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update 1.2.4

Hi folks!
Common stuff

— Rupture missions can now be played in difficulty proggression mode, starting from any. Every new level will have difficulty increased by 5%, custom resources gain are applied.
— some description changes
— fixed a bug where Menu music wasn't possible to be completely muted
— saved slots were not visible as occupied after loading a game from a save slot


«Genesis»

— fixed, in Hints menu Loot icons wasn't removed on chapters scrolling
— changed, fonts size in Hints menu

«Rupture»

— fixed, bugged change in previous update, where if you've created a new profile, upgrade prices in Rupture mode was set only in Crystals - Ores & Liquids where zero.
— fixed, Gunship where not using «barrage» attack properly
— fixed, destroyed «acid sack» unit now spawns healing spores (red) that actually heals you

— changed, zapped floating mines now can't be collided or shot
— changed, healing spores now can't be collided or shot

— added, type two Bomber units now have additional attack with homing mine projectiles (on difficulty 10%+)
— added, bile objects now have animation
— added, Energy Core upgrades now speed up Auto-guns fire speed up to 200%
— added, now «Lung» objects can be zapped with grav-flares to heal the Pilot upon collision instead of hurting him
— added, Hark unit (from Swarm sectors) now have additional bile-attack on difficulties 15%+

Have fun!

update 1.2.3

Hi everybody!
Just some minor fixes and changes to UI and descriptions to Genesis mode.

update 1.2.2

Hi there!
This update pretty much revolves around game modes of Acrade campaign.
Overall some difficulty/balance tweeks, some bugs and typos fixed.

STARFALL


- changed, Fabrication of ground blocks now happens to bottom level first, also no more fabrication of a mid-level block in the air;
- changed, Pulsar's collecting shot is now 3x faster and can't be interrupted by any meteors (make it much more usefull).
- changed, Cooling power of Crystalizer was increased;
- changed, Modulator achievement became functional and will give a bonus duration to "super-charging";
- changed, density bonuses from white meteors where increased;

- added, flashing response of meteors to emitter's ray;
- added, voice line for Quantum-cannon become fully charged;
- added, now after dissipating a 0-level crystal mine Drone gains a few sec of "super-emitting", when any meteor can be collected or destroyed instantly;


RUPTURE


- changed, reduced bonuses from high levels of Sensors upgrade on Shields and Boosters recharge;
- changed, increased amount upgrade slots avalible by default and added for each Corps upgrade;
- changed, Zapper and Stone Shield achievements now give additional bonuses;

- added, voice line for Splash-charges system being recharged;


GENESIS


- changed, now all infected can build up tolerance to Immobilization bombs gas. If subjected to Stun too long they will become immune to it.

- added, Spider-type infected now give 3 pitch-distinct signals upon central tower approach;
- added, Dust-type infected now give a single distinct signal upon certain proximity to central tower;
- added, new feature to synthesize bots instantly from graviton energy (usefull mostly in Acrade campign). This is similar to buying Splash-charges for energy in Rupture game mode.

If you feel like lacking some feature in any game mode - let me know.
Have fun!

update 1.2.1

Hi all.
A minor update.

«Genesis» missions:
- added, a new ability to set any single research station to a auto-charging mode (W key). While active, if you have an impulse charge stored it will automatically charge targeted station repetedly with a few seconds cooldown.
- added, 1 new Achievement with 5 levels of progression.

update 1.2.0, new mission type and more

Hi folks!
It's a moderate update with goodies inside :)

First of all a brand new game mode added - Genesis.
It's a fast paced clicker + tower defense (kinda) hardcore mission type with rich variety of features. Along with a new game mode comes 4 functional achievements (5 levels each).

This game mode was squizzed into an Arcade-type campaign instead of half of Preserve missions (because there where too many of them). Now Arcade campaign consists of 4 different mission types which makes it less repetitive. Please let me know if you like it. What is unclear or can be improved and etc.

And some other stuff.

General:
- added visual transition between missions and main menu;
- added a small navigation hint in the main menu
- some small optimizations being made

«Starfall» missions:
- added difficulty scaling not only from mission difficulty. but also from campaign difficulty. This scaling changes the cost of Drone & Orbital Emitter's parts by 15% for every difficulty level above Normal.