Chrono mode is live!
Build is now live, all the new fun stuff is up and ready to play!
This is an exciting marker for us - we've made a lot of progress since entering Early Access! In addition to all the fun new things here, we've added in the mobile gun platform, new enemies, new guns, marauders, strike forces, and enemy support... not to mention new levels, new encounters, and so much more since last February. We've come so far, and we can't wait to see how far we'll go!
As said in the beta, we're working on adding EA-only perks for you guys. Currently working on gun skins, unique voicelines, and confetti explosions, among other things. We'll keep you updated, and let us know what else you want to see!
I know a lot of people are hesitant to buy early access titles, but if lack of development is your concern, let me allay your fears as best I can. Yes, there's just two of us here, but we're dedicated to this game - you can look back over the posts to see evidence of the steady updates. We'll see it through to completion, and we'd love to have you along for the ride. :)
*whew* that was a lot! Spiel is over, patch notes for the latest build is below. And there's also a playthrough here for you, so you can see all this fun stuff in action!
https://www.youtube.com/watch?v=GO7uB2Wwm2o
Patch notes:
--
We've added an awesome new feature called chrono mode - slowmo activated by pressing shift while in the mobile gun platform. This is a limited resource designated by a blue energy bar - it will regenerate whenever not actively being used.
We've also added a perch, which will place you high over the action and allow you to survey the action below in slow motion. You can freely activate commander specials (hotkeys 1, 2, and 3) and activatable structures while perching, but shooting will disengage you from the perch.
Strategic energy usage has always been important, but it felt bad when you ran out of energy after a hard battle and couldn't even shoot. Along with some other energy changes, secondary (sniper) weapons will now fire even if out of energy. Your increased energy regeneration won't kick in until you stop firing, but this way you can shoot those little guys trying to escape instead of just staring helplessly.
Some fun graphics changes are in too! We updated the fog effect and really like how it turned out - we'll be iterating more, but give Sierras and Into the Pit a visit for the best examples. A proper entrance and exit teleporter has been added as well.
Orbital laser now has a much more visible presence - before, things could sneak by you and it wasn't always obvious when or where the creeps were getting bugzapped. Now the laser will start hitting earlier, and it clearly represented in a deluge of lava melting all creeps in its path. This functions as a bit of an alarm system as well - if you see it activating, you can quickly go over and knock out some of the creeps before the orbital laser reaches them, saving you valuable charge power.
Killstreaks have also been vastly improved - a little badge icon will now show up on every creep killed once your killstreak begins, and the bar will reset after every 10 kills, allowing you to extend your streak. The longer your streak, the more points and orbital laser charge you get, so keep an eye out for those groups and keep your killstreaks up!
Other changes:
Updated marauder stun effect
Adjusted orbital laser bar to stack on top of structure bar
Added new runner and mech animation
Smoothed energy gain display
Doubled machine gun firing speed, lowered reload time
Reduced air strike missile health
Boosted enemy health for higher difficulty levels
Adjusted cooldown, sizes and duration of specials
Decreased artillery strike damage, increased cast size so it can hit planes easier
Tuning and balancing changes
And plenty of small fixes per usual. Things are really coming together guys, let us know what you think!
This is an exciting marker for us - we've made a lot of progress since entering Early Access! In addition to all the fun new things here, we've added in the mobile gun platform, new enemies, new guns, marauders, strike forces, and enemy support... not to mention new levels, new encounters, and so much more since last February. We've come so far, and we can't wait to see how far we'll go!
As said in the beta, we're working on adding EA-only perks for you guys. Currently working on gun skins, unique voicelines, and confetti explosions, among other things. We'll keep you updated, and let us know what else you want to see!
I know a lot of people are hesitant to buy early access titles, but if lack of development is your concern, let me allay your fears as best I can. Yes, there's just two of us here, but we're dedicated to this game - you can look back over the posts to see evidence of the steady updates. We'll see it through to completion, and we'd love to have you along for the ride. :)
*whew* that was a lot! Spiel is over, patch notes for the latest build is below. And there's also a playthrough here for you, so you can see all this fun stuff in action!
https://www.youtube.com/watch?v=GO7uB2Wwm2o
Patch notes:
--
We've added an awesome new feature called chrono mode - slowmo activated by pressing shift while in the mobile gun platform. This is a limited resource designated by a blue energy bar - it will regenerate whenever not actively being used.
We've also added a perch, which will place you high over the action and allow you to survey the action below in slow motion. You can freely activate commander specials (hotkeys 1, 2, and 3) and activatable structures while perching, but shooting will disengage you from the perch.
Strategic energy usage has always been important, but it felt bad when you ran out of energy after a hard battle and couldn't even shoot. Along with some other energy changes, secondary (sniper) weapons will now fire even if out of energy. Your increased energy regeneration won't kick in until you stop firing, but this way you can shoot those little guys trying to escape instead of just staring helplessly.
Some fun graphics changes are in too! We updated the fog effect and really like how it turned out - we'll be iterating more, but give Sierras and Into the Pit a visit for the best examples. A proper entrance and exit teleporter has been added as well.
Orbital laser now has a much more visible presence - before, things could sneak by you and it wasn't always obvious when or where the creeps were getting bugzapped. Now the laser will start hitting earlier, and it clearly represented in a deluge of lava melting all creeps in its path. This functions as a bit of an alarm system as well - if you see it activating, you can quickly go over and knock out some of the creeps before the orbital laser reaches them, saving you valuable charge power.
Killstreaks have also been vastly improved - a little badge icon will now show up on every creep killed once your killstreak begins, and the bar will reset after every 10 kills, allowing you to extend your streak. The longer your streak, the more points and orbital laser charge you get, so keep an eye out for those groups and keep your killstreaks up!
Other changes:
Updated marauder stun effect
Adjusted orbital laser bar to stack on top of structure bar
Added new runner and mech animation
Smoothed energy gain display
Doubled machine gun firing speed, lowered reload time
Reduced air strike missile health
Boosted enemy health for higher difficulty levels
Adjusted cooldown, sizes and duration of specials
Decreased artillery strike damage, increased cast size so it can hit planes easier
Tuning and balancing changes
And plenty of small fixes per usual. Things are really coming together guys, let us know what you think!