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0.2.1c Bug Fixes + dev news on 0.2.2

[p]Hey Everyone, This update contains some bug fixes and a minor balance change. I'll also briefly go over some changes coming in 0.2.2. [/p][p][/p][h3]0.2.1c[/h3][h3]Bug Fixes[/h3]
  • [p]Fixed some popping and stuttering issues with the audio [/p]
  • [p]Fixed the nuclear reactor tooltip showing the incorrect energy value and reduced energy per isotope from 120 to 100[/p]
  • [p]Fixed demolishing buildings not always refunding the correct amount if using building health modifiers[/p]
  • [p]Fixed the rotation and energy shot creation point for the plasma tower[/p]
  • [p]Fixed some typos and GUI issues[/p]
[p][/p][h3]Some changes coming in 0.2.2[/h3][p]In 0.2.2 I've made some significant performance improvements to the game with a focus on pathfinding and rendering. [/p][p]These changes mean that in 0.2.2:[/p]
  • [p]Higher difficulty hordes in the late game will spawn as a denser mass and more enemies will get on to the map faster. This should increase the challenge on the two highest difficulties and also make Endless Extreme much more difficult. These changes shouldn't impact the lower difficulties significantly.[/p]
  • [p]Large community maps with long winding paths should run much better[/p]
  • [p]Overall in the late game you should see better performance[/p]
[p]Also, I'm experimenting with going back to flat damage reduction for armour. With some additional reduction based on weapon and armour types. These will likely only impact human vs robot and some melee units as I don't want the armour system to become too complex.[/p][p]As these changes are quite significant I'm considering putting them on to the beta branch before all of the new content also coming in 0.2.2. Depending on internal playtesting this may happen at the end of June.[/p]

0.2.1b

Hey Everyone,

This update contains some bug fixes as well as some minor balance and QoL changes. Let me know on Discord or on the Steam forums if you encounter anymore bugs or have suggestions.

[h3]General[/h3]
  • When selected, spreaders now show drone flight path connections between each spreader
  • Added storage values to the tooltips for the Factory and Depot.
  • Reduced the boost in wave size for Waves 3+ on Elysium Mons on lower difficulties,

[h3]Bug Fixes[/h3]
  • Fixed the predicted overheat indicator on buildings not always updating when the game is paused,
  • Fixed Fury Mandible's beacons not deploying
  • Fixed some missing equipment and passive sprites,
  • Fixed the Turbo Module heat preview showing 1 instead of 1.5 heat,
  • Fixed Tribes not trading with the Robots,
  • Fixed worker, professional and expert values not being overridden by changing the unitconfig file,
  • Drones now correctly fly to the center of your landing pad when delivering resources

0.2.1a

Hey Everyone,

This update contains some bug fixes and other changes. Let me know on Discord or on the Steam forums if you encounter anymore bugs or have suggestions.

[h3]Bug Fixes[/h3]
  • Fixed data centers sometimes producing FLOPs when completely overheated
  • Fixed inconsistencies with the Hacker's deployable turret health
  • The Automaton's activable skill now restores 2 unit frames of each type rather than 1
  • Better aligned the Monolith's projectile shot with their sprite
  • Fixed recycling not working when selling passive skills
  • Fixed vision range not always matching units correctly
  • Fixed the explosion radius in the GUI not being accurate if changed by modifiers
  • Fixed water modules sending the heat of buildings negative
  • Fixed the size of the FLOPS pickup sprite for the Robots
  • Fixed starting passive skills also appearing in your inventory if the captain panel is opened when the game starts
  • Fixed the Behemoth's upgrade being visible for the Automaton
  • Fixed terraforming buildings upgrading tiles too much when turned on and off
  • Fixed the Strike Barge's drones not firing at neutral enemies
  • Fixed the Nuclear Reactor's gathering range not quite matching the displayed area
  • Fixed forges not always refreshing their stock if refilled when a game is loaded
  • Fixed vents not causing damage
  • Fixed reactor placement power preview sometimes being incorrect
  • Fixed Robot Drill placement crystal preview not including the tile under the drill
  • Fixed reactor lightning and line prompts not matching to the correct reactors
  • Fixed the heat grid display for Turbo Modules
  • Fixed some rounding of modified FLOPs
  • Fixed attack and movement sounds sometimes being incorrect
  • Fixed human reactors being able to be placed next to each other
  • Fixed some cases where waves wouldn't end

[h3]General[/h3]
  • Reduced reactor water use back to 30 from 40
  • Added the debug command "armour" which will toggle between the % damage reduction and flat reduction. The armour tooltip will tell you which mode you're on. To use the debug window press enter and then click into the box that appears in the top left. This will only work if you're in a game. This is to let community members experiment with either system for now.


Also, From Glory To Goo is currently bundled with the recently launched Final Outpost: Definitive Edition. Check them out for an indie game with a different take on colony defence. https://store.steampowered.com/bundle/53486/Replayable_Colony_Defence/

0.2.1 is Live! New Units, Some Graphics Uplift, Formations and More

Hey Everyone,

0.2.1 is now available! Thanks to everyone who helped to test it and offer suggestions while it was on the beta branch.

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

[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

[h2]0.2.1[/h2]

[h3]Laboratory Units[/h3]
  • Added 10 new Robot alternative units to unlock.
  • 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]Robot Hordes and More Map Points of Interest[/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]New 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]New Spaceship Modules and Artifact System[/h3]
  • Garden Module for humans. Boosts crew efficiency based on the number of adjacent Quarters, Armouries and Academies.
  • 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]New Stratagems and a 4th Slot[/h3]
  • Added a 4th stratagem slot to The Laboratory
  • Added 4 new stratagems

[h3]Lots of QoL[/h3]
  • Formation Move, Dragging the right mouse button with units selected will now place formation markers. This can also be toggled for attack-move.
  • 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
  • Turrets can now be manually targeted
  • 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
  • Small performance improvements to large Robot Bases

[h3]Balance Changes[/h3]
  • 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
  • Plasmoid Damage 10 -> 15
  • Recycling items now gives 100
  • item level instead of 100. This is displayed on the recycle tooltip when you drag an item over it

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

[h3]Map Editor[/h3]
  • Dragging the mouse in the map editor will now continuously place units or buildings when the mouse is moved
  • Added the new units and buildings from this update
  • Added flavour text triggers based on cycle

[h3]Bug Fixes[/h3]
  • Fixed various issues with the GUI when selecting and deselecting units
  • Fixed some sprites not matching units if a laboratory unit is in use
  • Fixed various issues with the Survivors perks and modifiers
  • Fixed demolishing drop pod launchers removing T2 units on load
  • Fixed forcefield wall placement in the map editor
  • The Beam sound effect will now pause when the game is paused
  • Fixed some enemy AOE attacks not triggering ghost buildings


I'm planning for 0.2.2 to be of a somewhat similar size to this one as I start to focus more on getting the first part of the campaign out later this year.