A new mission is out for Infested Planet in the first October update.
New Mission - Tension
Remember how I said the last mission was the most scripting I ever did for Infested Planet? Well, Tension blows that out of the water.
This mission involves you and the aliens fighting over a pile of crates (remember the convoy mission?). I spent a lot of time programming the alien strike teams so that they would know what to do with the crates. They have to react to unexpected events, like you stealing a crate that the aliens were aiming for. I also added a new AI mode to marines that allow them to escort crate carriers.
The result is a tug of war between you and the alien team. You have to stop them from stealing your crates and tow your crates back to the base at the same time. Try the new mission out and see how you like it.
Other Changes
Since we are getting close to the end of the campaign, I went through the mission rewards and added some of the later technologies to the campaign missions. Previously, the only way to get them was to play the random missions, but now you'll unlock them if you finish the scripted missions as well.
A new mission is out for Infested Planet in the first October update.
New Mission - Tension
Remember how I said the last mission was the most scripting I ever did for Infested Planet? Well, Tension blows that out of the water.
This mission involves you and the aliens fighting over a pile of crates (remember the convoy mission?). I spent a lot of time programming the alien strike teams so that they would know what to do with the crates. They have to react to unexpected events, like you stealing a crate that the aliens were aiming for. I also added a new AI mode to marines that allow them to escort crate carriers.
The result is a tug of war between you and the alien team. You have to stop them from stealing your crates and tow your crates back to the base at the same time. Try the new mission out and see how you like it.
Other Changes
Since we are getting close to the end of the campaign, I went through the mission rewards and added some of the later technologies to the campaign missions. Previously, the only way to get them was to play the random missions, but now you'll unlock them if you finish the scripted missions as well.
A new mission is out for Infested Planet in the second September update.
New Mission - Anabasis
After the dramatic events of Memento Mori, you get to see both the Sarge and the Doctor on the battlefield in this mission.
Both of them have teams present on the map, doing their own thing. It's up to you to make sure that the aliens don't eat the characters.
This mission has been possibly the hardest to script so far, with a lot of custom code to get the AI teams to behave. Try it out and let me know what you think.
Other Changes
New Icon for "Reinforcements" tech
A bunch of work on another mission that wasn't finished enough to put in the patch
A new mission is out for Infested Planet in the second September update.
New Mission - Anabasis
After the dramatic events of Memento Mori, you get to see both the Sarge and the Doctor on the battlefield in this mission.
Both of them have teams present on the map, doing their own thing. It's up to you to make sure that the aliens don't eat the characters.
This mission has been possibly the hardest to script so far, with a lot of custom code to get the AI teams to behave. Try it out and let me know what you think.
Other Changes
New Icon for "Reinforcements" tech
A bunch of work on another mission that wasn't finished enough to put in the patch
The first patch of September is here, bringing a new mission with it.
New Mission - Memento Mori
I'm very pleased with the newest addition to the campaign - the "Memento Mori" mission. How long can you hold out against the alien advance? Play this mission and find out.
A lot of players have asked for a survival-style mission. This mission adds something close to it, in scripted form. The experience from making and balancing it will help me to create a random survival mode, if I ever get to it.
A big thing has been finding a balance between the aliens steamrolling the player, and the marines getting a chance to counterattack. I'm pretty happy with the way it works in the new mission - dead hives drop BP crates!
Other Changes
I took a week to spend with people I love, so a lot of time was spent on looking adorable and silly. Still, I managed to squeeze some small, extra fixes into this patch.
"Foundations" mission will ask you to recycle marines now. People were getting stuck on that, since the script didn't know about the new marine spawning
Radial bars now fade to show gradations of progress and HP
The first patch of September is here, bringing a new mission with it.
New Mission - Memento Mori
I'm very pleased with the newest addition to the campaign - the "Memento Mori" mission. How long can you hold out against the alien advance? Play this mission and find out.
A lot of players have asked for a survival-style mission. This mission adds something close to it, in scripted form. The experience from making and balancing it will help me to create a random survival mode, if I ever get to it.
A big thing has been finding a balance between the aliens steamrolling the player, and the marines getting a chance to counterattack. I'm pretty happy with the way it works in the new mission - dead hives drop BP crates!
