1. From Glory To Goo
  2. News

From Glory To Goo News

0.2.3 is Live! - Introducing Operations, New Units, Buildings, QoL and more

[p]Hey Everyone, [/p][p]0.2.3 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]0.2.3 (Content Update #8)[/h2][p][/p][h3]New Game Mode - Operations[/h3][p]Operations is a new game mode with some roguelike elements where you unlock a variety of upgrades of different rarities and play 3-5 wave games across 3 missions. There are currently two different kinds of operations, Colonization and Search and Destroy. [/p]
  • [p]Colonization – Play 3 missions with the same colony. Each mission involves defending the colony against 3 waves.[/p]
  • [p]Search and Destroy – Play 3 missions across different maps. These maps could be either horde defence or destroy all bases (Like in Elysium Mons) [/p]
[p]This mode also includes some new perks and map mutators.[/p][p]My aim with this mode is to provide a way for people to play shorter, higher intensity games. While also enabling some experimentation with playstyle and unit design like bosses.[/p][p]Long term, the Survival and Campaign mode are my main priorities. But this mode offers a good opportunity for people to experience the game in a new way.[/p][p][/p][p][/p][p][/p][p][/p][h3]New Buildings[/h3]
  • [p]Raised Platform (Human) – A tile that can be built under structures which lifts them increasing their health and range. Connectors inside them will become untargetable[/p]
[p][/p]
  • [p]Skygarden (Human) – A Tier 3 habitat for your colony[/p]
[p] [/p][p][/p][h3]Bosses and other new units[/h3]
  • [p]Added 3 Goo bosses, one for each commander. Currently these will spawn on Endless Extreme mode and at the end of operations[/p]
  • [p]Added 3 new Goo units, one for each commander. These are available across all modes, for now on Survival they'll only spawn on the two higher difficulties.[/p]
  • [p]Added the Sentinel to the human roster, an alternative to the Skyranger. An unarmed drone with a large vision range[/p]
  • [p]Added the Lancer Team to the human roster, an alternative to the Mortar Team. A weapons team with a high damage and long range gun designed for taking down large units[/p]
[p][/p][p][/p][h3]Laboratory[/h3]
  • [p]Construction of the Laboratory is locked until research tier 3 is reached.[/p]
  • [p]Each laboratory gives a benefit from a pool of perks as well as giving research points.[/p]
  • [p]Can now be constructed by The Robots[/p][p][/p]
[h3]Endless Extreme mode[/h3]
  • [p]Past wave 10 enemy damage, health and speed will gradually increase with each wave[/p]
  • [p]Bosses will spawn from wave 10, gradually increasing in number[/p][p][/p]
[h3]Battle of Illian verge[/h3]
  • [p]The RFI have gained some buildings and turrets[/p][p][/p]
[h3]QoL[/h3]
  • [p]Walls can connect to each other in all directions. Making vertical and horizontal construction easier.[/p][p][/p]
  • [p]Research can now be queued[/p]
[p][/p]
  • [p]"Clone Building" now works for both moused over buildings and if nothing is under the mouse, any building you have selected[/p]
  • [p]The number of “Free” buildings available is now displayed on the building respective button[/p]
  • [p]You can now hide the unit counter[/p]
  • [p]Garden and thruster modules will highlight their relevant adjacent spaceship modules[/p]
  • [p]“Free” buildings will now be built immediately on placement[/p]
  • [p]Added some more tooltips to the robots to help explain heat and modules[/p][p][/p]
[h3]Other[/h3]
  • [p]New Volcanic biome tile-set[/p]
[p][/p]
  • [p]Increased explosive force on corpses and improved their directional movement[/p][p][/p]
  • [p]New enemy commander portraits[/p]
[p][/p]
  • [p]Added an indicator if module choice is an upgrade[/p]
  • [p]Added names for each upgrade step of modules[/p]
