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Just a small update to address some bugs.
Fixed:
The structure menu behaving strangely sometimes.
The laser tower not tracking its damage correctly for its advanced research entry.
This update just makes some small changes.
Fixed:
Fixed duplicated elemental projectiles not actually having the correct elemental type, preventing them from applying elemental synergy bonuses.
Fixed a rare crash.
Changed:
Slightly adjusted the appearance of floating damage numbers.
Hello Mineral Defenders!
This update brings a large collection of unique upgrades for the buildable towers.
These upgrades can be unlocked in the research menu, granting additional card draws to be utilized in game to add unique upgrades to your towers. These upgrades will enable new, more interesting builds and the potential for powerful combinations.
The upgrades are as follows:
Gatling Tower:
Fire Rounds: Duplicate projectiles that will deal fire damage, extra strong against health. Will inflict the "Burn" status effect on enemies affected by "Sticky Oil".
Corrosive Rounds: Duplicate projectiles that will deal corrosive damage, strong against armor.
Ice Rounds: Duplicate projectiles that will deal ice damage and has a chance to inflict the "Brittle" status effect. Strong against armor.
Electric Rounds: Duplicate projectiles that will deal electric damage, strong against shields.
Ricochet: Projectiles have a chance to ricochet to multiple enemies. Deals reduced damage per bounce.
Cannon Tower:
Fire Rounds: Duplicate projectiles that will deal fire damage, extra strong against health. Will inflict the "Burn" status effect on enemies affected by "Sticky Oil".
Corrosive Rounds: Duplicate projectiles that will deal corrosive damage, strong against armor.
Ice Rounds: Duplicate projectiles that will deal ice damage and has a chance to inflict the "Brittle" status effect. Strong against armor.
Electric Rounds: Duplicate projectiles that will deal electric damage, strong against shields.
Concussive Rounds: Projectiles have a chance to inflict the "Concussive" status effect, causing enemies to have reduced movement speed.
Missile Tower:
Volley: Has a chance to spawn additional missiles when firing.
Napalm Payload: Deals extra damage as fire damage, strong against health.
Acid Payload: Deals extra damage as corrosive damage, strong against armor.
Electric Payload: Deals extra damage as electric damage, strong against shields.
Acid Tower:
Sticky Acid: Has a chance to apply the "Acid" status effect on hit, causing additional damage over time.
Corrosive Formula: Deals extra damage against armor.
Biological Formula: Deals extra damage against health.
Conductive Formula: Deals extra damage against shields.
Laser Tower:
Efficient Capacitors: Reduces power usage and increases the laser's charge rate.
Calculated Reflections: Bounces the laser to multiple additional enemies. Deals reduced damage per bounce.
Electric Tower:
Sparky: Deals additional damage as fire damage.
Chain Lightning: Has a chance to chain to additional enemies, dealing reduced damage per chain.
Railgun Tower:
Optimized Magnetics: Reduces power usage.
Inertia: Reduces the damage loss per enemy penetrated.
Sniper Tower:
Precision Computing: Increases critical chance and damage.
Titanium Rounds: Allows the sniper projectile to penetrate through additional enemies. Deals reduced damage per enemy hit.
Ice Tower:
Shards: Ice projectiles have a chance to spawn additional projectiles on hit, targeting additional nearby enemies. Shards deal reduced damage but still inflict the "Brittle" status effect.
Volt Lance:
High Frequency: Greatly increases the damage dealt against health. Increases power consumption.
Careful Targeting: Greatly increases the damage dealt against armor. Increases power consumption.
Bomb Tower:
Bouncing Boy: Bombs have a chance on hit to bounce, allowing them to explode multiple times. Deals reduced damage per bounce.
Flame Tower:
Sticky Napalm: The flame has a chance to inflict the "Burn" status effect, dealing additional damage over time.
Superheated: Deals additional damage towards armor.
