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From Glory To Goo News

0.1.3 Live On The Beta branch

Hey All,
0.1.3 is now ready to try on the beta branch. It adds a variety of content as well as some revamp of the GUI, better resolution support, performance improvements and more. A big thanks to everyone on Discord already helping out with testing.

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.

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.

[h2]0.1.3 Beta Patch notes[/h2]
[h2]Summary[/h2]
  • New Content (Captains, Spaceships, a Map and more)
  • Many revamped GUI icons
  • Resolution options and GUI scaling
  • Significant performance improvements
  • QoL, Balance and Bug Fixes

[h3]New Captains[/h3]
  • The Hacker - Harness the power of movable turrets to shore up breached defences. Construct buildings that buff all surrounding turrets
  • The Warlord - Take control of an enemy spaceship while doing battle on land with unique specialists and utility beacons

[h3]A New Map[/h3]
  • Added Elysium Mons - Take the fight to the goo in the shadow of a volcano. Destroy all objectives on the map, but be ready to defend when ash darkens the sky
  • The Anomaly Oscar wave is now more difficult and will appear slightly earlier

[h3]New Spaceships and Modules[/h3]
  • Added 3 new spaceships to unlock
  • Added Laser Cannon Module - Deals high damage in a small area
  • Added Missile Launcher Module - Missiles automatically home into high value targets or land over a wide area.
  • Added module modifiers to various spaceships
  • Added the ability to select which unit type you want to send via drop pod
  • Drop Pods do a small amount of damage in an area when they land
  • Some captains can deploy their unique units
  • Level 1 ship labs no longer require uranium
  • Relays now reveal in an isometric circle

[h3]A New Building, Faster Reconstruction and Long Distance Construction[/h3]
  • Added the Beam Tower - Deals more damage the longer it is firing at a target
  • Buildings placed on top of building debris will get an immediate boost of 50% of their construction requirement allowing for more rapid reconstruction
  • Idle resources will now travel to buildings more consistently. This should improve the speed of building at long distances

[h3]New Goo Units[/h3]
  • Added the Bulger - A late game flying transport currently only available in Endless Mode Extreme. Don't let it reach your base or it'll transform into a horde of thrashers.

    Both of these new structures are currently only available on Elysium Mons
  • Added The Sludger
  • Added The Gunkpod

[h3]A New Mode[/h3]
  • Added Endless Mode Extreme where the wave difficulty ramps up significantly faster than normal Endless mode

[h3]Tribe Changes[/h3]
  • Added a button to gift tribes effort
  • Added a button to toggle whether or not you can target and damage tribe units
  • Tribes will now send assault groups against enemy hordes if they are allied with you and they have enough units

[h3]The Laboratory[/h3]
  • Added 4 new stratagems

[h3]GUI[/h3]
  • Started an overhaul of a lot of the art of the GUI
  • Added resolution options, including widescreen
  • Added the ability to scale the GUI
  • All building buttons are now in fixed positions. This means that key bindings will be consistent.
  • Added a bar to show all status effects impacting the selected unit including if they can attack air
  • Tool-tip text will turn red when you don't have enough of the specific resource
  • Increased the resolution of the mini-map and added more colours
  • Added a 2x speed button
  • Added a restart game button to the menu and end screen
  • Added an "Are you sure?" screen to quit/exit buttons
  • Turret range indicators will now snap to turret placement positions
  • Added a tracker of total passive skill energy use to the captain panel
  • Made it clearer if a unit had gained veterency and what they gain via tool-tip
  • Level up rewards will now display their item type

[h3]Quality Of Life Features[/h3]
  • Units that can move will now move out of the way of placed buildings rather than block them
  • A tracker will appear on the final wave showing the amount of enemies left to kill
  • Added a 2 cycle minimum duration between endless hordes (So you can save the game)
  • Power toggling will now change all buildings to the same state rather than switch them
  • Added a keyboard shortcut for the connector (default G)