  • [p]Unit command markers improved[/p]
  • [p]Units have kill counters[/p]
  • [p]Added debug command "out###". Give a number from 1-100 to change the thickness of unit outlines. Out25 is the default[/p]
  • [p]Stopped an indicator appearing if no effort is produced[/p]
  • [p]The show suppressed area button will now not include partially suppressed tiles[/p]
  • [p]The captain panel will now list all modifiers currently applied. Added a scrollbar to the captain stats panel[/p][p][/p]
[h3]Balance[/h3][p]Humans[/p]
  • [p]Increased negative population penalty -150% → -250%[/p]
  • [p]Solar Panels provide +2 power when placed on Desert tiles[/p]
  • [p]Buildings won't use population until they receive their first construction resource[/p]
  • [p]Increased the population upkeep of some late game units[/p]
[p]Robots[/p]
  • [p]Turbo Module - Base heat reduced 1.5 -> 1.2[/p]
  • [p]Industrial Module - Extra effort production from being boosted increased from 3/3 to 3/6[/p]
  • [p]Storage Tiles - Gain an extra +2 effort storage per connected module[/p]
  • [p]Mecha Tarantis - Attack Speed 0.2 -> 0.25[/p]
  • [p]Mecha Tarantis - can no longer shoot air targets[/p]
  • [p]Strike Barge - Drone attacks apply an armour debuff[/p]
  • [p]Strike Barge - Drones are released faster, move faster and both drones and the Barge now have firing SFX.[/p][p][/p]
[h3]Performance[/h3]
  • [p]Improved the performance of large robot colonies[/p]
  • [p]Fixed a memory leak relating to landmines that was causing performance to degrade[/p]
  • [p]Fixed Map Editor performance degrading over time[/p]
[p][/p][h3]AI[/h3][p]Noise System[/p][p]These changes are a bit experimental and may be changed if they are applying too much additional pressure on players.[/p]
  • [p]Enemies that detect noise will now move towards the source of noise rather than aggro directly to your Landing Pad.[/p]
  • [p]Increased the sensitivity of enemies to nearby noises[/p]
  • [p]Increased the amount of noise created by battles[/p]
  • [p]Fixed a bug causing explosions to trigger very far away enemies[/p]
[p]Other[/p]
  • [p]Improved the enemy's avoidance of lava[/p]
  • [p]Player melee units will try to surround the enemies they're attacking[/p]
  • [p]Fixed units jumping in their previous direction when leaving combat and chasing a target[/p]
  • [p]Fixed some animation stuttering[/p][p][/p]
[h3]Map Editor[/h3]
  • [p]Added wreckage pickups and tribe placement[/p]
[p][/p][h3]Modding[/h3]
  • [p]Added "aiPathRadius" and "attackSounds" variables. aiPathRadius lets you change the pathfinding radius of the unit. This can be helpful for people creating unit sprites which are larger than normal. attackSounds lets you assign other attack sounds to units, for now only attack sounds already in the game can be used. See readme for more details[/p]
[p][/p][h3]Bug Fixes[/h3]
  • [p]Removed a tiny delay between explosions occurring and the explosion appearing[/p]
  • [p]Fixed voiceless units (Tribes) sometimes inheriting voices from other units[/p]
  • [p]Fixed spreader connection lines staying on if demolished[/p]
  • [p]Fixed a case where The Swarm captain's building assistant animation would stay on[/p]
  • [p]Fixed tutorial difficulty adjustments not carrying over on load[/p]
  • [p]Fixed Endless Extreme initially scaling horde size slowly[/p]
  • [p]Desert whirlpools should now blend in better with other desert tiles[/p]
  • [p]Fixed resource perks not increasing storage[/p]
  • [p]Fixed the wrong combat stat improving for captains if more than 1 unlock is waiting[/p]
  • [p]Fixed being able to drop units off the edge of the map[/p]
  • [p]Fixed some rounding issues with modules if they are impacted by heat[/p]
  • [p]Fixed Robot Outposts spawning on lava and into mountains[/p]