Oil Tower:
Sticky Oil: Any fire damage dealt to enemies inflicted with the "Oiled" status effect have a chance to get a "Burn" status effect, dealing additional fire damage.
Highly Flammable: Enemies inflicted with the "Oiled" status effect will take additional fire damage.
Volatile Oil: Enemies inflicted with the "Oiled" status effect will have a chance to take additional fire damage upon taking electric damage.
Hello Mineral Defenders!
This update improves the UI of the game, introduces new hotkeys for selecting structures and abilities, and a few other changes.
Added:
New structure menu & ability menu. Press B and V to open and close these menus. When open, use the number keys 1-9 to select buttons entries in the menu, and use tab to switch between categories. The menus can still be used with the mouse like normal. The menu can be switched between the new tab category mode and the standard scrolling menu with a togglable button in the menu itself. Pressing escape when the menu is open will close the menu if it is open, then another press will open the pause menu as normal.
Brittle effect now has a chance to increase explosive damage by 25%.
Resolution Scale now changeable as a percentage, helpful for boosting performance when needed or on high resolution displays.
Generators can be upgraded.
Boss enemies are wearing crowns.
Time scale can be increased or decreased with the + and - keys, as well as the standard 1-4 keys.
The floating structure menu that appears when selecting a structure can now be docked into the HUD in the bottom right corner. The toggle button to do this is at the top of the menu.
Added endless research options for all viable structures. These options will increase in price after each unlock.
Changed:
Improved UI throughout the entire game.
Enemy Death sound volume is halved.
Font changed throughout the entire game.
Taser tower renamed to Volt Lance.
The gambling animation of the supply cache is removed. Now the rewards will be immediately granted.
Hi Mineral Defenders! The `beta` branch (previously `nightly`) for Mineral Defense has been updated with the latest changes!
If you would like to test out and give feedback, you can opt into the beta branch by right clicking the game in your Steam library and going into `Properties` -> `Betas` and selecting the `beta` branch in the dropdown menu.
The beta build contains the following changes compared to the live branch:
Changes:
New structure menu & ability menu. Press B and V to open and close these menus. When open, use the number keys 1-9 to select buttons entries in the menu, and use tab to switch between categories. The menus can still be used with the mouse like normal.
Brittle effect now has a chance to increase explosive damage.
The gambling animation of the supply cache is removed. Now the rewards will be immediately granted.
Resolution Scale now changeable as a percentage, helpful for boosting performance when needed or on high resolution displays.
Improved Options menu.
Improved Main Menu.
Improved Research Menu.
Generators can be upgraded.
Taser tower renamed to Volt Lance.
Font changed throughout the entire game.
Boss enemies are wearing crowns.
Enemy Death sound volume is halved.
The live branch will be updated with these changes (and more) once they are ready!
Hello Mineral Defenders! The UI refactor has been 99% completed, the new build will be available within the next few days on a special beta branch for those who would like to test it early! There are just a few more bits that need polishing and improvements before it can be released.
This beta branch update may not include endless research options and the new enemy rifts - this is just to test the new UI scheme and the new hotkeys for using the build menu and abilities menu!
These changes also put forward the base work for both a controller usable UI, and touch screen usable UI, however these are not available yet.
Testable Changes:
New structure menu & ability menu. Press B and V to open and close these menus. When open, use the number keys 1-9 to select buttons entries in the menu, and use tab to switch between categories. The menus can still be used with the mouse like normal.
Brittle effect now has a chance to increase explosive damage.
The gambling animation of the supply cache is removed. Now the rewards will be immediately granted.
Resolution Scale now changeable as a percentage, helpful for boosting performance when needed or on high resolution displays.
Improved Options menu.
Improved Main Menu.
Improved Research Menu.
Generators can be upgraded.
Taser tower renamed to Volt Lance.
Font changed throughout the entire game.
Boss enemies are wearing crowns.
Enemy Death sound volume is halved.
