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0.2.2b

[p]Hey Everyone, [/p][p]This update contains balance changes and bug fixes including some reported by the community. Let me know on Discord or on the Steam forums if you encounter any bugs or have suggestions. [/p][p][/p][h3]Balance[/h3]
  • [p]Some changes for RFI horde maps: Increased the number of robots initially on the map, they now react to sound and the clumped up groups are more spread out. This should make them feel more active.[/p]
  • [p]Flak no longer gets eaten by pits when aiming for ground targets and it won't leave craters[/p]
  • [p]Added a minimum cooldown modifier % so you can't have 0 cooldown while the game is paused. This should only impact The Savant under specific circumstances[/p]
[p][/p][h3]Bug Fixes[/h3]
  • [p]Fixed animations stuttering if player units are tightly packed together[/p]
  • [p]Fixed being able to place 2x2 buildings over other buildings if their bottom tile is on a connector[/p]
  • [p]Fixed a case where bridges could be demolished after construction[/p]
  • [p]Fixed The Goo aggroing The Tribes if you've toggled the ability to target them[/p]
  • [p]Fixed Treelings and The Tribes fighting[/p]
  • [p]Fixed rally on unit and follow sometimes sticking if the target dies[/p]
  • [p]Fixed lost colonies/outposts sometimes being claimed by The Robots even if they are outside their grid[/p]

0.2.2a

Hey Everyone,

This update contains some bug fixes reported by the community. Let me know on Discord or on the Steam forums if you encounter anymore bugs or have suggestions.

[h3]Bug Fixes[/h3]

  • Fixed some bugs in wave and unit behavior caused by The Mutant's rez ability
  • Fixed The Hologram's stats overriding The Survivor's. For now, only The Survivor will save its custom stats between game. In a later update I will have these save separately for each custom captain.
  • Only unit types that can gain experience will now attack target dummies
  • Fixed the Hologram's FLOPs modifier impacting water instead of FLOPs
  • Fixed tooltip FLOPs not displaying FLOPs correctly if a modifier is active
  • Fixed negative uranium if a nuclear reactor is demolished before construction is finished
  • Enemy MBTs now have reduced activity in partial fog
  • Fixed upgrade costs not matching if you have a building cost modifier
  • Fixed goop from Goop Lobbers sometimes hitting your Landing Pad erroneously
  • Fixed connectors not being destroyed if a building is placed on them and you have the "enemies can't target connectors" modifier
  • Fixed some excessive logging caused by autocast

0.2.2 is Live! New Captains, A New Map, New Buildings, Autocast and More!

