From Glory To Goo · build 25048018 · published
Hey Everyone,
0.4 is now live! Thanks to everyone who helped to test it and offer suggestions while it was on the beta branch. As always, feel free to provide feedback and report any bugs you come across on Discord or the Steam forums.
The Tribes are the game's 3rd playable faction. So far this faction brings:
9 new units
28 new buildings
Pyramid casting system replaces the Spaceship
New captain skills and weapons
Unique GUI and loading screen
Expanded soundtrack
You may want to play on a lower difficulty starting out as their mechanics are quite different to the other two factions.
Alternative Laboratory units as well as more buildings, perks, spells etc will be added in future updates.
The Shaman - Starts with powerful magic that can be used to destroy her enemies and aid your villages.
The Chieftain - A varied group of advisors allows The Chieftain to specialize villages. Additionally, he has some elite units that replace your basic animal units.
The Effigy - The Tribe's custom captain
You can now access in-game statistics from the menu and end-game screen. More will be added to these graphs.
Many of the panels in the main menu are being updated to better match the campaign's panels.
Added The Tribes as a horde faction.
Unit tech upgrades are now available to unlock at the Forge in Survival mode
Updated the base Cyborg sprite
Reduced industrial module production to 6/9/12
Increased some research unlock thresholds
Improved enemy camp spawn locations on procedurally generated Elysium Mons
Increased tile fertility and space available to the player on Robots (Campaign)
Added an option for smooth zoom, also allowing you to zoom out much further. This is not on by default as it will make the graphics look grainy due to mis-sized pixels.
Added an option to mute unit voices
Added some improved auto-cast AI. Some skills will now only trigger if enemies are grouped up or health is below a certain value, the enemy is elite etc.
The number of Destroyers spawned in waves is now more consistent
Increase power gain from energy pickups 15 -> 25
Stopped the game unpausing after load if you press escape. On load is now treated as if the player paused manually.
Aegis Valley, Caelus Region and The Automaton now also unlock if you complete Chapter 1 of the Campaign
Dead enemies now lose their outline
Projectiles no longer disappear when hitting the edge of pits
Greatly reduced the delay when clicking on the campaign if you have a large number of save files
Fixed flickering in the loading screen when loading a campaign map from the world map
Fixed reset tech in the campaign not completely resetting all tech
Fixed pink screen on old/integrated GPUs
Fixed autocannon towers firing slightly slower when firing up and to the right
Fixed the highest survival difficulty button being selectable without completing its unlock conditions
Fixed burrowed units moving if they were previously set to "hold"
Fixed not being able to place bridges on lava in the map editor
Fixed upgrading multiple IFVs taking resources from all IFVs selected even if some have already been upgraded
Fixed First Contact and its defence mission having issues when buildings are placed too close to the edge of the map
Fixed some tooltips