Other Changes
I took a week to spend with people I love, so a lot of time was spent on looking adorable and silly. Still, I managed to squeeze some small, extra fixes into this patch.
"Foundations" mission will ask you to recycle marines now. People were getting stuck on that, since the script didn't know about the new marine spawning
Radial bars now fade to show gradations of progress and HP
The latest update to Infested Planet is out and here are the new features in it:
New Mission - The Return
The campaign has been extended with a new mission - "The Return" - where you face off against an old enemy. You have some help from your army buddies, but you'll have to rescue them first.
This mission steps up the difficulty a bit, by introducing the Guardian mutations to the scripted campaign. You're going to have to figure out how to deal with them.
Fortunately, there's a new technology to help you out.
New Technology - Heli-Drops
In the last update the "Reinforcements" tech was made obsolete by the ability to spawn as many marines as you like. In this update, Reinforcements has been completely reworked.
When you build the tech station, helicopters will ferry your respawning marines to the front lines. Instead of having to walk from your territory, they'll be dropped right into battle. This can be incredibly useful if your team is being killed quickly and needs fast reinforcements. You can keep up the pressure on the guardian hives and stop them from regenerating.
The price for this useful tech is 5 BP and an ammo cost every time a helicoper drops off marines. This means that you can't fight a rolling battle forever - eventually you'll run out of resources.
The latest update to Infested Planet is out and here are the new features in it:
New Mission - The Return
The campaign has been extended with a new mission - "The Return" - where you face off against an old enemy. You have some help from your army buddies, but you'll have to rescue them first.
This mission steps up the difficulty a bit, by introducing the Guardian mutations to the scripted campaign. You're going to have to figure out how to deal with them.
Fortunately, there's a new technology to help you out.
New Technology - Heli-Drops
In the last update the "Reinforcements" tech was made obsolete by the ability to spawn as many marines as you like. In this update, Reinforcements has been completely reworked.
When you build the tech station, helicopters will ferry your respawning marines to the front lines. Instead of having to walk from your territory, they'll be dropped right into battle. This can be incredibly useful if your team is being killed quickly and needs fast reinforcements. You can keep up the pressure on the guardian hives and stop them from regenerating.
The price for this useful tech is 5 BP and an ammo cost every time a helicoper drops off marines. This means that you can't fight a rolling battle forever - eventually you'll run out of resources.
It's time for yet another Infested Planet update! This one has a lot of gameplay changes. The biggest one is that you can now increase your team size as much as you want by spending BP. The BP cost increases each time, but you can get pretty large teams by the end of the game.
Another big change is that failing campaign missions now gives you partial cash reward. This way you get something if you almost beat a mission, but fail at the last moment. Hopefully this bonus cash allows people to upgrade their team and try again after being licked.
Custom maps include a new raid mode - this is just like the one in the campaign, but you can tweak it yourself now. Oh, and I added a presets page for selecting existing difficulty levels for custom levels. That way you're not always starting with Abyss as a base. For those of you who like to turn up all the dials to 11, the maximum BP cap is now 999.
I've also spent some time rebalancing a couple of mutations. After thinking about it, I didn't like how brutes shut down all bullet weapons. They didn't just make bullets less effective - reflection meant that you had to switch to flamethrowers ASAP. After the change brutes still fill the same role, but they won't cause all bullet classes to kill themselves. Because of the brute change, I also changed the way Calcification works - it creates giant trails of barriers now. Finally, there's a new mutation - Reflection - that makes barriers reflect bullets. It's only on at Abyss mode, if you like that sort of difficulty.
Finally, guardians have been hit by the nerf stick a little bit. They now get hit harder by scouts (whom they can't see any more) and siege cannons. Grenades are more effective towards them as well. This should give you more options in dealing with them.
