First, let me just say THANK YOU to the kind people who keep supporting this game with playtime and real money. You make a real difference to us.
Now, these are exciting times- we are currently busying ourselves with the biggest reworking yet!
Let me walk you through it briefly. We’ve identified three key problems with the game that blocks growth and generally sucks:
(Yeah, ok that’s four problems)
Our new version which will be ready for early testing in a few weeks will change the game to fix these things.
Repeatedly having to rebuild your fort on every return to the game is time consuming and annoying in the long run, so the fortress will not be permanently damageable by an attacker. The attacker will still be encouraged to try and destroy the fort, but the damages will be automatically repaired instantly after the assault. Rewards will be much greater the first time an attacker completes a new or modified fortress.
Now, the new main mission for any attacker is to reach the crystal in the heart of the fort and damage it (there’s no more tent!). This will earn the attacker much needed money, experience points and bragging rights, along with a replay of the deed. Destroying any defenses also yields experience points and sometimes coveted drops. An alternative source for experience points is when the player participates in killing enemies during the enemy waves.
When an attacker fails, the fortress receives mortality points which is used to unlock sentries and level up the fortress. The crystal will grow as the fortress gathers more success. The fortress can also get points by successfully defending itself from enemy waves, but nothing beats killing another real player!
For every failed assault, a reward for clearing the fort will increase like a jackpot. The first player(s) to complete it will get all of the accumulated reward!
Experience points will let the player level up and increase three abilities, strength, stamina and endurance. Strength unlocks weapons in the shop and improves melee damage, stamina increases the health bar and endurance lets the player sprint longer distances and hit faster with melee weapons.
We are also going to have a perks system soon, so you also get to choose from interesting special abilities.. New ones will regularly be added.
The fortress levels up in a similar way, unlocking new sentries and other build pieces. The maximum number of sentries you can have is also dependent on the level of the fortress. This update also re-enables the indestructible walls, so you will be able to build walls that cannot be destroyed.. Now you can create long death mazes with no shortcuts.
But the important part is that no lasting damage is done and the game always either progresses or not, but never goes backwards. The lack of a ranking system will broaden the possible attack targets (even if the reward for a smaller fort is, well, smaller) and not decreasing options/targets in the top levels.
This change will of course require a lot of balancing and testing, so we invite anyone to help out at the test site. It will be revealed here in a week or two, depending on when the updated game is playable enough.
Keep watching this space or better yet, follow this blog!
Hi, it’s been a while but I’ve just been very bad at updating this blog - not the game. A new version was just released with a few important changes and additions that might need more explanation..
- plasma max hit damage increased from 85 to 100
- antimech nerfing, lowered max hit damage to 80 instead of 110
- added attack time of max 10 minutes, and loosing 45 seconds for every life lost
- added doghouse sentry, produces an infinite flow of dogbots that seek out any intruders
- explosions and biowaste can no longer do friendly fire, i.e. missile sentries cannot damage themselves and bazooka/mine/grenade is not dangerous for owner.
- reduced chance for freak-fully-grown-plant-bonus when returning after 6 hours
- homing missile sentry is more expensive and has no direct hit damage (was 5)
- fixed a missing cleanup of entity list that could result in odd (targeting)
- behavior biosludge sentry, emp sentry and homing sentry caused problems with pathfinding in other enemies.
- Fixed a long lasting problem with the fort profile page where emp sentries would not show up.
It’s been kind of quiet around the blog, twitter and everything so here’s an update for you.
We’re working on changing the design/build mode and the way walls are put up. A new set of rules will be put in to effect and wall pieces will be placed in sections, sort of like tetris..
The new rules will not permit structures to be totally closed, or be made up of too long interconnected sections. Corridors will also be two tiles wide and every part of a design will be reachable.
It might sound like it would be boring to build under these rules, but this change is to make the game more fun, both when defending and attacking others. As much fun as building 8 layers of walls seem to be for some, it doesn’t really contribute to the game in a good way. Another upside with this new system is that an indestructible wall type can be used to build stuff. Fortresses will become more like mazes of death if this works out the way we hope!
You can try our simple mockup and get a feel for it (press space to flip pieces).
Enemy waves will be totally remade as well, to accomodate the three new enemies we will put in the first release (more will follow). Right now the initial difficulty is too high and will be lowered. Weapons will be more powerful and get a better reach, maybe cheaper as well.
But all this will also mean a wipe out will occur, and all progress will be lost. Only purchased lives and level sizes etc will remain.
We’re right in the middle of all this and can’t quite tell when it will be released, sorry!