0.2.3 Live On Beta Branch - Introducing Operations, New Units/Buildings and more

[p]Hey Everyone,[/p][p]0.2.3 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 are 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 generally releasing 1-2 updates a 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 automatic local backups there. Some changes may be missing from these notes as the update is still being worked on.[/p][p]The update will remain on the beta branch for roughly 2 more 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][p][/p][h2]0.2.3 (Content Update #8) Beta Branch (WIP)[/h2][p][/p][h3]New Game Mode - Operations[/h3][p]Operations is a new game mode with some roguelike elements where you unlock a variety of upgrades of different rarities and play 3-5 wave games across 3 missions. There are currently two different kinds of operations, Colonization and Search and Destroy. [/p]
  • [p]Colonization – Play 3 missions with the same colony. Each mission involves defending the colony against 3 waves.[/p]
  • [p]Search and Destroy – Play 3 missions across different maps. These maps could be either horde defence or destroy all bases (Like in Elysium Mons)
    [/p]
[p]This mode also includes some new perks and map mutators.[/p][p]My aim with this mode is to provide a way for people to play shorter, higher intensity games. While also enabling some experimentation with playstyle and unit design like bosses.[/p][p]Long term, the Survival and Campaign mode are my main priorities. But this mode offers a good opportunity for people to experience the game in a new way.[/p][p][/p][p][/p][p][/p][p][/p][h3]New Buildings[/h3]
  • [p]Raised Platform (Human) – A tile that can be built under structures which lifts them increasing their health and range. Connectors inside them will become untargetable[/p]
[p][/p]
  • [p]Skygarden (Human) – A Tier 3 habitat for your colony[/p]
[p] [/p][p][/p][h3]Bosses and other new units[/h3]
  • [p]Added 3 Goo bosses, one for each commander. Currently these will spawn on Endless Extreme mode and at the end of operations[/p]
  • [p]Added 3 new Goo units, one for each commander. These are available across all modes, for now on Survival they'll only spawn on the two higher difficulties.[/p]
  • [p]Added the Sentinel to the human roster, an alternative to the Skyranger. An unarmed drone with a large vision range[/p]
  • [p]Added the Lancer Team to the human roster, an alternative to the Mortar Team. A weapons team with a high damage and long range gun designed for taking down large units[/p]
[p][/p][p][/p][h3]Laboratory[/h3]
  • [p]Construction of the Laboratory is locked until research tier 3 is reached.[/p]
  • [p]Each laboratory gives a benefit from a pool of perks as well as giving research points.[/p]
  • [p]Can now be constructed by The Robots[/p][p][/p]
[h3]Endless Extreme mode[/h3]
  • [p]Past wave 10 enemy damage, health and speed will gradually increase with each wave[/p]
  • [p]Bosses will spawn from wave 10, gradually increasing in number[/p][p][/p]
[h3]Battle of Illian verge[/h3]
  • [p]The RFI have gained some buildings and turrets[/p][p][/p]
[h3]QoL[/h3]
  • [p]Walls can connect to each other in all directions. Making vertical and horizontal construction easier.[/p][p][/p]
  • [p]Research can now be queued[/p]
[p][/p]
  • [p]"Clone Building" now works for both moused over buildings and if nothing is under the mouse, any building you have selected[/p]
  • [p]The number of “Free” buildings available is now displayed on the building respective button[/p]
  • [p]You can now hide the unit counter[/p]
  • [p]Garden and thruster modules will highlight their relevant adjacent spaceship modules[/p]
  • [p]“Free” buildings will now be built immediately on placement[/p]
  • [p]Added some more tooltips to the robots to help explain heat and modules[/p][p][/p]
[h3]Other[/h3]
  • [p]New Volcanic biome tile-set[/p]
[p][/p]
  • [p]Increased explosive force on corpses and improved their directional movement[/p][p][/p]
  • [p]New enemy commander portraits[/p]
[p][/p]
  • [p]Added an indicator if module choice is an upgrade[/p]
  • [p]Added names for each upgrade step of modules[/p]
  • [p]Unit command markers improved[/p]
  • [p]Units have kill counters[/p][p][/p]
[h3]Balance[/h3][p]Humans[/p]
  • [p]Increased negative population penalty -150% → -250%[/p]
  • [p]Solar Panels provide +2 power when placed on Desert tiles[/p]
  • [p]Buildings won't use population until they receive their first construction resource[/p]
  • [p]Buildings will no longer release their required population when disconnected or powered off.[/p]
  • [p]Increased the population upkeep of some late game units[/p]
[p]Robots[/p]
  • [p]Turbo Module - Base heat reduced 1.5 -> 1.2[/p]
  • [p]Industrial Module - Extra effort production from being boosted increased from 3/3 to 3/6[/p]
  • [p]Storage Tiles - Gain an extra +2 effort storage per connected module[/p]
  • [p]Mecha Tarantis - Attack Speed 0.2 -> 0.25[/p]
  • [p]Mecha Tarantis - can no longer shoot air targets[/p][p][/p]
[h3]Performance[/h3]
  • [p]Improved the performance of large robot colonies[/p]
  • [p]Fixed a memory leak relating to landmines that was causing performance to degrade[/p]
  • [p]Fixed Map Editor performance degrading over time[/p]
[p][/p][h3]AI (Some are experimental)[/h3][p]Noise System[/p]
  • [p]Enemies that detect noise will now move towards the source of noise rather than aggro directly to your Landing Pad.[/p]
  • [p]Increased the sensitivity of enemies to nearby noises[/p]
  • [p]Increased the amount of noise created by battles[/p]
  • [p]Fixed a bug causing explosions to trigger very far away enemies[/p]
[p]Other[/p]
  • [p]Improved the enemy's avoidance of lava[/p]
  • [p]Player melee units will try to surround the enemies they're attacking[/p]
  • [p]Fixed units jumping in their previous direction when leaving combat and chasing a target[/p]
  • [p]Fixed some animation stuttering[/p][p][/p]
[h3]Map Editor[/h3]
  • [p]Added wreckage pickups and tribe placement[/p]

