Incinerator, Glossary, controls update, expanded options - Early Access Update #14
Update 14 takes us a huge step closer to what we want to have for the 1.0 release of the game.
New fire specialist, the Incinerator and some new units.
Steam Achievements
Big update to the unit controls, getting a lot closer to the intended behavior and to how players of SC2 would expect it to behave.
Patrol Command
More options to customize your camera and some more control customization.
Glossary
A lot of Quality of life improvements, like a different style for consumable drops and new warnings.
Post Fight Statistics
INCINERATOR
This update comes with a hot new specialist. Capable of raining down fire missiles from a long distance it has maybe the most powerful active ability in the game. Incinerator is all about using fire to your advantage.
Some details on the Hacks around it might be changed a bit. But those are coming very soon and are no drawback to the fun of just watching the world burn.
ACHIEVEMENTS
We have them now!
A lot of you asked for it and we always said, we wanted to add them relatively shortly before we reach 1.0. So here we go.
UPDATED UNIT CONTROLS & PATROLS
One of the big remaining issues with the core gameplay was that the Attack move and Force attack setup felt very foreign to most players. And on top of that the idle aggression and attack move implementation could lead to your units being a bit over eager sometimes, which could lead to scenarios, where they would start wandering around the map or spreading out in enemy bases in an overly aggressive way.
We have changed that setup and the behavior quite a bit, so if you are familiar with SC2 controls, the game should feel a lot more familiar. Attack move now only is a thing when you order it on the ground and an Attack order on a target is now always a direct attack order.
This has freed up CTRL to be used as a select all of type button.
The uhm, passive aggressive idle behavior of our units has also been toned back quite a lot, giving you better control over their combat engagements.
Additionally we changed the way you assign units to control groups to work as in SC2 as well. Including the way shift behaves.
A patrol order has also been added. A single click will have the units move between their current position and the target location. If you want to have more control you can add multiple waypoints to the patrol by holding shift and letting go of it when you are done. The units will engage all enemies they spot and then continue their patrol.
NEW OPTIONS
Another thing that has been asked for in your feedback many times is having more control over the behavior of the camera.So this update adds ways for you to control the camera speed, disable edge panning - which will make playing on the Steam Deck a lot easier I think. There is some more options as well, that allow you to tailor some things to your preference. Check the full changelist down below for the details.
GLOSSARY
The glossary also goes live for everyone with this update.
I wrote a whole article about that recently, so check that for the details, or even better: just pause the game and read up on how Armor worked again or why you are struggling against those enemies with the cogwheel in their HP bar. Or why you should avoid attacking enemies on higher ground.
COMBAT STATISTICS
Sometimes after a hard fought battle it is nice to be able to look at some numbers. That's why we added a post combat statistic screen. That gives you some juicy insight into all kinds of different aspects of the last fight.
Not all of them will feature such high numbers as this one from one of our discord users, who is playing at a wayyyy to high Heat Level. But it's not about the size of numbers, it's what you can learn from them.
QUALITY OF LIFE IMPROVEMENTS
Did you know that some Drops are multi-use while some of them are consumable? Well if you did, then you read their description, which so far was the only way to learn about that difference.
Now consumable drops get a little red highlight and some additional detail in their border frames, so they are easier to differentiate. Some people have suggested also sorting them into two groups, I am not sure, if that is necessary and would love to hear your opinion on that or if the graphical highlights are enough.
Also Skill Buttons and their hotkeys will stay in chronological order of when you received them in your deck. So their order will be stable throughout a run and no one will suddenly steal the Q key from your specialist.
There is more, but I think the text is long enough.
BETA BRANCH UPDATES
If you want to get all the updates early and help us test out the new changes, you can switch your game to the Beta branch in your Steam library. Right click -> Properties -> Betas and select the beta from the dropdown menu.
See the full list of changes below.
