Due to a temporary script mistake, all weapon unlocks were set to free (0 cost) in the last update. The bug was caused by a variable swap that overwrote weapon prices for everyone in the menu. Issue fixed: Weapon costs are back to normal â no more instant all-unlocked loadouts!
Congrats to those who enjoyed the bug and played with everything for free. Back to the grind â weapon unlocks are back to normal! đ
General: -You can now view your Upgrade grid at any moment. There are buttons during level ups, in the game over screen, and when a map is paused that will take you to see your Upgrades. -Added an uncommon rarity module to increase pickup range that is unlocked at base line -Added several new tutorial tips to better explain Upgrades, Evolves, Scrap Bots and Toolboxes -"Manual aim on toggle" is now the default when first starting the game (If you've already ran the game, this won't override your setting. You can change aiming mode from the Settings menu) -The "Manual aim toggle" glyph indicator will no longer prompt you to manually aim weapons that can't do so -Made evolve pairs show up in the tooltips of already evolved weapons, so you can clearly see what a weapon evolved with when that happens -Improved the look of having multiple melee weapons -Added an effect that makes Scrap waiting to be picked up stand out a little more
Gameplay: -Made Dillosaurs fairer by increasing the amount of time the player has to react to their charge -Adjusted Dillosaurs charge hitbox to be more accurate -Increased the range at which the player will pickup Scrap and other items -Made the maps possible for map #8 slightly larger than before (first Acid Rain hazard maps) -Made Acid Rain danger areas more visible -Buffed many Weapon Systems -Reduced the cost of some Weapon Systems -Increased player base move speed and dodge speed slightly -The player should now slide along walls or around corners more than before if one is hit during a dodge -Tightened up Slime damage hitboxes, they were ever so slightly too big -Range increases will also make Weapons more accurate, when applicable -Improved Fire Extinguisher targeting so it won't sometimes waste part of its spray right as it starts firing -Slime Boss wave attack now deals 3 damage instead of 4 -Reduced the amount of Scrap required to purchase locked hexes on the Upgrade grid -Changed one Upgrade grid (moved the starting point from the corner to the middle, along with slight other changes) -Adjusted colliders on some terrain pieces to smooth out maneuvering around them -Increased single target Weapon System rank scaling
Fixes: -Fixed a bug where you could place an Upgrade on top of one that is already max rank intending to uprank it, wasting your Scrap -Fixed some cases where Steam Achievements would display with a delay -Fixed a faulty tooltip with Impact damage on the player details screen, and made all the damage type tooltips use their proper colors -Nuclear Football now displays the proper Augment icon in the Evolve tooltip -Fixed the player being able to receive posthumous healing -Fixed a bug that could cause an upgrade selected for purchase to be in the wrong place initially when using the controller -Fixed an issue where Landmines were not benefitting from all the proper damage type bonuses -Fixed two very rare crashes -Fixed Black Gold, Repurpose and Collateral Damage having some faulty math in their tooltips -Fixed an issue where there could be a phantom tooltip on the screen when returning to the menu from the game -Fixed some issues with manual targeting on toggle on some weapons -Fixed an issue where weapons could be wrongly rotated at the start of a map -Fixed some cases where the tooltip could get stuck on the screen -Fixed a rare issue where you could get extra levelups if you saved and loaded the game at the right moment
Ball Control Overhaul: First touch is now more accurate when the pass is well-executed and the receiving player is properly positioned and facing the ball.
Improved Dribbling & Ball Handling: Dribbles are now more responsive, and ball control has been enhancedâmaking it harder for opponents to steal the ball.
New Skill â Back Pass (Key: V): You can now hold V to control the ball backward. Tap Mouse 1 while holding V to pass it backward smoothly.
Sliding Tackle Buffed:
Reduced stamina cost.
If the ball is hit cleanly, the opponent won't fallâso no foul is called.
More effective against skillful dribblers, especially with the new dribble system.
Bug Fix â GK Spawn: Fixed an issue where the goalkeeperâs spawn was not correctly triggering throw-ins or corner kicks.
Hello everyone! This week the main focus of improvement has been on the balance and expansion of military content for the 22nd century and beyond. My main problem with the military aspect beforehand was that military balance would not change significantly between the early and late game, so you would be using effectively the same tactics and army compositions throughout the entire game. It is quite unrealistic that there would be no significant advances in military technology that change how armies clash against each other- but at the same time it is necessary for the game to have constant rules, otherwise the experience can become too difficult to understand.
New Unit Types
In order to rectify this problem, a set of new kinds of units have been introduced or expanded which should make things interesting as you reach the Mid-Game (when most of them are unlocked).
Colossal Airplanes
Airplanes the size of a naval cruiser can be constructed and fitted with components that are more commonly seen in spaceships or naval vessels. As a result, they can have things like carrier decks, as well as railguns and other kinds of large weapon systems which can be useful for taking out swarms of enemy drones, as well as providing support to ground units. The only major issue with Colossal Airplanes is their vulnerability to massed fire from armor-piercing weapons.
Floating fortresses
At 5x the size of an Aircraft carrier, Floating Fortresses can bring everything to a naval engagement. Their gargantuan size allows you to stuff them full of powerful auxiliary components giving them more attack damage and survivability than anything else, but watch out for torpedoes!