0.2.2e

[p]Hey Everyone,[/p][p]This update contains bug fixes including some reported by the community. Let me know on Discord or the Steam forums if you encounter any bugs or have suggestions.[/p][p]This will probably be the final 0.2.2 update. As 0.2.3 will be moving to the closed testing branch this weekend and then to the open testing branch soon after that.[/p][h3][/h3][h3]Bug Fixes[/h3]
  • [p]Fixed plasma turret animation breaking if trying to target enemies out of range[/p]
  • [p]Fixed an edge case where attack ground commands could break save files[/p]
  • [p]Fixed biomes not averaging out their effort contribution when switched on and off[/p]
  • [p]Fixed tribe unit available count falling if trying to recruit without enough resources[/p]
  • [p]Fixed a burrowing/invisible logic bug that could cause the status to not drop off[/p]
  • [p]Removed the warning that unsaved data will be lost when exiting iron-sapien mode. "Saving" will appearing instead.[/p]
  • [p]Fixed sometimes needing to click quit twice to quit in iron-sapien mode[/p]
  • [p]Further increased the maximum cycles when continuing a normal game[/p]
  • [p]Fixed being able to create infinite duplicates with the splitter if you're a custom captain and don't have Swarm Dislocation (Max is now 2 captains without additional perks)[/p]
  • [p]Fixed garrisoned units increasing save file size significantly[/p]
  • [p]Removed Swarm Collaboration from The Survivor[/p]
  • [p]Fixed The Alternative's human units fighting map robots[/p]
  • [p]Fixed the human's reactor not animating[/p][p][/p]
[h3]Other[/h3]
  • [p]Reduced the weighting for Mining Hubs when power runs out and buildings are selected for shutdown.[/p]

0.2.2d

[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 the Steam forums if you encounter any bugs or have suggestions.[/p][p]Work on 0.2.3 is progressing well, I'll probably do a soft launch of it to the beta branch around the end of September.[/p][p][/p][h3]Balance[/h3]
  • [p]Improved the consistency of Obliterator attack AOE. This should increase their DPS overall.[/p]
[p][/p][h3]Bug Fixes[/h3]
  • [p]Improved the system that clears stuck units in enemy hordes. This should handle edge cases in some map seeds where hordes could push each other into unpathable areas.[/p]
  • [p]Fixed pause breaking if pause is toggled in the win panel and then the game is continued[/p]
  • [p]Fixed Cores not working near the map edge[/p]
  • [p]Fixed swamp artifacts when fired removing the ability to fire the Tribe's energy weapon until load[/p]
  • [p]Fixed building tiles not displaying on the lower half of the map[/p]
  • [p]Fixed the Obliterator unit counter image[/p]
  • [p]Fixed an edge case relating to custom captains that caused data corruption.[/p]
  • [p]Fixed machine gunners searching for enemies slightly outside their range[/p]
  • [p]Fixed The Hologram not unlocking tech with Unrivalled Intellect[/p]
  • [p]Fixed Tinkerer not providing experience on recycling and added it back to The Savant[/p]
  • [p]Fixed horde warnings not always triggering when warning time is increased or if active on load[/p]
  • [p]Fixed some map editor buttons disappearing on certain resolutions[/p]

0.2.2c

[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 the Steam forums if you encounter any bugs or have suggestions. [/p][p][/p][h3]Balance[/h3]
  • [p]Rebalanced shotguns for captains and cyborgs. Base damage has been significantly increased, damage fall-off with distance is increased and attack speed is now slower. This should help them against heavier targets up close and set them apart from flamers.[/p]
  • [p]Splash damage modifiers no longer impact melee splash[/p]
  • [p]Spinners no longer have damage fall-off from their center. To compensate for this, their damage and attack speed has been reduced.[/p]
  • [p]Arach damage 8 -> 7[/p]
  • [p]The Terminus Cannon can now be buffed by the targeting array[/p]
  • [p]Drone bunker drones (Not just the unit inside) now take into account garrison range modifiers. This also better aligns their range indicator with garrison range buffs.[/p]
[p][/p][h3]Bug Fixes[/h3]
  • [p]Fixed The Tribe's suppressed area being lost if a nearby thumper is destroyed[/p]
  • [p]Fixed landmines not always triggering consistently[/p]
  • [p]Fixed troopers replacing elites on load in your drop pods until you click one of the unit buttons[/p]
  • [p]Fixed unit corruption sometimes not triggering[/p]
  • [p]Burrowers should be targetable slightly sooner when entering thumped terrain[/p]
  • [p]Fixed the tower range display sticking if your selected placeable building is switched[/p]
  • [p]Small pathfinding performance boost. Mainly impacting Aegis Valley endgame on higher difficulties.[/p]
  • [p]Fixed support drones playing their heal animation/sound when not healing[/p]
  • [p]Fixed a case where you could play against the RFI on Elysium Mons[/p]
  • [p]Fixed "Unlocked Skill" appearing for custom captains[/p]