Button Pop: Module Evolution Update
Author: Reality Adrift Studio,
published 3 months ago,
[h1]Module Evolution Update[/h1]
Hey folks!
I hope you are enjoying Button Pop so far.
The Module Evolution Update has arrived, and I have heard you loud and clear! There have been some issues with balancing/ difficulty and the new Module Evolution aims to correct that! Not only will this introduce fixes for the enemies and economy. It includes free content in the form of powerful new module upgrades and a complete re-vamp to the module page system.
[h2]New stuff: [/h2]
[h3]Module Tree[/h3]
The module system/ pages have been completely rebuilt and are now presented as a module tree, Split into Defence, Utility, and Attack.
All modules are now visible on a single page, making it easier to strategize and mix/match abilities and builds.
[img]https://clan.cloudflare.steamstatic.com/images//43771675/fda78dcabe95cf6b76946219c68d8c13e6729a60.jpg[/img]
[h3]New Module upgrades[/h3]
We can't have a new module tree without some new modules! There will be 9 new modules, spanning from upgrades that boost the efficiency utilities to the ability to grab the enemies and crush them before they get away.
[list]
[*][b]Grab[/b] - Grab and hold enemies by clicking on them! Fling them around like grenades.
[*][b]Money Grab[/b] - If an enemy dies while grabbed, their money bag will fall out.
[*][b]Grab Drain[/b] - While an enemy is grabbed, their health will slowly be drained.
[*][b]Blocker [/b]- Place a solid block and change the route of the enemies!
[*][b]Auto Pop[/b] - If yah have some energy and a Pop streak the Button will continue to pop at the last Pop per sec rate. If the Button is left Idle for more than 10 seconds, this rate will slowly reduce.
[*][b]PPM RPM[/b] - The fire rate of turrets is increased based on the current Pop Per Minute.
[*][b]Energy Surplus[/b] - When there is a surplus of energy, Coin factories are twice as efficient.
[*][b]Share Care[/b] - Placing turrets near Energy Generators decreases the turret's energy use by 20%. Placing turrets near Coin factories increases the turret's coins per kill by 20%. This is indicated by a stroked line linking the turret and utility together.
[*][b]Pop Per Kill [/b]- Every kill will Pop the Button (this will affect the pop streak).
[*][b]Pop Per Hit[/b] - Every time an enemy takes any damage, the Button will be Popped (this will affect the pop streak).
[/list]
[h3]Settings and Playbox Buttons[/h3]
The settings and Playbox buttons are now movable. After receiving some feedback, some players found it too easy to mistakenly press the settings or playbox buttons while in the heat of battle. To combat this. Both of the buttons have been slightly scaled down and can now be re-positioned at any time during mission playthroughs (they can also be stuck to walls).
[h3]New Tutorial tweaks[/h3]
I have heard you! And I wanted to update the tutorial to reflect the full game experience. Along with the new module system being introduced to the tutorial. Automation has been given a bigger focus and several additional topics such as upgrades and crate spawns have been added to the tutorial level as well.
[h3]Difficulty and Balance[/h3]
Another thing this update will be addressing is the overall difficulty and balance of the early game. I will continue to monitor and tweak this area, however, I have taken on your feedback and introduced a number of fixes to ensure Button Pop is more enjoyable, for more players.
[h3]Balance notes [/h3]
[list]
[*] Button Level 1-5 has been lowered. Building the first two turrets and two utility pads should be a lot quicker now, creating a stronger defense earlier in the game.
[*] It is now cheaper to build coin factories and energy generators.
[*] (Baby Button)' Enemies' health and damage have been reduced.
[*] Turrets now earn kill streaks. These streaks will contribute to the Pop Streak, lowering the need to pop the button.
[*] Time in the "Safe" stage has been reduced and time in the "Incoming" stage has been increased. This is to increase the overall time given to move turrets, while the incoming arrows are visible.
[*] Death penalties have been vastly reduced/ removed.
[*] Enemies have been made easier to click on.
[*] Clicking on enemies now does damage as default. This damage can be increased via module upgrades.
[*] Spawn rates have been slightly reduced on a number of the missions.
[*] The unlock order of the turrets and utilities has been revised. Utilities will be unlocked first, before turrets, to allow players to form a solid economic/ automation base.
[*] A new Hotkey is now available to activate the defence window (build walls, mines, molotovs etc). Hotkey - ALT.
[*] A new Hotkey is now available to revert Options and Playbox to default positions.
HotKey - Backspace
[/list]
[h3]Bug Fixes [/h3]
[list]
[*] Lighting issue on tutorial level - [b]Fixed[/b]
[*] Negative coin values after passing engine integer limitation. The maximum coins that can now be earned per level has been set to 1 billion.
[*] Walls would sometimes double hit enemies - [b]Fixed[/b]
[*] Macro limiter - [b]Fixed[/b]
[*] Crates sometimes fall out of bounds after opening - [b]Fixed[/b]
[/list]
Thank you for reading this far and for your support. I hope you enjoy the Module Evolution update and thanks again for your feedback, it makes a huge impact!
- Mark, Reality Adrift Studio
For more info check out our Devlog series and join the Button Army on Discord!
Devlog:
https://youtu.be/5vQl1W1Oas4?si=bAEW2e_uKwidrmao
Discord:
[url=https://discord.gg/DfHmP9zyKh]Join the Button army![/url]
[img]https://clan.cloudflare.steamstatic.com/images//43771675/7a47f3d2cce39d643d0c0cc3bca027597db25a4e.png[/img]