FULL CHANGELIST:
Version 0.9.79
STEAM ACHIEVEMENTS:
FEATURES:
CONTENT:
SETTINGS:
New option toggle: Select All Combat Units includes Combat Engineer (and default is off)
Camera move speed setting added (will be refined for value span)
New option toggle: allow attack-move on friendlies
New option toggle: enable screen edge pan
New option toggle: enable color blind mode for health bars
New control hotkey setting: refund building
Refined camera move speed setting
GENERAL CHANGES:
There is no more force-attack or attack-move on units/buildings. Attack button or hotkey (“A”) activates (force-)attack on units or buildings (no matter if friend, neutral or enemy) and attack-move on ground
When executing an attack-move the search radius is a bit different (max(5, weapon range) instead of max(sight range, weapon range))
If units are ordered to stop somewhere (but not to hold position) they only follow enemies in a short radius around the stop position
In-Game card view status effects now have descriptions as tooltips
Pressing Ctrl while clicking on a player unit or building selects all visible ones of the same type (same as double clicking on it)
Pressing Shift + control group number adds selected units / buildings to given control group
Pressing Alt + control group number removes selected units / buildings from all control groups and sets given control group to only the selected units / buildings
Pressing Alt + Shift + control group number removes selected units / buildings from all control groups and adds them to given control group
Pressing Delete key destroys selected buildings (without confirmation dialog) and refunds parts of the cost
You now can hold shift to place down multiple buildings without re-selecting them
Health Bars for Engineers and Specialist now have a border and are a bit bigger than normal units.
Sort skill buttons (and hotkeys) by order in deck.
When selecting Phase Walker a second circle shows the current skill range.
Consumable Drops have different highlight color.
Unit lost message - audio coming soon.
Cooldown for unit under attack message increased.
Made crystal altar a little more distinct from “shootables”.
BALANCE:
Heal Drop: slight rework for more clarity.
Removed charge up on Charge Laser Tank, Energy Sniper Mech and Lightning Tower. The charge causes issues that are hard to solve and does not add that much. So it will no longer be used.
Crystal growth drop no longer triggers on synthetic crystals and some other special cases.
Increased shield regeneration cooldown from 4 to 6 sec.
Combat Engi HP increased
Increased HP of neutral buildings to prevent them being so easily killed by accidental damage.
PCX Launchers will not be present on the start of a level.
Decreased difficulty of some earlier enemies and increased that of later ones to smooth out the curve a bit.
Lightning Tank active ability moved to Stun Walker instead.
Mantis redirect targets closest ally instead of most healthy visible.
T0 Artillery Tank buffed
Shield drop effect reduced to a reasonable amount
Care Tank: Skill range and sight range increased.
BUG FIXES:
Prevent controls options list from being cut off on non 16:9 displays.
If switching profiles switch the tutorial state, too
If tutorials have been reset prevent weird loading behaviour when continuing run
fixed: Buildings in fog of war can be directly targeted by drops
fixed some harvester attack sounds being audible all over the map
added some missing localization
fixed damage boost for Elite Units meant for their Skill Damage being applied to the attack damage instead.
Fixed heavy lags that could happen with hack Unsettling Flames and burning PCX Builder Bases
Fixed missing light in Shop Deck View.
Fixed walking back to old position after Phase Walker teleportation
Prevent Harmless Opener Meta upgrade from having enemies build their buildings a lot faster too.
Prevent Units from sticking over the card info
Wisdomes and Coin chests will no longer appear in the last level
added missing critical tag to some hacks
fixed PCX Prison icon
fixed Specialist cost not reduced by metagame cost reduction node
removed unmentioned MP passive effect on mana drop
incinerator deactive
metaprogression fix, skill size affects buildings too
Fixed bug that prevented level finishing scene from playing correctly sometimes
Fixed erratic behavior of some homing projectiles.
Fixed incinerator specialist hack tier 2
Fixed bug, where cards would not be all shown, if you opened the deck view very quickly
fixed some unit images
fixed PCX construction sites gaining HP from ascensions and heat, making the enemy build slower.
removed some unnecessary assets which could affect some load times or increase project size.
Fixed missing skill description on PCX Garganto Mech
Fixed mission localization for Phasewalker
Fixed some Hacks not showing up in offers due to a missing tag.
Prevent border assets leaving gaps in some cases.
Fixed tooltips on cards sometimes being triggered unreliably.
Fixed Orbital Artillery targeting effect being spawned multiple times.
Fixed skill size icon overlapping with its text when the size had multiple digits
Fixed Missile Mech sometimes forgetting to play its walk animation when moving
Attack-move calculates new destination if desired destination is not reachable (any more) (same as move command does)
Crystal Dust Catcher does not benefit from the meta harvester cap upgrade
Don't show command chain markers when changing the rally point of a factory