[p]Hey Everyone, [/p][p]0.2.2 is now live! 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. [/p][p][/p][h2]0.2.2 (Content Update #7)[/h2][h2]Summary[/h2]
  • [p]New captains[/p]
  • [p]A new map[/p]
  • [p]A new ship and improvements to some modules[/p]
  • [p]New robot and specific captain buildings[/p]
  • [p]Significant performance improvements [/p]
  • [p]More QoL such as Autocast and Attack Ground[/p]
  • [p]Unit Sprite Modding[/p][p][/p]
[h3]Captains[/h3]
  • [p]The Xenobiologist (New) - Harness the power of the planet and those who inhabit it, to drive back the Goo. Gain access to unique buildings and Tribal units that gain a unique ability that charges while they are in combat.[/p]
[p][/p]
  • [p]The Swarm (New) - Duplicate your captain for a powerful multiplicative force. Plan your base in more intricate detail by placing structures without immediately spending resources.[/p]
  • [p]The Hologram (New) - A custom captain with access to The Robot faction[/p]
  • [p]The Mutant - Gains access to living towers, long range artillery towers that also heal your units.[/p]
  • [p]The Warlord - Gains access to training dummies, provides target practice for your units letting them level up outside regular combat[/p]
  • [p]The Pyromaniac - Gains access to flamer towers, capable of burning enemies in a wide area[/p][p][/p]
[h3]Maps[/h3]
  • [p]The Battle of Illian Verge (New) - A massive map with limited resources on the western edge where you deploy. Prepare for hordes from the west, but eventually you will also need to expand East for resources. Straight into a war between The Goo and RFI.[/p][p][/p][p][/p]
  • [p]Significantly increased the maximum number of horde enemies that can be on the map on higher difficulties and increased the rate they spawn at. They will also travel in straighter paths and form slightly tighter groups.[/p]
  • [p]Elysium Mons can now be played as a procedurally generated map[/p]
  • [p]Robots spawn across the map if RFI horde is selected[/p]
  • [p]Added Sky Shredders to Robot Hordes[/p]
  • [p]Difficulty 1 is now a bit easier on waves 4 and 5[/p][p][/p]
[h3]A New Ship and Some Improvements to Modules[/h3]
  • [p]The SSP-Crucible (New) - Comes equipped with the Void Meridian, an artifact that lets you increase the length of cycles[/p]
  • [p]Thruster Modules - Added a 50% boost to thrust if there is no module to the left of this module[/p]
  • [p]Rocket, Laser and Gatling Modules - All three have overall improved stats and some changes to their sound effects[/p][p][/p]
[h3]QoL - Including Autocast and Attack Ground command[/h3]
  • [p]Autocast - You can now right click most skills to have them automatically fire when your unit has a target[/p]
[p][/p]
  • [p]Attack Ground – Units with AOE damage can be commanded to attack ground (Default hotkey V),[/p]
[p][/p]
  • [p]You can now place robotics on top of houses to replace them,[/p]
  • [p]When modules are selected, the boosted grid will now display for Robots[/p]
  • [p]Reactors can now toggle their tile boost ability (Default on)[/p]
  • [p]Selecting a building and pressing f (default) will now let you place a copy of that building[/p]
  • [p]Non draggable building placement will now let you place buildings on top of connectors to replace them. The connected state of that tile will be maintained[/p][p][/p]
[h3]Robots - New Buildings and an enhanced FLOPs system[/h3]
  • [p]Data Processor - An early game building allowing you to produce a small amount of flops on boosted tiles without producing heat[/p]
  • [p]Drone launcher - Aids in the construction of nearby buildings[/p]
  • [p]Core - A late game building that produces additional effort based on the effort production of surrounding modules[/p]
