First Major Content Update - '666'
Features:
- Nullifiers now absorb a limited amount of nuke fireball energy before collapsing into a temporary wormhole releasing a swarm of Anemones
- Anemones congregate above the city leeching shield energy. If the shield is offline, life force is drained directly from citizens
- All unshielded enemies (except Nullifiers) can now be killed with nukes, those previously fully immune are now between 80% and 98% resistant
- Rebels now have a shielded variant
- All enemy shields are now destructible with bullets, lasers or flail strikes
- Cobalt Coil Gun deals 2x damage to enemy shields
- New upgrade: Graphene Tipped Rods, cobalt projectiles are slowed and become superheated on contact with nuke fireballs, passing through enemies and dealing damage multiple times (hot bullets)
- New upgrade: Full Graphene Coating (hermit only), hot cobalt bullets melt through 50% more enemies
- Shield capacity upgrades (hermit only) now give an instant recharge, are more generous, and display percentage values relative to initial maximum (numbers go above 100%)
- Two rare attack wave variants added (Mini Rebel Centipede, Contracting Nuclear Polygon Squad)
- In-game FPS [c]ounter available via [c] key
Balance:
- Over-Fuelled Boosters no longer has Liquid Oxygen Booster as a prerequisite (both available)
- Institute of Automation more likely to appear in the first week (Bookworm reward achievable again)
- Adaptive Beam Focusing removed, range vs damage outpost setting is now always available
- Tracer Flares (hermit only) no longer has the Regenerative Shields prerequisite
- Cobalt Coil Gun now available from day 7 for any build and is 36% more likely to appear
- Cobalt Coil Gun 2x more likely to appear for Hermits
- Obelisk intervention time reduced to 35 seconds
- 2.5% increase in enemy HP scaling by the end of week 1
- 5% reduction in enemy HP scaling by the end of week 4
- Attack waves will now spawn sooner if the sky is clear
- Falling enemy gibs are now non-lethal to an unshielded city
- Hyper Reflex (hermit only) available at the start of week 4
- Shotgun Conversion (berserker only) burst multiplier / rate division reduced from 10x to 8x (average DPS unaffected)
- Orbital Blunderbuss (berserker only) available at the start of week 4
- Nullifier HP increased by 10%
- Gnats dropped by Cruisers are 25% more consistent in divebomb timing, making dangerous breaks in the resulting nuke chain reaction less likely
- High Frequency Laser DPS increase raised to 125% from 100%
- City is invulnerable to nuke blasts and collisions for 50% longer upon shield break
- Score bonus from daily rewards increased to 50 per reward point
Rewards / Achievements:
- Gonnahavemesomefun - destroy a cloaking enemy before it had the chance to use its cloaking ability (enemies that enter already cloaked don’t count)
- Hard Boiled - break an enemy shield using superheated projectiles
- Seafood Platter - destroy an entire swarm of inter-dimensional Anemones
- Blissful Ignorance - survive 14 days without taking any shield damage
- Pretty Decent Innit? - suffer 3 shield breaks in one day
- Bookworm & Bohemian rewards / achievements brought back
Fixes / Improvements:
- Both V-Sync and Delta timing modes now use variable engine timesteps and will allow framerates anywhere between 60-200hz (bullet hell CPU slowdown now only occurs at the hard 60hz timestep limit)
- Disabling 'allow high framerates' now allows up to 85fps for better interleaving on certain fast displays (ie. true 72 fps on a 144hz display)
- Better handling of frame interleaving on fast displays with odd-numbered or weirdo refresh rates, engine will select the best integer target rate between 60–85Hz to minimise asymmetrical frameskipping
- Accessibility: Currently selected UI item now pulses more visibly at lower quality settings, with reduced motion enabled, or in non-glowing graphics modes (ie. Sharpie mode)
- Accessibility: 1 second transition added between inverted and non-inverted graphics modes to avoid sudden white screen face melt
- Minor performance improvements (collision detection, graphics batching)
- Fixed Blackout charge discombobulation when taking Power Rationing Laws upgrade with 50% blackout charge already in the tank
- Fixed rare crash during [shift] zoom transitions
- Fixed mouse click focus after closing deep menus and unpausing the game with shortcut key
- Fixed rare case where seed Gibs ‘asteroid’ doesn’t immediately break into chunks amidst its parent explosion
- Fixed race condition occurring when ShieldCycle and LaunchMinions behaviours clashed with certain frequencies (Calamari and Shielded X-Tanks no longer launch minions after shield break)
Audio / Visual:
- High velocity missiles (Rockets) now visually distinguishable from others
- Revised vector shape for player nuke missiles
- Refined shaders: Amdek Amber CRT, Kodak Eastman Rostrum Camera, and Sharpie Plotter
- New bank of sounds for small explosions and impacts
- New bank of tiny sounds for UI rendering animations
- Various new sound effects for wave intros, new enemies, ambiences, and enemy shield breaking
- New music for week 6
- New game over music for week 5+ survivors
- Improved audio mix, dynamics compression, convolution reverb aux busses and panning behaviours
Files
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Utopia Must Fall
A laser-flavored arcade base defender.
Status | In development |
Author | Pixeljam |
Genre | Action, Shooter |
Tags | Dark Humor, Indie, Retro, Roguelite, Tower Defense |
More posts
- QoL Update is Live - Version 0.65667 days ago
Comments
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Thanks for the update! :)