Hello Mineral Defenders!
Progress: Progress on the UI refactor is coming along well. Most of the game has been updated to look like the mockups and there is just a little bit more work to do on some in game UI. The build and ability menus are being reworked slightly to allow better usability with hotkeys. The menus will now have a 3x3 grid of buttons that will be selectable using the number keys 1-9. They will have tabs for separate categories (basic, advanced, utility, etc) that can be cycled through by pressing tab.
Also, Generators will be upgradable!
Some screenshots of the game (New UI, upgradable generators):
Some more upcoming changes: - Boss enemies are now wearing crowns. - Explosive element now has a small chance to 1.25x damage when the target is inflicted with the "Brittle" status effect from the Ice Tower. - The gambling animation of the supply cache is removed. Now the reward will be immediately granted. - Rifts & Rift Breaker structures as mentioned in the previous Mineralistic Monday. - Repeatable endless research options - Halved the death sound volume of enemies - Resolution Scale now changeable as a percentage, helpful for boosting performance when needed or on high resolution displays.
Timeline:
I'm hoping to finish this update soon, refactoring the UI for the game took longer than I had anticipated but it's coming along nicely. It will be nice to move onto creating some more interesting content soon!
Thanks everyone for your patience and I look forward to reading your thoughts!
Hello Mineral Defenders!
I hope you have all been well.
"Mineralistic Mondays" is a news announcement talking about progress on Mineral Defense, and also possibly discussing ideas and suggestions when needed.
Thanks to ETG from the MD Discord Server for the suggestion to do such a format!
A new Mineralistic Monday update will be posted on a weekly or bi-weekly occasion.
The main focus of the upcoming update is a complete overhaul and improvement of the game's UI, new end game balancing and features, and new endless research possibilities, among other small adjustments and changes.
The idea is to cap the world generation at 200 total tiles - but allow the player to continue playing the game beyond wave 200. This will be done though having enemy "Rifts", portals through which they arrive to attack your base. Rifts will appear at the end of paths and spawn enemies in the standard Mineral Defense fashion, but additionally to this they will appear at end tiles, continuing to spawn enemies until the player disables the rift through the use of a "Rift Breaker" structure!
A mockup (not final version) of the new in-game UI:
The entire game's UI is being remade in this style. Hope everyone enjoys the new style!
After this update is ready, focus will move on to creating the assets for the next world players can embark to - a currently unnamed (taking suggestions!) jungle planet scattered with ancient ruins from an old primitive civilization. Tiles will already exist on the planet, and be uncovered through the removal of tree clusters, rather than rising through the liquid under-bottom of the map.
A major goal of the Jungle Planet update is to prepare and release variations of all existing turrets, allowing players to unlock and customize them after upgrading the base turrets to level 5, transforming them into new, powerful variations with potential elemental effects and synergies.
I have been experimenting with different types of structures, most notably being the "Carrier Drone".
The Carrier Drone is a 3x3 drone that allows the player to place structures in a 2x2 zone atop the drone, then select the drone and give it move orders RTS style! The idea behind the drone is to allow the player to quickly move around parts of their base without sacrificing minerals to the cost of selling and rebuilding. Carrier Drones will also provide structures with a height bonus, rivaling that of a full stack of platforms.
The Drone idea is interesting to explore, and I've thought about adding a combat drone, which will be configurable between 3 different damage modes and will automatically attack targets within its landing pad's range using its landing pad's target preference. The combat drones could also have the same RTS order system, allowing the players to manually target specific targets such as bosses or enemies that have leaked through your main defenses.
If you got this far, thank you for taking the time to read the news. If you have ideas, suggestions or questions, please feel free to post them in the comments here in Steam, or join the discussions in the Mineral Defense Discord server. Thanks, happy drilling!
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This page aggregates Steam news feeds, patch notes, and developer announcements for Mineral Defense, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Mineral Defense statistics page.
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