Welcome to the next update in our beta phase. Thanks everyone for all the feedback, we’ve got a new batch of fixes and tweaks, as well as a first step toward a global multiplayer lobby. We also did some tweaking to the banks, with the objective of making them more useful during the mid game, and encouraging bribing attack buildings mid-game. They may end up being way too powerful, or way too weak. Be sure to weigh in with a comment and we’ll be hotpatching in new balance changes there.
Features:
- First pass on the activity lobby. Press J to join it from the main menu, from here you can see who is online, chat to them, and start the quickmatch search. While the quickmatch search is running you can hide the lobby and do other stuff like play the campaign until a match is found! This is still using placeholder art a lot about it could be changed in future updates. There are probably some lingering bugs with this feature, so let me know if you find any.
Tuning:
- Level 1 drill costs 65 instead of 60
- Flamethrower no longers destroys extra ground when it dies
- Shields block mountain maker shots
- Level 1 sheilds now cost 50 from of 45
- Reduced demolisher cooldown to 16/17/18 from 17/18/19
- Reduced demolisher level 1 cost to 55 from 60
- Banks now generate gold even when on cooldown
- Increased bank buyout progress to 20/30/40 per shot from 10/15/20
- Banks now have a range that is upgradeable per level
- Reduced hitbox sizes for lightning rod and accelerator and changed their life to 7 to help reduce ‘clock-blocking’
Fixes:
- Attempt fix drill bug where drills could stay on the screen sometimes with a high latency connection
- Fixed bug where you could build inside a diamond mine on Southern Coast without having dug it out first
- Fixed some rare crashes
- Fix a bug where the HQ could be damaged on the final boss without killing the hands first
- Fixed some network bugs