are aggroed.
  • Increased the health of many of the human units
  • Increased Cyborg shotgun damage - 8 -> 12
  • Gate health 350 -> 500
  • Wall health 220 -> 250
  • Sensor Array Power use 10 -> 7
  • Sensor Array Vision 1.35 -> 1.65
  • The Brain Commander will also increase the spawn rate of Mind Cores
  • The Sludge Commander will not appear on explorer difficulty
  • The Savant Captain is now unlocked at 130% score modifier to keep her in line with score modifier
    rebalancing
  • MK4 200mm Plasma Shotgun added distance damage falloff similar to other shotguns in game. Base damage 120 -> 130, Cone radius 30 -> 27

[h3]
Bug Fixes (Some of these have been released in 0.1.1e)
[/h3]
  • Fixed hydroformers breaking when near geysers
  • Improved visibility of some attack particles
  • Fixed units with low range not engaging if on patrol
  • Units that can attack while moving will now not move to melee range of manually selected targets
  • Changed procedural map generation to significantly reduce the chance of single width strips of crystals forming near your landing pad
  • Fixed frames dropping when ordering moves to moderately large groups of units
  • Fixed saved games not fully connecting your base before loading
  • Fixed sound breaking and a drop in frame rate if a very larger amount of status effect particles spawn in a short span of time (fire, hit etc)
  • Fixed dead enemies sometimes impacting horde pathfinding
  • Fixed GUI warning including units in demolish count
  • Fixed depot healthbar sizing
  • Fixed railgun damage not applying consistently
  • Made the start of some Simulator maps easier
  • Fixed "Click again to attack" confirmation playing if no units are selected
  • Adjusted which Goo units can block each other
  • Fixed an edge case causing androids to not upgrade and continue on load
  • Fixed "Construct" being visible when first opening the spaceship panel
  • Fixed ore and isotopes spawning on water ruins
  • Orbitors will no longer stay overlapped on each other
  • The tribal placement warning will now only display on click
  • Fixed some instances of the tooltip panel staying on
  • Fixed factories holding 11 instead of 10 resources
  • Fixed settings not saving if the options window is closed with Escape
  • Fixed the saw orbitor restoring health
  • Removed red squares underneath the map
  • Alien colonies are now removed from the minimap when destroyed
  • Fixed saved games sometimes not appearing in the list



Looking ahead, 0.1.3 will likely be smaller content wise as I focus on overall polish, QoL, performance, balance and remaining bugs. However I do plan to add another captain and more spaceships and modules.

Then the focus will be on 0.2 which will be a major content update adding a new playable faction along with associated captains, units, buildings, mechanics, maps and more!

0.1.2 Live on the Beta Branch

Update: This patch has now been released on the main branch. Read the full patch notes here.
https://store.steampowered.com/news/app/2607060/view/4222769301360839907

Hey All,
Once again, thank you to everyone who has been giving feedback and reporting bugs across Discord, the Steam forum and reviews. Many people on Discord have already been helping me find bugs and improve balance in this update.

0.1.2 includes a lot of balance changes, additional units, perks and maps. The Laboratory is the core meta progression system of survival mode and it will continue to evolve based on feedback and future content updates.

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 your biomass, stratagem and unit selections if required.

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.

[h3]The Laboratory[/h3]
  • The Laboratory introduces 10 new units and 25+ global perks (Stratagems) which can be unlocked by spending biomass or by completing specific maps.

[h3]New Human Units[/h3]
These units are designed as alternatives to the core human units and not direct upgrades.
  • Frost Trooper - Replaces Trooper - Shots slow enemy units, but has reduced damage
  • Avenger - Replaces Reclaimed - Has increased melee damage and a small aoe attack. Reduced health
  • Grenadier - Replaces Mortar Team - Fires a volley of 3 small grenades over a wider area.
  • Liquifier - Replaces Flamer - Increased health and fires a poison cloud that reduces enemy armour.
  • Electro Cyborg - Replaces Cyborg - Has a chain lightning attack that will bounce off multiple targets
  • Support Drone - Replaces Skyranger - An unarmed drone that will heal/repair nearby units
  • Railgun Walker - Replaces Walker - Has a slow firing railgun that will deal damage to all enemies in a line
  • Viper - Replaces Tortoise - A mobile artillery gun that will fire a single shell long distances that on detonation will also slow enemies caught in its blast
  • Zapper - Replaces Slipstream - A heavily armoured slow moving flyer that releases a massive charge of electricity directly below it
  • Monolith replacement - TBA

[h3]
Stratagems
[/h3]
  • 25 stratagems are available to unlock and use. These provide boosts across any mission where you have them equipped. Unlock up to 3 slots to hold them.