[h3]Balance[/h3]
I've excluded a detailed breakdown as these are still subject to change.
  • Reduced the energy cost of most passive skills
  • Re-balanced many skills
  • Weapons teams (Mortars, Machine-gunners etc) can now garrison bunkers and take up 2 slots
  • Increased the maximum number of horde enemies on the map at any time on the 2 highest difficulties
  • Doubled the output of Depots
  • Added and re-balanced some weapons
  • SAM rockets will now find a new target if their original target is destroyed
  • Added a delay for the rate hordes spread out to reduce the chance that horde direction shifts or splits unexpectedly
  • Lighter drones -30% -> -15% mining output
  • Flamers no longer cause friendly damage when they explode

[h3]Pathfinding[/h3]
  • Pathfinding will now take into account the connector speed boost
  • Reduced the chance that units path through fog when traveling long distances

[h3]Optimization[/h3]
  • Significantly improved the performance of pathfinding
  • Improved the performance of large colonies
  • Improved the performance of hordes
  • Improved performance when hordes initially spawn

[h3]Misc[/h3]
  • Added some missing death animations
  • Added some more captain weapons
  • Touched up the graphics of some units

[h3]Bug fixes[/h3]
(Most bug fixes were brought forwards to the July updates, more will be added while on the beta branch)
  • Geysers should no longer spawn on top of ore on non-procedural maps
  • Fixed being able to build on bridges
  • Fixed reclaimed armour being 1 instead of 2
  • Fixed hero specific weapons being in the weapon pool for everyone.
  • Further reduced the chance that long thin lines of crystals spawn near the starting area
  • Fixed some ship projectiles getting stuck in the air if they are shot down
  • Fixed double click selecting abandoned buildings
  • Fixed weapons not being rewarded if your captain has leveled multiple times since

Update 0.1.2f - Improved Procedural Generation Of Ore Placement, Bug Fixes

Hey Everyone,

This is another small bug fix update that also aims to improve the consistency of ore placement on the procedurally generated maps. Let me know on Discord if you encounter any bugs or if you just want to discuss the game and offer suggestions.

[h3]Map Generation[/h3]
  • Improved ore placement on procedurally generated maps to better ensure at least 1 ore patch is close and easily pathable to the starting area

[h3]Bug Fixes[/h3]
  • Fixed the spaceship's beam cannon breaking and not allowing placement of beam paths
  • Fixed lost colony buildings not using water on initial connection
  • Fixed saved games breaking if a unit is outside the map
  • Fixed life support not working on the edge of the map
  • Fixed the game breaking on Anomaly Oscar endless
  • Fixed water and power pickups sometimes carrying across games
  • Fixed being able to select bridges with double click
  • Fixed autocannon graphics overlapping other buildings
  • Fixed some tooltips

Update 0.1.2e

Hey Everyone,

Here's another bug fix update. Let me know on Discord if you encounter any bugs or if you just want to discuss the game and offer suggestions.

[h3]Bug Fixes[/h3]
  • Fixed overwritten saved files sometimes containing spaceships with the wrong modules
  • Fixed an edge case causing connectors to not always load fully
  • Fixed a misalignment between the tribe platform graphics, building tile and connection tile
  • Fixed moving the camera out of the world causing blank sections on the minimap
  • Fixed isotopes not being refunded when cancelling unit training
  • Fixed AOE not always impacting all neutrals/Tribes in blast radius

Update 0.1.2d

0.1.2d

A small bug fix patch with some added optimization of horde generation. You should experience less dropped frames at the start of and during hordes. 0.1.3 will include more optimization improvements across the game including pathfinding.

[h3]Optimization[/h3]
  • Improved the performance of horde generation

[h3]Bug Fixes[/h3]
  • Fixed AA missiles changing direction if their target died over a pit
  • Fixed projectiles sometimes flying really far in a random direction
  • Fixed an edge case causing units to sometimes gain a level on load
  • Fixed unit merge state remaining after death
  • Fixed walls not always fully spawning
  • Fixed an edge case causing walls to transform into forcefields on load
  • Fixed Avenger cleave attacks
  • Fixed building healthbars disappearing even when the building is damaged
  • Fixed shotguns and particle weapons not correctly causing damage against masses of enemies


As always let me know on Discord if you experience any issues or if you have any suggestions.

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