0.2.3f and a look at some of 0.3

From Glory To Goo · build 21417293 · published

On SteamNotes only · this build shipped before we watched the app

Hey Everyone,

This update contains various changes and bug fixes reported by the community. Let me know on Discord or on the Steam forums if you encounter any bugs or have suggestions.

0.2.3f

Other

  • If you try to delete your captain you will now get a warning regardless of the number of other units you have selected

  • Training dummy structures (Not the dummy itself) can no longer be hit by friendly fire

  • Added some more resolution options

  • Units will now ignore targets as soon as the target turns invisible

  • Friendly fire no longer activate supporting RFI cruisers

  • In operations, increased the starting unit drop-in spread and it is further increased by the number dropping in

  • Removed the Fleet Support slider from the operations panel

  • The self destruct mutator no longer impacts training dummies

  • On colonization operations, The AI will now activate the Papilio Drive on wave 4 instead of 3.

  • For the roboticist, added a worker cost to plasma androids to bring them in line with rocket androids. Fixed the tooltip not displaying a worker cost.

Bug Fixes

  • Fixed custom captain saving not working correctly if you have passive skills/equipment selected

  • Fixed the heat tooltip not always displaying correctly

  • Fixed some dropped in units not matching their armoury type

  • Fixed workshop prices not always matching their tooltips

  • Fixed some research unlock prompts appearing for the robots when nothing is unlocked

  • Fixed the custom captain flops modifier not saving correctly

  • Removed some passives from custom captains where they weren't relevant to the faction

  • Fixed claimed buildings costing flops on load

  • Fixed The Hacker's turret deployment costing free buildings

  • Fixed The Terminus Cannon buffing itself and not always being buffed by surrounding turrets when turret adjacency bonuses are used

  • The enemy self destruct mutator now has a small delay, this should also fix a crash relating to whole waves detonating on the same frame

  • Fixed a crash relating to invisible enemies

  • Fixed the scrap GUI not appearing if it is unlocked on level up by a custom captain

  • Fixed the archive GUI's background

  • Fixed the jetpack captain animation when shooting

  • Fixed the research GUI not always greying out the flak cannon when researched

  • Fixed the game using vsync instead of capping FPS to 60.

  • Fixed the missile launcher targeting friendly neutrals

  • Fixed resources zig-zagging towards walls under some circumstances. They'll still sometimes cut corners.

  • Fixed reactors only using up crystals even if they're pulling ore or isotopes

  • Fixed food and captain duplicate GUI misalignment under certain circumstances

  • Fixed a crash on linux when loading the robot faction for the first time

Preview of some of what is coming in 0.3

Work on 0.3 continues. It will contain the first chapter of the campaign alongside lots of general content and QoL. It will move to the beta branch in February with a release likely in March. This will be the largest update the game has received so far.

This is only a short preview. QoL features, balance changes and a lot of other content is not included.

  • The Goo is getting some new structures

  • Each captain will be getting their own mech.

  • The Warlord's retinue is expanding.

  • In Colonization Operations and the Campaign you'll be able to add additional modules to your available ships between each mission.

Trigger System

The Map Editor will be getting a simple trigger system.

Campaign (Chapter 1)

The campaign will offer a series of story driven missions and choices alongside various meta systems to progressively upgrade your units, ships, buildings and captains.