[h3]New Maps[/h3]
  • Aegis Valley - A valley full of resources with only one chokepoint for hordes to enter. An RFI cruiser will also assist by automatically blasting units that attack you and sending in drop pods. It will progressively get more powerful with time.
  • Anomaly Omega - Where have all the Goo gone? Race against the clock and build up on a map with no enemies above or below ground. One particularly powerful wave is on its way.


[h3]New Goo Units[/h3]
  • Mind Core - Temporarily increases the attack speed of nearby goo when it attacks
  • Gunker - Can only target air units and your projectiles


[h3]Map System Changes[/h3]
  • Bonus alien biomass and stratagem rewards are now available upon completing each map for the first time on any difficulty.
  • Added the ability to view and set the seed of procedurally generated maps and choose between the 6 "The Simulator" maps.


[h3]Anti Projectile Projectiles[/h3]
This system enables certain units to target and shoot down projectiles. All projectiles have an avoidance chance. For example a Tortoise rocket will survive 10% of hits, a ship shell 50% and captain skills 100%. This is quite experimental and more units will be added that can interact with this system.

While this does give enemy hordes some ability to counter artillery in the late game. You can still overwhelm their air defence through sheer volume of fire, tactical aiming, your own air defence or other strategies.



[h3]New Building[/h3]
  • SAM Launcher - Can only target enemy air units and projectiles. Has extremely long range.

[h3]QoL[/h3]
  • Added player and enemy unit outline options including custom colours to improve readability





  • Added a toggle to change unit attack priority between elite enemies (All units excluding, hoppers, thrashers and androids) or the closest enemy
  • Your previously selected captain and ship will be remembered between games


[h3]Balance (Incomplete list and may change)[/h3]
  • Research now works on a percentage scale instead of a flat reduction. Each research point reduces time, cost and population requirements by 1%
  • High activity events now also boost burrowing sensitivity. Burrowing sensitivity outside of high activity events has been reduced
  • Reduced the rate that flyers and other elites spawn close to your landing point
  • Slightly increased the number of environmental aliens overall
  • The Tribes have left The Oasis
  • Increased the health of many of the human units
  • Increased Cyborg shotgun damage - 8 -> 12
  • Gate health 350 -> 500
  • Wall health 220 -> 250
  • Sensor Array Power use 10 -> 7
  • Sensor Array Vision 1.35 -> 1.65
  • The Brain Commander will also increase the spawn rate of Mind Cores
  • The Sludge Commander will not appear on explorer difficulty
  • The Savant Captain is now unlocked at 130% score modifier to keep her in line with score modifier rebalancing

[h3]
Bug Fixes (Some of these have been released in 0.1.1e)
[/h3]
  • Fixed hydroformers breaking when near geysers
  • Fixed units with low range not engaging if on patrol
  • Fixed sound breaking and a drop in frame rate if a very larger amount of status effect particles spawn in a short span of time (fire, hit etc)
  • Fixed "Construct" being visible when first opening the spaceship panel
  • Fixed ore and isotopes spawning on water ruins
  • Orbitors will no longer stay overlapped on each other
  • The tribal placement warning will now only display on click
  • Fixed some instances of the tooltip panel staying on
  • Fixed factories holding 11 instead of 10 resources
  • Fixed settings not saving if window is closed with Escape
  • Fixed the saw orbitor restoring health
  • Removed red squares underneath the map
  • Alien colonies are now removed from the minimap when destroyed


In 0.1.3 I'm planning to focus on adding another captain and more spaceships/modules as well as additional balancing and polishing of everything that has been added so far.

Then the focus will be on 0.2 which will add a new faction along with associated captains, units, buildings, mechanics and more!