Build 26361423

build

BokoBoko Strike · public · first seen

PICS live
1
Branches
1
Depots changed
—
Download delta
14:50 UTC
Time · UTC
Patch notes · published by the developer

Update 0.1.8

On Steam

This update brings giant bosses to Co-op Defence: Crown Rock (Alpha), sends a new mix of monsters in every wave, slimes among them, sells every weapon at one shop for gold, has monsters drop hearts and boons, and lays the map out anew with a new base and three lanes of their own look. It also lets you reorder your quick slots by dragging them while holding Alt.

Co-op Defence: Crown Rock (Alpha)

  • Giants are the bosses now, in place of Stoneback: a Stone Golem comes down the west valley in wave 5, a Siege Beetle up the centre gorge in wave 7, and in wave 8 a Sky Wyrm flies in over the east ridge before a second Stone Golem comes down the east valley
  • A walking giant breaks through whatever you build in its way, so it always arrives. Each giant is announced as it comes and marked, and the horde panel shows its health. A wave is held only once its giants fall
  • Every wave brings its own mix of three or four kinds of monster, so no two waves play alike
  • Four new monsters join the horde: the Sand Skitter, a fast, fragile swarm; the Sandborer, which tunnels straight at the Heartstone; the Rock Hurler, which shells sentries and walls from range; and the Shell Ram, which shrugs off half of every hit and rams through thick walls
  • Four slimes join them too. The Gel Hopper and the Amber Ooze split in two when they fall, and the Gel Lobber and the Bile Ooze slow whoever their goo hits
  • Every monster is rebalanced so each has a role you learn to answer. More players bring more monsters, and only the largest monsters and the giants grow tougher with them
  • Monsters now attack the Heartstone with their own attacks, claws, slams and shots from range, and the stone wears down only while they strike it. A monster fighting a defender takes nothing off the stone
  • Gold replaces ore as the team's money. A kill pays at once, shown as a coin and +N over the fallen monster, and beaten waves and the gold veins you dig pay too. The status bar shows the gold and the Heartstone each with its icon
  • Monsters now and then drop a heart that heals, or a boon that lasts a while: invulnerability, harder hits, haste or regeneration, each with its own glow. A giant always drops two hearts and a boon. Only players and CPU allies pick them up
  • One weapon shop beside the camp replaces the stalls. Press Interact there to open its window, which says at its top what the shop offers: every weapon, the Sentry Post, Armour and Mend the Heartstone, paid from the team's gold. Click an item to read about it, then double-click it or press Buy. The match keeps running while the window is open, and it tells you how each purchase went, a lack of gold included
  • Weapons you buy now run out: each purchase brings a set amount of ammunition, and buying the weapon again refills it; one you carry fully loaded is refused and costs nothing. CPU allies buy a spent weapon again between waves
  • You start with the Machine Gun and the Seedshot, which never run out. The shop hands out the Machine Gun, Seedshot, Clodshot and Block Shot for free, so a weapon traded away can be taken back
  • The Sentry Post now sets down one sentry turret each time you buy it and shows its icon and name in your quick slots. Its sentry aims up and down at monsters above or below it
  • A damaged sentry shows its durability as a bar over it in your team's colour. Below 30 % the bar changes colour and the sentry gives off smoke
  • Placing a sentry now previews the sentry itself, toned blue where it fits and red where it does not, without hiding effects behind it
  • The routes are now wide ground no shot or dig breaks, sloped instead of stepped, with no bridges. Wall them into mazes in each preparation: the horde walks the longest way your walls leave, and digs or builds through them only where they close every way
  • Waypoints in the west valley, the centre gorge and the east valley take you to the base and back with Interact, so you cross the map quickly while you build
  • The base is laid out anew: the Heartstone stands at the back of the plateau with the camp and the weapon shop beside it, so you leave the camp heading straight for any gate
  • Each lane wears a look of its own: desert in the west, a mossy forest gorge in the centre and glacier in the east. The base stays neutral
  • Gold veins glow as refined gold in lumps with bevelled corners, so you tell them from rock at a glance
  • The Heartstone is now a glowing red ruby, and its icon on the status bar and in the shop matches
  • The weapon shop is a market stall now: a counter under a striped awning with a hanging sign, a weapon rack, an armour stand and goods on display
  • Ground a giant or a monster breaks now throws debris, and so does every chip taken off the Heartstone
  • Grunts, Brutes and Spitters now have attack animations, and walking monsters' steps keep pace with how fast they move
  • The match now ends once the last wave and its giants are beaten. A new wave stops the waves before it from sending more monsters, so the horde no longer keeps coming after the last boss falls
  • Monsters no longer gather and tremble in place short of the Heartstone. Several at the front now dig and build at once, and one that cannot get any further looks for another way
  • Each wave's call now shows the moment the wave starts, and the horde count stays put until the wave is called
  • Monsters of one kind no longer strike or walk in step: each attacks on a slightly different beat and walks at its own pace
  • No monsters come during the preparation any more, and the horde count reads 0 until the first wave is called
  • The coin and +N over a fallen monster now show only to the player who made the kill, their sentry's kills included. The team's gold still grows from every kill on the status bar
  • Hearts and boons that monsters drop now float above the ground, glow and give off sparkles, so fallen bodies no longer hide them, and each is one clear shape
  • Monsters die unmistakably: Grunts and Sand Skitters burst open, and slimes melt down flat
  • The Crimson Ooze is now the Amber Ooze, an amber jelly
  • A badly hurt giant throws sparks, and a dying giant goes up in a chain of explosions ending in one big blast that shakes the view of anyone near it
  • Gold dug out of a vein now rises over the vein as a coin and +N for the player who dug it, instead of a message
  • Clouds now drift over the map


