0.1.3 Live On The Beta branch
Author: MillionMonkey,
published 2 months ago,
Hey All,
0.1.3 is now ready to try on the beta branch. It adds a variety of content as well as some revamp of the GUI, better resolution support, performance improvements and more. A big thanks to everyone on Discord already helping out with testing.
If you would like to take part in the beta testing I recommend backing up your "gameStats" folder (within C:\Users%USERPROFILE%\AppData\LocalLow\Stratagem Blue\From Glory To Goo) so that you can roll back if required.
As always, feel free to provide feedback and report any bugs you come across on Discord. Some of these changes are experimental so they're very much subject to change.
To access the Beta, right click on From Glory To Goo in your Steam library and then click Properties -> Betas, and select "testing - Beta Branch". Note that this version may be unstable and you don't have to try it yet. I'm aiming to release it next week.
[h2][b]0.1.3 Beta Patch notes[/b][/h2]
[h2][b]Summary[/b][/h2]
[list]
[*] New Content (Captains, Spaceships, a Map and more)
[*] Many revamped GUI icons
[*] Resolution options and GUI scaling
[*] Significant performance improvements
[*] QoL, Balance and Bug Fixes
[/list]
[h3][b]New Captains[/b][/h3]
[list]
[*] The Hacker - Harness the power of movable turrets to shore up breached defences. Construct buildings that buff all surrounding turrets
[*] The Warlord - Take control of an enemy spaceship while doing battle on land with unique specialists and utility beacons
[/list]
[h3][b]A New Map[/b][/h3]
[list]
[*] Added Elysium Mons - Take the fight to the goo in the shadow of a volcano. Destroy all objectives on the map, but be ready to defend when ash darkens the sky
[*] The Anomaly Oscar wave is now more difficult and will appear slightly earlier
[/list]
[h3][b]New Spaceships and Modules[/b][/h3]
[list]
[*] Added 3 new spaceships to unlock
[*] Added Laser Cannon Module - Deals high damage in a small area
[*] Added Missile Launcher Module - Missiles automatically home into high value targets or land over a wide area.
[*] Added module modifiers to various spaceships
[*] Added the ability to select which unit type you want to send via drop pod
[*] Drop Pods do a small amount of damage in an area when they land
[*] Some captains can deploy their unique units
[*] Level 1 ship labs no longer require uranium
[*] Relays now reveal in an isometric circle
[/list]
[h3][b]A New Building, Faster Reconstruction and Long Distance Construction[/b][/h3]
[list]
[*] Added the Beam Tower - Deals more damage the longer it is firing at a target
[*] Buildings placed on top of building debris will get an immediate boost of 50% of their construction requirement allowing for more rapid reconstruction
[*] Idle resources will now travel to buildings more consistently. This should improve the speed of building at long distances
[/list]
[h3][b]New Goo Units[/b][/h3]
[list]
[*] Added the Bulger - A late game flying transport currently only available in Endless Mode Extreme. Don't let it reach your base or it'll transform into a horde of thrashers.
Both of these new structures are currently only available on Elysium Mons
[*] Added The Sludger
[*] Added The Gunkpod
[/list]
[h3][b]A New Mode[/b][/h3]
[list]
[*] Added Endless Mode Extreme where the wave difficulty ramps up significantly faster than normal Endless mode
[/list]
[h3][b]Tribe Changes[/b][/h3]
[list]
[*] Added a button to gift tribes effort
[*] Added a button to toggle whether or not you can target and damage tribe units
[*] Tribes will now send assault groups against enemy hordes if they are allied with you and they have enough units
[/list]
[h3][b]The Laboratory[/b][/h3]
[list]
[*] Added 4 new stratagems
[/list]
[h3][b]GUI[/b][/h3]
[list]
[*] Started an overhaul of a lot of the art of the GUI
[*] Added resolution options, including widescreen
[*] Added the ability to scale the GUI
[*] All building buttons are now in fixed positions. This means that key bindings will be consistent.
[*] Added a bar to show all status effects impacting the selected unit including if they can attack air
[*] Tool-tip text will turn red when you don't have enough of the specific resource
[*] Increased the resolution of the mini-map and added more colours
[*] Added a 2x speed button
[*] Added a restart game button to the menu and end screen
[*] Added an "Are you sure?" screen to quit/exit buttons
[*] Turret range indicators will now snap to turret placement positions
[*] Added a tracker of total passive skill energy use to the captain panel
[*] Made it clearer if a unit had gained veterency and what they gain via tool-tip
[*] Level up rewards will now display their item type
[/list]
[h3][b]Quality Of Life Features[/b][/h3]
[list]
[*] Units that can move will now move out of the way of placed buildings rather than block them
[*] A tracker will appear on the final wave showing the amount of enemies left to kill
[*] Added a 2 cycle minimum duration between endless hordes (So you can save the game)
[*] Power toggling will now change all buildings to the same state rather than switch them
[*] Added a keyboard shortcut for the connector (default G)
[/list]
[h3][b]Balance[/b][/h3]
I've excluded a detailed breakdown as these are still subject to change.
[list]
[*] Reduced the energy cost of most passive skills
[*] Re-balanced many skills
[*] Weapons teams (Mortars, Machine-gunners etc) can now garrison bunkers and take up 2 slots
[*] Increased the maximum number of horde enemies on the map at any time on the 2 highest difficulties
[*] Doubled the output of Depots
[*] Added and re-balanced some weapons
[*] SAM rockets will now find a new target if their original target is destroyed
[*] Added a delay for the rate hordes spread out to reduce the chance that horde direction shifts or splits unexpectedly
[*] Lighter drones -30% -> -15% mining output
[*] Flamers no longer cause friendly damage when they explode
[/list]
[h3][b]Pathfinding[/b][/h3]
[list]
[*] Pathfinding will now take into account the connector speed boost
[*] Reduced the chance that units path through fog when traveling long distances
[/list]
[h3][b]Optimization[/b][/h3]
[list]
[*] Significantly improved the performance of pathfinding
[*] Improved the performance of large colonies
[*] Improved the performance of hordes
[*] Improved performance when hordes initially spawn
[/list]
[h3][b]Misc[/b][/h3]
[list]
[*] Added some missing death animations
[*] Added some more captain weapons
[*] Touched up the graphics of some units
[/list]
[h3][b]Bug fixes[/b][/h3]
(Most bug fixes were brought forwards to the July updates, more will be added while on the beta branch)
[list]
[*] Geysers should no longer spawn on top of ore on non-procedural maps
[*] Fixed being able to build on bridges
[*] Fixed reclaimed armour being 1 instead of 2
[*] Fixed hero specific weapons being in the weapon pool for everyone.
[*] Further reduced the chance that long thin lines of crystals spawn near the starting area
[*] Fixed some ship projectiles getting stuck in the air if they are shot down
[*] Fixed double click selecting abandoned buildings
[*] Fixed weapons not being rewarded if your captain has leveled multiple times since
[/list]