Scrap Battalion · published · build 24803089
Update 1.3 is out! This update has a large amount of changes and features. The highlights are: endless mode is an option after round 18 on standard mode where you fight against ever increasing hordes of units. Survival mode lets you make formations out of units and command them around the map while surviving until the timer runs out. Huge lighting overhaul to help with unit identification.
After beating round 18 you can start endless mode. The battles in endless are incredibly difficult and plainly unfair. The most broken builds will go far. Expect non standard enemies and some counter builds designed to put a stop to the most busted teams in the game.
Take command yourself and pilot your team around the map. You will use WASD to move your formation of units around. Left click and right click will rotate the formation allowing you to adjust on the fly to the threats around you.
Create a formation for your units to hold for combat. Units not put in the formation will free roam the map hunting enemies. The auto deploy button will place units with the highest range toward the middle and melee units in the outside.
Survive 20 rounds against insane amount of enemies. Enemies spawn much closer and frequent than standard mode. Expect a more active experience in this mode.
This mode prioritizes movement and defense more than damage and range, the same builds as standard mode will struggle here.
Added shop-tier increase banners to let you know which tier you have available
Ranged units now stop advancing when a valid enemy is already within effective range
Memento Mori and Consumed units now interact with death/revenge related class perks. Craven, chicken, legion and necromancer.
Try Again button has been added to the player level screen which will start the run again with the same settings
Full lighting overhaul to help better see units and colors. This should help identify various units and prevent them from blending in with the environment.
Character level scaling now supports levels up to 30. This lets endless mode make crazy units. Player is still capped at level six without using mechanics and techniques to skip past soft cap.
Added a universal 0.5-second weapon startup delay. This prevents enemy units from spawn in and instantly getting a shot off so super offense teams don’t get chipped down by newly spawned units. Also helps legion not clump up as much.
Unit speed floor raised to 43. Having a few very slow units causes weird timings to try to manage with unit positioning so that the slow units isn’t left out of half the battle. Survival mode also needs units to meet a certain speed threshold to even be viable.
All units have had their speed increased by 12 on average. This is to increase viability of lower speed units in survival mode and also helps standard mode play out faster.
Armor durability changed from 64 -> 48. Armor stacking has been over performing in long battles compared to health stacking. This change is to bring armor tanks closer to health tanks in terms of performance. This also applies to enemies as well so the need to invest in status damage or armor pen early is slightly reduced.
Skeleton rework: skeleton now gains armor on slay instead of getting a flat percentage raise. Skeleton primary weapon attack speed increased by 3x. This helps rebalance the skeleton from just an armor tank to a real early game attacker with scaling potential.
Grunt ability rework. Grunt gains 10% health when any unit levels up. This allows for scaling potential as a health tank in certain builds.
Slime ability upgrade. Slime, in addition to it's previous effects, now also gains regen equal to the number of item perks it has. This allows the slime to play a regen tank role in builds which generate many items.
Rocket Buggy Direct damage increased from 25 -> 100. Reload increased from 6 -> 7. Rocket Buggy was often being blocked out by 50 base armor units due to its 25 direct, 25 penetration. Not being able to inflict meaningful damage to high armor targets, the rocket buggy was mostly a stat stick. Now the rocket buggy can be used against high armor large targets to inflict huge burst damage.
The Wall now launches bricks every 2 seconds regardless of revenge trigger. This lets the wall have some base damage.
Ballista Elephant damage increased from 70 -> 100. This unit was underperforming for being a high difficulty 5 unit fusion.
Minor tweaks to enemy weapons: Reduced range from bot walkers by 5. Stalkers poison increased from 3 -> 6. Spirit wolf can explode a second time if panic button/ghost in jar is applied.
Fixed Arena shop seeding, tier progression, duplicate starting spawns, and empty shops
Fixed units staring at targets without firing
Added protection against zero-muzzle divide-by-zero error for mimic
Fixed delayed mines throwing errors after their owner died
Fixed units spawning with incorrect allegiance in Arena and launch-screen battles
Fixed combat ending while enemies were still alive
Fixed pooled characters disappearing immediately or failing to return in later rounds
Fixed some missing textures
Improved cleanup when leaving combat or returning to the main menu
Improved pooled-character initialization, reinitialization, allegiance assignment, registration, and cleanup
Reduced unnecessary allocations in damage and run-history tracking
Added caching for wave and shop eligibility calculations
Reduced repeated target scans
Improved projectile, weapon, character, warning, and effect pooling
Added spatial targeting support for high unit counts