The clearance score (1- failure rate) has been increased.
1.100% : SSS failed 0 times
2.95% to 100% : SS failed once
3.90% to 95% : S fails 2 to 3 times
4.80% to 90% : A fails 4 to 6 times
5.60% to 80% : B fails 7 to 12 times
6.30% to 60% : C failed 13 to 21 times
7.0% to 30% : D failed 22 to 30 times
8.-50% to 0% : E failed 31 to 45 times
9.-∞ to -50% : F fails 46-∞ times
1.From now on, units can also be dismantled, but the returned resources will be the cost * current health percentage *0.5. Before the start, 100% will still be returned.
2. Nowadays, when building units, they do not choose the units.
3. Manual aiming in the present tense starts from the camera for detection rather than behind it. For example, in the air mode, if the field of view is too low, resulting in no air position for the mouse, the turret will not rotate. Previously, it would rotate to a point on the reverse extension line.
4. The total number of waves in each round has become two-thirds of the previous one, meaning there are more enemies in each wave. In addition, the quantity of each wave changes from constant to: 0.5 times at the beginning and 1.5 times at the end. That is, there will be more and more enemies within one game.
The maximum duration has been shortened from 300 seconds to 200 seconds.
6. Large waves have been added.
The last wave of levels 1 to 10 accounts for 20% of the total enemies, and the remaining time is 80% of the enemies.
From Level 11 to Level 20, there is an additional 10% of the enemy's wave in half of the time, and 70% of the enemy's wave in the remaining time.
From level 21 to level 30, there are two waves of 10% enemies for 1/3 and 2/3 of the time, and 60% enemies for the remaining time.
7. The progress bar and the number of units are displayed. The number only includes the enemies that spawn, and the self-destruct balls generated by the units are not counted. The length of the progress bar represents the total cost of the enemy, which can be understood as combat power.
Blue represents those that have been eliminated, yellow represents those that remain on the field, red represents those that have not yet appeared, and deep red represents large waves.
1. The screen shake effect has been added and can be modified in the Settings. When some weapons are fired and hit, the explosion of units will cause the screen to shake.
1.Fixed the issue where the main menu's encyclopedia was blurred.