+ The Industrial Update Is Live +


VERSION 0.7:

Upgrades & Mods

- Skill tree: fully overhauled upgrade system with interactive tree structure, graphical icons for every upgrade and 4 special 'opportunity' slots. Requirements, blockers, hierarchy and time constraints for regular upgrades are demystified.

- Drones! Automated floating, modifiable allies that dodge hazards and chase enemies, equipped with onboard railgun turrets and adjustable behavioural parameters.

- Drone-related upgrades: Deploy Drone Factory, Twin Drone Factory, Atomic Drones, Double-Barrelled Drones, Robotics Specialist

- Watchtower mod: Q Disruptor - targets are temporarily timewarped to 0.25x regular speed

- Opportunities: Relatively rare hidden upgrades, unlocked by specific rerolls or other upgrades (generally will be unlocked by ‘related’ upgrades, ie. if a player is pursuing shield upgrades, shield-related opportunities will appear).

- Each Opportunity Upgrade is offered only once per game in the 4 empty ‘opportunity slots’ in the center of the skill tree. If taken, they will occupy that slot for the remainder of the game, blocking other opportunities from being offered there that normally would (there are currently only 4 opportunity upgrades, many more will be added in future updates).

- Opportunity Upgrades: Cheap Nukes, Work Retreat, Red Flag Day, Context Switch

- Uranium Strip Mining upgrade (berserker only) increasing production to 1.5 full-size nukes per day at the expense of causing radiation sickness!

- Radiation sickness causes population loss per capita as a factor of how many nukes are stockpiled (loss bottoms out at ~25 tacitcal nukes)

- 4 new citizen proposals nested at various places in the skill tree

- Decline Upgrade Option: waste an upgrade point and choose nothing


Enemies & Rewards

- New enemy wave: Zigzag Centipede Squad

- New rare enemy wave: Transit Cruiser

- New Reward: Eevveerryyoonnee, for ending a day with 8 drones intact

- New Reward: Good Dog, for 50+ total drone turret kills in one day

- New Reward: Clever Girl, for 50+ direct kills from atomic drone blasts in one day

- New Reward & Achievement: Mr. Creosote, for first time over-feeding a nullifier, with Steam achievement

- New Reward & Achievement: Attenborough Award, for a 7 day conservation streak

- New Reward & Achievement: Jools & Jops, keep 2 drones long enough to end a day with 100+ kills each in their lifetime

- New Reward & Achievement: Pure Vibes, for surviving a day without destroying any enemies or debris using the city railgun or launched nukes


Adjustments

- Institute Of Automation now comes with one free immediate outpost and is available earlier

- Plasma Physics Lab now comes with 10% shield damage resistance

- 2nd railgun fire rate upgrade now doubles as a research fork in the upgrade tree, where the turret can be modified further into multi-barrel or single-barrel cobalt

- Optimized Operations: outpost regen rate increase raised to 50% from 40%, newly rebuilt outposts start at 100% integrity

- Advanced Materials Lab now requires 3 or more previous research upgrades to unlock

- Improve Gimbal Speed now available from day 1

- First railgun fire rate upgrade after Twin Shot is twice as effective (only one upgrade between Twin and Triple)

- Cobalt Coil Gun bullets feel ‘heavier’ and have 10% increased impact inertia

- Base shield reflex force (on contact) reduced by 20%, shield reflex upgrade increased to be 2x base reflex force on contact, dealing 25% more damage

- Alpha Automation: 6x outpost capacity now has the downside of 25% slower outpost regen rate

- Rerolls (Citizen Proposals) now temporarily reduce weightings of previously offered upgrades by 80% (previously 66%)

- All nukes (including your own) are harmful to drones, outposts and the shieldless city (giant 'cheap' nukes may harm certain builds!)

- Tactical Nuke radius increased by 15%

- Demolishing outposts no longer refunds 50 reward points

- Outposts have a 2x longer invincibility timeout after taking damage (1 second)

- Regular nukes push enemies and debris away with 20% less force (anti nukes unaffected)

- If undefeated after 90 seconds, a Calamari boss will be gradually joined by an army of Squids

- Slightly more forgiving hitbox on the unshielded city

- There is now an upper plateau on the reward system ‘XP ramp’, maxing out at 500% relative to day 1 reward points per bonus reward, but the curve to get there is 25% steeper (1.375x compound multiple per filling)

- Rockets (from Cats and Rebels) have 15% less thrust and 12% less health

- Shielded Rebels now suffer 7.5x more shield damage from nuke blasts (70% resistance)

- Flail Capacitor Priority rate increase reduced from 75% to 50%, vulnerability increase reduced from 35% to 25%

- High Frequency Laser available from day 15 (day 9 for Berserker)

- Graphene Tipped Rods available from day 13

- Long Life Flares is no longer a parent of, or a requirement for Energy Efficiency

- Calamari Fritti reward bonus raised to 150, now a one-time reward

- Pretty Decent Innit reward bonus raised to 100

- No Escape reward bonus raised to 35

- Week 4 Albert is 60% larger, 25% tougher


QoL / Graphics / Audio

- New cities: Cairo Horizon and HyperParis

- Overhauled in-game pause dashboard showing current skill tree progress

- Improved nuke stockpile information on dashboard>status

- Graphical outpost status information on dashboard>status

- Citizen optimism/pessimism counter on dashboard>status now a factor of citizen casualties and population growth

- Reworked missile silo / nuke stockpile / production HUD

- Quick Restart option added to Abandon City menu

- Slider UI items can now be in/decremented by clicking the track either side of the handle

- Arrow Keys available as control options for turret / target aiming

- Magnify key changed to '/' or '`'

- FPS counter key changed to '='

- Fullscreen key changed to 'shift-f'

- Holding shift reduces keyboard turret gimbal speed to 33%

- Yellow squad fighters now come in 3 subtly different variants

- Better audio/visuals to indicate when city suffers nuke burn damage

- Better audio/visuals to indicate overfuelled booster burn damage

- Added a bunch of new city destruction debris

- New display mode ‘V99 Chromashift’

- Sharpie display mode has paper texture background

- Minor tweaks to all other display modes, text descriptions added

- Overhauled audio mix

- Audio easter egg when reward XP bar is only 99% filled

- New Shield Hit sound effects

- Geiger Counter audio simulation

- Several new banks of tiny ui sound effects

- New audio for Q Disruptor Towers, Drone Factories, Drone collisions

- Large bank of audio for drone chatter (73 sounds)

- Added music pitch control (range -7 semitones) because music is always better slower


Fixes

- Enemy Gibs no longer sully No Escape reward if they're flung offscreen

- Shotgun changed back to red, Blunderbuss changed back to orange (mistake in v0.666)

- Debris pieces impacting the ground beyond the visible playfield no longer sully Conservation reward

- Nullifiers no longer capable of spawning multiple Anemone swarms when multiple nukes detonate in their radius simultaneously

- Blackout Charge indicator correctly appears when insta-charging the shield with Shield Capacity upgrade

- Fixed rare divide-by-zero crash (!) where invalid panning values could be sent to the audio engine

- Fixed rare race condition crash (!) related to Squid targeting logic

Files

Utopia_Must_Fall_Win_700.zip 183 MB
36 days ago
Utopia_Must_Fall_Mac_Silicon_700.zip 169 MB
36 days ago
Utopia_Must_Fall_Mac_Intel_700.zip 176 MB
36 days ago

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