MAJOR
Added campaign payment dialog and failed mission payments
Added unlimited marine spawning and UI for it
Added raid mode to custom maps
Added presets to custom game mode
Increased maximum build points to 999
Added a new hive tower layout, radially clumped instead of mixed
Made engineering reduce damage by 4x to buildings (and increase shield projector duration by 2)
Made guardians less likely to flee with more regeneration trips
Removed guardian scout-detecting ability
Made guardians more vulnerable to sap damage
Made guardians more vulnerable to blast damage
Changed Calcification mutation to spawn barriers along swarm paths
Added Reflection mutation that makes barriers reflect bullets
Changed brutes to spawn barriers on death instead of bullet reflect
MINOR
Tweaked respawning to prefer proximity to main team
Made double-click attack move an option
Fixed crash with custom mode if there are initial mutations with an empty queue
Removed Wild Mutation
Fixed crash with Abyss raid missions
Fixed typo for Crow's Neck mission
Fixed skirmish and custom mode UI reaction to video mode switches
Fixed text entry on non QWERTY keyboards
Fixed bug with Burrowing Hive in Raid missions
Fixed music switching in custom mode menu
Made GL 2.1 an optional requirement
Fixed email address validation
TECHNICAL
Disabled window icon, since it stopped working with SDL2
Fixed inplace button response to mouse in/out events when disabled
Deleted SDLMain.m - not needed in SDL2
Did some research into multiplayer prospects (it's still hard)
Added ability to specify mutation pre-requisites
Fixed lua CallFunction issue
Added ability to drop shadow on text
Added shadow to some UI text
Added CSV exporter to metrics
Changed event sort order for sharing server report
Reduced the number of indexes for event table
Added remote_api access point to sharing server (for bulk loader)
It's time for yet another Infested Planet update! This one has a lot of gameplay changes. The biggest one is that you can now increase your team size as much as you want by spending BP. The BP cost increases each time, but you can get pretty large teams by the end of the game.
Another big change is that failing campaign missions now gives you partial cash reward. This way you get something if you almost beat a mission, but fail at the last moment. Hopefully this bonus cash allows people to upgrade their team and try again after being licked.
Custom maps include a new raid mode - this is just like the one in the campaign, but you can tweak it yourself now. Oh, and I added a presets page for selecting existing difficulty levels for custom levels. That way you're not always starting with Abyss as a base. For those of you who like to turn up all the dials to 11, the maximum BP cap is now 999.
I've also spent some time rebalancing a couple of mutations. After thinking about it, I didn't like how brutes shut down all bullet weapons. They didn't just make bullets less effective - reflection meant that you had to switch to flamethrowers ASAP. After the change brutes still fill the same role, but they won't cause all bullet classes to kill themselves. Because of the brute change, I also changed the way Calcification works - it creates giant trails of barriers now. Finally, there's a new mutation - Reflection - that makes barriers reflect bullets. It's only on at Abyss mode, if you like that sort of difficulty.
Finally, guardians have been hit by the nerf stick a little bit. They now get hit harder by scouts (whom they can't see any more) and siege cannons. Grenades are more effective towards them as well. This should give you more options in dealing with them.
MAJOR
Added campaign payment dialog and failed mission payments
Added unlimited marine spawning and UI for it
Added raid mode to custom maps
Added presets to custom game mode
Increased maximum build points to 999
Added a new hive tower layout, radially clumped instead of mixed
Made engineering reduce damage by 4x to buildings (and increase shield projector duration by 2)
Made guardians less likely to flee with more regeneration trips
Removed guardian scout-detecting ability
Made guardians more vulnerable to sap damage
Made guardians more vulnerable to blast damage
Changed Calcification mutation to spawn barriers along swarm paths
Added Reflection mutation that makes barriers reflect bullets
Changed brutes to spawn barriers on death instead of bullet reflect
MINOR
Tweaked respawning to prefer proximity to main team
Made double-click attack move an option
Fixed crash with custom mode if there are initial mutations with an empty queue
Removed Wild Mutation
Fixed crash with Abyss raid missions
Fixed typo for Crow's Neck mission
Fixed skirmish and custom mode UI reaction to video mode switches
Fixed text entry on non QWERTY keyboards
Fixed bug with Burrowing Hive in Raid missions
Fixed music switching in custom mode menu
Made GL 2.1 an optional requirement
Fixed email address validation
TECHNICAL
Disabled window icon, since it stopped working with SDL2
Fixed inplace button response to mouse in/out events when disabled
Deleted SDLMain.m - not needed in SDL2
Did some research into multiplayer prospects (it's still hard)
Added ability to specify mutation pre-requisites
Fixed lua CallFunction issue
Added ability to drop shadow on text
Added shadow to some UI text
Added CSV exporter to metrics
Changed event sort order for sharing server report
Reduced the number of indexes for event table
Added remote_api access point to sharing server (for bulk loader)