Optimize the barracks to add the function of "automatically return to the camp when hungry" BUG Residents continuously show +1 eating food New feature Megalodon, which devours the corpses around itself and lays eggs New feature "Feeder" to feed monsters: Dark cuisine: Slime Wood: Silverfish Meat: Megalodon Fish: Magic crab Honey: Poisonous bees After the monster eats once, it does not attack the residents for N days, and after eating once it is full, it will breed" Optimized Soldier statue bullets changed to group damage Optimize the list of residents to add feature filtering Optimize the Feeder to add the disabled period setting and optimize the functional details of monster breeding Optimized Combat units and monsters in combat mode, display markers BUG MOBILE ACCELERATION FEATURE, AN ISSUE THAT DOES NOT WORK FOR SOLDIERS BUG Civilians who are unconscious in battle may not be saved Optimize the archive integrity verification mechanism when archiving Optimization Change the feeder to two directional openings and fix it for the monster and the other for the residents Optimize the transportation rules of horse stations, support all selection, cancel all
v03142023 fixes: ghost charms not restocking can's walk dust particles not rendering correctly in husbandman's domain able to clip out of various maps in johnny's puzzle dungeon softlock - infinite bouncing. limited bounces to one time before object lands holding b while throwing skipping dialogue holding b skips and auto exits menus
changes: changed Riley's dialogue in oozone from "you almost have to be in two places at once" to "This ain't the first slime I've outran." Original line could confuse players you must hold b for certain amount of frames before text auto advances. I hope this fixes some anomalies experienced while advancing text quickly, or with the fast forward blessing
Hi everyone. In this update, we are bringing you two new maps. A new map in the desert, along with an entire wave rework for the desert campaigns. And a new winter map, a two-lane map like the previous winter map. We had originally planned to release the faction update alongside these two new maps, but due to some delays, it will be out by the end of the current week instead of alongside these maps. We need some more testing and fix up a few issues before we're confident with releasing this new feature. Here are the patch notes as follows:
-New Desert map -New Winter map -Raised Winter map 1 starting points to 800 -Reworked entire Desert wave structure -Finally fixed tower spawning on the first Winter map -Made path hitbox more forgiving, you can now place units closer to the paths on all maps -Heavy Infantry now lightly armored (1 armor Forest) (2 armor Desert) -Internal name changes for certain enemy types -Miscellaneous bug fixes -Minor wave balancing
Note: When we add new maps your latest beaten level will be the level before the new map. This means you have to complete the newest map that was added to progress on further. Unless you haven't gotten that far into the game. Once you beat this map your saved data will bring you to where you were previously. Unless your blocked by another new map which in the current moment that is not possible as we added the new winter map to the end of the levels list. This is just the way our save system works, it reads the map from 0 to the final map and once it finds the first uncomplete map it will stop there and not continue reading the remaining levels.
The level icons were in need of some love, and a lot of players who have made it past level 100 have had to use the same rainbow icon forever. I added new level icons up to level 400 and redesigned all of the old ones with a more sophisticated visual progression.
As an example, here are the changes to the new level 100 icon set:
Changes
Redesigned all the level icons, and added icons past level 100 (400 is the new highest icon).
Added a menu to view levels and their EXP requirements, which you can access by clicking your level icon in the top left of the main menu.
Bugfixes
The player context menu will no longer go offscreen if you open it on a player at the bottom of the scoreboard.