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0.2.1 Live On Beta Branch - New Units, Some Graphics Uplift, Formations and More

Hey Everyone,
0.2.1 is now available on the testing branch. This update is still in development, so you may experience bugs or corrupted save files. Huge thanks to everyone on Discord who has already been involved in testing so far.

As always, feel free to provide feedback and report any bugs you come across on Discord or the Steam forums. 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". I'm releasing daily updates to this branch so you should expect some instability.

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

Some changes may be missing from these notes as the update is still being worked on.

[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

[h3]Laboratory Units[/h3]
  • Added 9 new robot alternative units to unlock (Another coming next week).
  • 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]Maps[/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]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]Spaceships[/h3]
  • Garden Module for humans. Boosts crew efficiency
  • 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]Stratagems[/h3]
  • Added a 4th stratagem slot to The Laboratory
  • Added 4 new stratagems

[h3]QoL[/h3]
  • Formation Move, hold control and right click drag or activate attack move+ctrl. Units will match the speed of the slowest unit in the formation.
  • 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
  • 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

[h3]Balance Changes[/h3]
Subject to change and may be missing some changes.
  • 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

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

[h3]Map Maker[/h3]
  • Added the new units and buildings from this update
  • Added flavour text triggers based on cycle

0.2d - Better Resolution Support and Bug Fixes

Hey Everyone,

Some more bug fixes. Including a major one that was causing graphical issues on most resolutions other than 1080p and 1440p. The GUI may still look a bit off but the game should now look crisp on Steam Deck, widescreen monitors etc. Let me know on Discord or the Steam forums if you encounter any issues.

I'm still aiming to get 0.2.1 on to the testing branch by the end of April.

General
  • Fixed uneven sized pixels if you aren't on 1080p or 1440p screen resolution.
  • Fixed units disappearing if on route to a bunker that is destroyed
  • Fixed bridges breaking terraforming
  • Heavy Androids now receive 1 damage when they reach level 3
  • Fixed/improved the det drone explosion
  • Fixed not all selected burrowed drones detonating
  • You can no longer upgrade burrowed drones. A temporary fix for some animation issues.
  • Fixed animation bugs leaving units as "troopers"
  • Fixed the Archive not listing all Goo unit types
  • Small performance improvement if you have a lot of units or if you're The Robot faction and have a lot of walls
  • Fixed Hero specific passive skills (orbitors etc) and weapon level up rewards not being offered in saved games
  • Removed range indicator from Sensor Tower when turrets are selected
  • Fixed Volatile Particles perk damaging your own units
  • Fixed armour getting stuck on 20 when a unit is shielded and upgraded
  • Fixed healthbar visibility off map
  • Fixed another case where save file hero names didn't match
  • Fixed turret range indicators not always being impacted by stratagem range increases.
  • Various GUI and typo fixes


Map Editor
  • Fixed map editor tile placement not working if mouse cursor is off the map

0.2c - Bug Fixes

Hey Everyone,

Here's another bug fix update to address some bugs/issues raised by the community. Let me know on Discord or the Steam forums if you encounter any more bugs or have any suggestions.

General
  • Improved pathfinding logic for reaching bunkers. Let me know if you notice any edge cases causing issues with bunker pathfinding.
  • Fixed ship modifiers not always saving and loading correctly
  • Fixed the manufacturing module GUI display not updating with ship modifiers
  • Fixed assembly plant rotation exit not displaying
  • Fixed Robot landing pad reactor connections
  • Fixed some bugs impacting building upkeep for The Robots
  • Fixed being able to pause a game while it is loading
  • Fixed the tacti-droid drop pod tooltip
  • Fixed the damage display for the side mounted giga cannon
  • Tops of some turrets now also darken on disconnect
  • Fixed projectiles rotating strangely when the game is paused
  • Fixed mutant minions that have already spawned not receiving the damage boost when the damage perk is gained
  • Reduced grass shadowing to reduce screen mess
  • Fixed being able to run The Physicist's global skill if it is already on cooldown
  • Fixed buildings gained through perks still being placeable when available ones are expended
  • Fixed lava tiles breaking hydroformers
  • Fixed the music stopping if a large number of enemies die at the same time
  • Fixed loading games increasing your "produced" unit counter in the archive
  • Fixed The Pyromaniac's Volatile Particles passive causing waves to sometimes not end
  • Various GUI and tooltip fixes


Map Editor
  • Fixed the Map Editor's procedural generation for Desert biomes


[h3]Preview of two Quality of Life features coming in 0.2.1[/h3]
Here's a small preview of two Quality of Life features coming in 0.2.1. I'm aiming to get 0.2.1 on to the testing branch in April. (Not this update)

Work In Progress Features

Drag Formations
Hold ctrl and click drag to position you units in rows. Units will group based on their range. This should make it a bit easier to spread units out and control them.



2x2 Wall Drag
Hold ctrl while dragging walls to place 2x2 walls.


0.2b - Bug Fixes

Hey Everyone,

Here's another bug fix update to address some bugs/issues raised by the community. Let me know on Discord or the Steam forums if you encounter any more bugs or have any suggestions.

0.2b

General
  • Minor adjustments to the rate that overcharged drills mine
  • Some more buttons have click sounds and other small GUI changes
  • Removed some options for The Survivor that don't apply to The Humans or aren't currently working for The Survivor(The Warlord's ship boarding)
  • Fixed the flame tower's damage in the GUI not updating immediately when its heat changes
  • Fixed resources being reduced when the blueprint of a factory is loaded in a save
  • Fixed drill overcharge time resetting if the overcharge button is clicked more than once
  • Fixed Hexatite Bearings not impacting drill time correctly
  • Fixed the Assembly Module being impacted by nearby modules
  • Fixed beam towers being able to be placed on top of buildings and not blocking other buildings
  • Fixed cancelling factories under construction removing storage
  • Fixed crystals reappearing in loaded saves that were destroyed by robot drills
  • Fixed resource -> effort trade ignoring your effort storage limit


Map Editor
  • Fixed wall placement and overall building overlap detection in the map editor
  • Fixed being unable to place drill mines on top of crystals in the map editor
  • Fixed being able to see the range of lost/unclaimed towers

0.2a - Hotfixes

Hey Everyone,

This is just a small patch to address some bugs/issues raised by the community. Let me know on Discord or the Steam forums if you encounter any more bugs.

0.2a
  • Reduced the score modifier required to unlock The Savant. This should make The Survivor and her a bit easier to unlock, especially on later maps.
  • Fixed the Nuclear Reactor not reducing storage or GUI production count when destroyed
  • Fixed some issues when restarting games. Including where saves wouldn't load, resources might be set incorrectly or the wrong captain is assigned
  • Fixed an edge case that broke pathfinding
  • Fixed building deselect not working if you're clicking over a neutral
  • Fixed the connector animation not working consistently