Boko Cup

  • The pitch's four corners are cut on the diagonal, so a ball run into a corner glances back into play
  • Each end wall runs straight to the goal and then turns in toward it, so a ball sliding along the angled face goes in
  • The ledges along both touchlines are gone: the long sides are plain walls
  • A white line now runs around the whole pitch at the foot of its walls, the corners and the goal faces included


Gravel Puzzle (Beta)

  • A Pomb now shows as a bomb on every board, your own, the next clods and your rivals'
  • The sparks of a landing now fly from where the clod landed
  • Its map picture now shows the game itself

Weapons

  • A bullet now pushes what it hits along its shot, instead of away from where it struck, so a hit low on a body no longer lifts it. The Machine Gun, SMG and Minigun push less, so a stream no longer shoves its target away, and two sentries can no longer fling a monster into the sky
  • Hold Alt and drag one quick slot onto another on the HUD to swap them
  • A gun that fires very fast, such as the Minigun, no longer floods the ground around its shooter with light


Match screen

  • The incoming-damage triangle now flashes in brighter and larger, so it reads over bright sand and in caves
  • Lasting effects now show as icons just above your health: worn armour, such as the Armour bought at Crown Rock, and each boon with the seconds it has left inside its icon and a sweep showing how much remains
  • A monster's death no longer shows in the kill feed as a player being out
  • Labels in the world, such as the weapon shop's name and the names over pickups, now read in off-white with a dark outline, so they stand out against any ground
  • Long announcements and notices now wrap beside a map's own panels instead of running under them
  • Escape now closes an open window first, such as Crown Rock's shop, and opens the pause menu only when no window is open
  • A nearer label in the world now always shows over a farther one
  • The results screen keeps a map's own panels as the match ended


CPU players

  • A CPU player that notices a foe now takes it on at once, instead of sometimes turning away before it locks on
  • A CPU player searching for someone out of sight now sweeps on past the ground it has already walked, so it finds a player keeping still from any corner of the map
  • A CPU player no longer digs toward a place to look in that it cannot reach. It picks another place instead


Online play

  • In online matches, motion no longer moves in steps for long stretches while the frame rate reads 60


Menus

  • A new room now opens on a Random generated map
  • Right-click menus in the room list and the Editor's terrain palette now open right at the pointer
  • In Simplified Chinese, the game's name now shows in English, as BokoBoko Strike
  • The title screen's terrain no longer flickers where grass meets dirt
  • An error message from the room no longer shows again over the results screen


Map making

  • Sixteen shop decorations join the Editor's decorations for any map's shop: signs, weapon racks, armour stands, goods shelves, supply crates, cash boxes, price boards and striped awnings, two of each
  • A model you import into a map now shows the texture saved inside its glTF file when its entry names none, PNG, JPEG and compressed KTX2 alike
  • A decoration now faces the way it was placed, in the Editor and in play


Performance

  • Crown Rock's large waves run much smoother, the late assaults above all


Compatibility

  • Saved games and replays made in 0.1.7 cannot be opened in 0.1.8. They stay in their lists, marked "From another version."
  • A map made for 0.1.7 needs updating where a weapon has 0 magazines, which 0.1.7 read as 1
  • Players need the same version to play online together
Per-depot manifest changes

Depot changes

All depots
DepotNew manifestPrevious manifest
501787160694454427960014674399504322135906047