  • [p]FLOPs Boost – The Robots now gain small bonuses if they have excess FLOPs[/p][p][/p]
[h3]Tutorial Improvements[/h3]
  • [p]Added an objectives panel[/p]
  • [p]Buildings to be constructed are now highlighted in the GUI[/p]
  • [p]Added to and reworded some tutorial panels[/p]
  • [p]The horde cycle will now be paused for most of the tutorial[/p]
[p][/p][h3]Significant performance improvements[/h3]
  • [p]Improved pathing and rendering performance[/p]
  • [p]General performance improvements[/p]
  • [p]Improved loading times, especially for The Robots[/p][p][/p]
[h3]Balance[/h3]
  • [p]Reverted back to a flat damage reduction system with additional simple weapon and armour type % reductions. Currently only Heavy Armour ↔ Ballistic Damage has an additional impact on damage. This is to extend time to kill between various Robot and Human units.[/p]
  • [p]Improved the targeting logic and effectiveness of all anti-projectiles.[/p]
  • [p]The Sky Shredder's anti-projectile attack is now significantly more effective[/p]
  • [p]Monolith damage 500 -> 400[/p]
  • [p]Tacti-Droid's crystal/ore cost 0/3 -> 4/1[/p]
  • [p]Heavy Android crystal/ore cost 4/2 -> 0/4[/p]
  • [p]Bridges are now 1x1 and draggable[/p]
  • [p]Some melee units are slightly wider with a corresponding range increase. This is to partly compensate for hordes being more densely packed.[/p]
[p][/p][h3]GUI[/h3]
  • [p]"Hold" now displays if it is toggled[/p]
  • [p]A Horde strength modifier percentage is now displayed on both versions of Elysium Mons[/p]
  • [p]Split the military and turret building sections[/p]
  • [p]Dragging building placement over the minimap will no longer move the camera[/p]
  • [p]Updated some icons to display damage and armour types[/p]
[p][/p][h3]Other[/h3]
  • [p]New animated Loading and Menu backgrounds by Tim Morrow[/p][p][/p]
  • [p]Neutrals and pickups are more likely to spawn in reachable areas[/p]
  • [p]Added Decay Time to some summoned units[/p]
  • [p]Units that decay no longer use workers[/p]
  • [p]Some enemy types, like Wardrum MBTs will be less aggressive if in full fog[/p]
  • [p]Added a “continue” button to the win screen of games. Allowing you to continue the game without waves.[/p][p][/p]
[h3]Unit Sprite Modding [/h3]
  • [p]The animation sprites of most units can now be changed to whatever you want. Simply move the images in to the following folder path Mods → Graphics → {UNIT ID} → Move, Attack, Idle and Dead folders. See Readme for more details[/p]
[p][/p][h3]Bug Fixes[/h3]
  • [p]Added a self destruct for horde enemies that get stuck for an extended period of time[/p]
  • [p]Fixed orbitors making giant arcs to return to respawned captains[/p]
  • [p]Fixed a case where parts of a horde would circumnavigate the map[/p]
  • [p]Fixed an issue where Hold wouldn't always be maintained on a unit. Also saved games now remember the hold state[/p]
  • [p]Fixed a case where using c4s in a game could cause some of your units to become untargetable[/p]
  • [p]Fixed ore and uranium sometimes being placed on top of lava on Ignis Rift[/p]
  • [p]Fixed the Monolith sometimes firing without charging fully[/p]
  • [p]Fixed repair facilities not quite matching their displayed range[/p]
  • [p]Fixed drones not flying directly to buildings if on the edge of your landing pad's grid range,[/p]
  • [p]Fixed units ignoring manual commands if the game is paused and they have just been recruited and have a rally point assigned[/p]
  • [p]Fixed the center on captain hotkey binding[/p]
  • [p]Fixed smelters not always producing any ore if the value is too low[/p]
  • [p]Fixed reactors not showing gain in the GUI on the Feldspar[/p]
  • [p]Fixed not being able to rebuild the ghosts of under construction buildings[/p]
  • [p]Fixed the drone bunker range display[/p]

