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

Utopia_Must_Fall_Mac_Silicon_666.zip 155 MB
1 day ago
Utopia_Must_Fall_Win_666.zip 168 MB
1 day ago

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Comments

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Thanks for the update! :)