Super Soldiers
There are a number of new expensive augmentations that can be made to your infantry. Unfortunately, their price makes them prohibitive to have on your entire army, but Super Soldiers can be immensely powerful when used as breakthrough units, as they have comparable stats to Tanks with more breakthrough, but also more vulnerability to soft weapons.
Strike Craft
In Space, there are a number of new weapons, but the main addition is Strike Craft. Strike Craft are small, numerous, and particularly effective at dealing with low-armored spaceships like Destroyers. However, they suffer in the missile department, being both vulnerable to and unable to use them. In order to rectify this, use some Cruisers or a Space Carrier to provide missile cover and support.
Landcruisers
The new Headquarters style land unit has many useful abilities, but is slow and vulnerable to enemy attack. The Landcruiser has no such weaknesses; it is fast (kind of), powerful, and can support a massive number of attached units logistically. Landcruisers can be built either for support or attack purposes, since they can be up to the size of a Capital Ship in water/space. Like their naval counterparts, they can include things like Carrier Decks, but also land-specific support companies like field hospitals. They are also uniquely capable of carrying large weapon systems in the land domain, which can be useful if you need to counter enemy EMP or need a Missile Defense shield capable of guarding 1 Million men.
Unit Qualities
In order to make some of these unit types have their desired effects, Units can now have Qualities that give modifiers to themselves and the rest of the unit provided they are represented well enough. Since most kinds of units will give one quality or another, it is a good idea to have a nice mix of units in your army to take maximum advantage of these bonuses, which will also require you to invest in sufficient countermeasures for enemy stacks.
War Escalation
This mechanic is already in the beta, but is not used as the AI did not build Nuclear Weapons. Now they do, and will use them when a war escalates sufficiently. You can block their attacks through the use of munition defense, but there are components that when used can allow large bombardments of Nukes to slip through your defenses. Be careful!
Features - AI PERFORMANCE IMPROVEMENTS! (Luke) - AI planning taking 3 times less time now in tests for AI intensive (many units) Montelimar scenario. Doesnât make those scenarios âzipâ but feels sane now ;-) Will be interested to hear if folks feel any difference in the slower scenarios (La Londe is another that tends to be slow).
Bugs - crash: 'NoneType' object has no attribute 'get_special_action_state' (Luke) - crash: NoneType' object is not iterable (Luke) -sentry - crash: 'NoneType' object has no attribute 'WorldObjI' (Luke) - sentry - Late war scenario - c20: Code fragments appearing as text. Fixed. (Allen) - Rome - c13_75: Issue of Wednesdays being Thursdays is fixed in text. (Allen) - Anzio part 1 - c13_1: Issue with non-disappearing hex_arrow is fixed. (Allen) - Epilogue: Mislabeled rollovers for Caution/Compassion have been fixed. (Allen) - Release 1.0.44 got skipped somehow (bug LOL) so going from 1.0.43->45
Thank you again for your continued support of Siegecaster and for sharing its existence with your friends!
This update includes a major change to the game based on post-launch feedback: A reduction in the level unlocked level required to merge your runes to the next tier. You'll now be able to merge two uncommon (green) runes to rare (blue) ones once you've unlocked level 3 (previously this was set to level 6). Rare runes can now be merged to epic (purple) upon unlocking level 6, and epic to legendary (orange) upon unlocking level 9.
1.1.6
Major Changes:
Updated Rare Runes to unlock at Level 3
Updated Epic Runes to unlock at Level 6
Updated Legendary Runes to unlock at Level 9
New Demo based on 1.1.6 now available on store page
General and technical updates:
Added auto-saving in case the game crashes
Fixed graphical issue affecting Brain enemies
Fixed Rune and Treasure Orc death animations lingering beyond intended
Updated Gold Rush Achievement description to more clearly state requirements
Updated tutorial tilemap to fix enemies from getting stuck in trees
Fixed shooting and entering build mode causing turrets to use ammo, but not fire
Fixed game freezing for some users due to exception in SplineContainer.Finalize
Fixed miscellaneous null reference exception in ConditionVisuals.UpdateAtlasUVs
Fixed miscellaneous null reference exception in SpawnerWaves.SpawnAsync
Updated Graphics Settings to disable stripping for Instancing Variants and BatchRenderGroup Variants
Updated Graphics API for Windows to use Direct3D11 instead of Automatic (Direct3D12)
Continued known issue:
Selection scrolls up indefinitely causing game to endlessly cycle through the turrets
Suggestion: Please ensure non-standard peripherals are not plugged in, this includes guitars, driving wheels and other unconventional input devices.
Thanks for your continued feedback on Discord and in the Steam Forums!
This new update again includes many small changes and some big ones.
Monster Interactions
Monsters will now interact and battle each other, not just the player. They will also gather gold and sometimes items from their fallen foes.
Item Scaling
Found weapons and armor will now be more likely to scale to the player's current stat level. It may be a little bit above the current stats, or below. There will still be a small chance to find much higher powered items, but most will be scaled to the player.
Saving in Dungeons
There was enough push-back on the previous change that I have rolled it back. You can now, once again, save the game in dungeons.
Smaller Changes
Dungeon messages - some tiles will have special messages
Night Gaunts will carry you away to the Vale of Pnath when you are on the surface
Bug Fixes
The ladder down to the Vale of Pnath had a weird bug
Moving the game window worked, but the movement was strange. It should work better now.