0.2.2 Live On Beta Branch - New Captains, A New Map, Buildings, Autocast + more

[p]Hey Everyone, [/p][p]0.2.2 is now available on the testing branch. 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. [/p][p]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". [/p][p]This update is still in development, so you may experience bugs or corrupted save files. I'm still releasing 1-2 updates each day.[/p][p]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 there. Some changes may be missing from these notes as the update is still being worked on. [/p][p]The update is likely to remain on the beta branch for roughly another 2 weeks, as I'd still like to make some more changes including community requested features and balance. Some balance changes and bug fixes are missing from these notes.[/p][h2]0.2.2 (Content Update #7) Beta Branch (WIP)[/h2][h2]Summary[/h2]
  • [p]New captains and some new buildings for old captains[/p]
  • [p]A new map[/p]
  • [p]A new ship and improvements to some modules[/p]
  • [p]New robot buildings[/p]
  • [p]Significant performance improvements [/p]
  • [p]More QoL such as Autocast and Attack Ground[/p]
  • [p]Unit Sprite Modding[/p][p][/p]
[h3]Captains[/h3]
  • [p]The Xenobiologist (New) - Harness the power of the planet and those who inhabit it, to drive back the Goo. Each Tribal unit gains a unique ability, that charges while they are in combat.[/p]
[p][/p]
  • [p]The Swarm (New) - Duplicate your captain for a powerful multiplicative force. Plan your base in more intricate detail by placing structures without immediately spending resources.[/p]
  • [p]The Hologram (New) - A custom captain with access to The Robot faction[/p]
  • [p]The Mutant - Gains access to living towers, long range artillery towers that also heal your units.[/p]
  • [p]The Warlord - Gains access to training dummies, provides target practice for your units enabling faster levelling[/p]
  • [p]The Pyromaniac - Gains access to flamer towers, capable of burning enemies in a wide area[/p][p][/p]
[h3]Maps[/h3]
  • [p]The Battle of Illian Verge (New) - A massive map with limited resources on the western edge where you deploy. Prepare for hordes from the west, but eventually you will also need to expand East for resources. Straight into a war between The Goo and RFI.[/p][p][/p][p][/p]
  • [p]Elysium Mons can now be played as procedurally generated[/p]
  • [p]Robots spawn across the map if RFI horde is selected[/p]
  • [p]Difficulty amped up on difficulty 3 and 4. More enemies will be on the map during a horde and they'll spawn faster[/p]
  • [p]Difficulty 1 is now a bit easier on waves 4 and 5[/p][p][/p]
[h3]A New Ship and Some Improvements to Modules[/h3]
  • [p]The SSP-Crucible (New) - Comes equipped with the Void Meridian an artifact that lets you increase the length of cycles[/p]
  • [p]Thruster Modules - Added a 50% boost to thrust if there is no module to the left of this module[/p]
  • [p]Rocket, Laser and Gatling Modules - All three have overall improved stats and some changes to their sound effects[/p][p][/p]
[h3]QoL - Including Autocast and Attack Ground command[/h3][p]There are still a few more QoL features I'd like to add in this update.[/p]
  • [p]Autocast - You can now right click most skills to have them automatically fire when your unit has a target[/p]
[p][/p]
  • [p]Attack Ground – Units with AOE damage can be commanded to attack ground (Default hotkey currently V),[/p]
[p][/p]
  • [p]You can now place robotics on top of houses to replace them,[/p]
  • [p]When modules are selected, the boosted grid will now display for Robots[/p]
  • [p]Reactors can now toggle their tile boost ability (Default on)[/p][p][/p]
[h3]Robots - New Buildings and an enhanced FLOPs system[/h3]
  • [p]Data Processor - An early game building allowing you to produce a small amount of flops on boosted tiles without producing heat[/p]
  • [p]Drone launcher - Aids in the construction of nearby buildings[/p]
  • [p]Core - A late game building that produces additional effort based on the effort production of surrounding modules[/p]
  • [p]FLOPs Boost – The Robots now gain small bonuses if they have excess FLOPs[/p][p][/p]
[h3]Tutorial Improvements[/h3][p]I'm working on overhauling parts of the tutorial. This is still a work in progress.[/p][p][/p][h3]Significant performance improvements[/h3]
  • [p]Improved pathing and rendering performance[/p]
  • [p]General performance improvements[/p]
  • [p]Improved loading times, especially for robots[/p][p][/p]
[h3]GUI[/h3]
  • [p]Various new icons[/p]
  • [p]Horde strength percentage is now displayed on both versions of Elysium Mons[/p]
  • [p]Split the military and turret building sections[/p][p][/p]
[h3]Other[/h3]
  • [p]Reverted back to a flat damage reduction system with additional simple weapon and armour type % reductions. Currently only Heavy Armour ↔ Ballistic Damage has an additional impact on damage[/p][p][/p]
  • [p]New animated Loading and Menu backgrounds by Tim Morrow[/p][p][/p]
  • [p]Neutrals and pickups in reachable areas only[/p]
  • [p]Added Decay Time to some summoned units,[/p]
  • [p]Bridges are now 1x1 and draggable,[/p]
  • [p]Units that decay no longer use workers,[/p]
  • [p]Added a “continue” button to the win screen of games. Allowing you to continue the game without waves.[/p][p][/p]
[h3]Unit Sprite Modding [/h3]
  • [p]Animation sprites of most units can now be changed to whatever you want. Put the images in the following folder path Mods → Graphics → {UNIT ID} → Move, Attack, Idle and Dead folders. See Readme for more details[/p]

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]