More tweaking – and it turns out a few fairly serious bugs! I’m proud to announce the v1.80.3 patch of Revenge of the Titans. Get your new versions as per usual from the same place you got your original copy. Yes, Humble Bundlers, I mean you. Especially the ones that keep installing the Puppygames version and then expecting it to be registered. Grr.
Humble Bundlers: please wait until it’s officially announced by Humble Bundle Inc. – Jeffrey’s still uploading things at the moment
- Fixed: strange vertical streaks when barricades blown up
- Fixed: advice to use powerups that you had even when you didn’t have any
- Fixed: ever escalating difficulty when collecting powerups – whooops!
- Fixed: danger around turrets was miscalculated when adding/removing ghosted buildings
- Fixed: danger around turrets was miscalculated when adding/removing scanners
- Fixed: tooltips had a hover active
- Fixed: exotic powerups no longer appearing since 1.80.2!
- Fixed: failing to start audio on Windows
- Fixed: X-ray scanners not picking up wraiths very well
- Adjust boss hitpoints based on initial distance to base
- Disruptor nerfed back down to 32pts damage
- Laser nerfed back down to 12pts damage
- Survival mode tweaked more
- Increased relative turret danger amounts
- Nerf bosses in survival mode
- General reduction in boss hitpoints
- Angry gidrahs a tiny bit more wary of turrets
- Some Saturnian and Titanian gidrahs got bigger brains
- Heavy blaster and blast cannon now have armour piercing rounds, but do a bit less damage
- All weaponry now costs less
- Reprocessor now $750
- Reactors don’t decrease fire rate any more
- Multiblaster now tiny bit more powerful
- More crystals on later levels
New Features and Enhancements
- Show bullet stun duration in stats screens
- Disruptors now dangerous to own buildings! (Unless you research disruptor shielding) Barricades are unaffected
- Stop plinky beeps after a few seconds
- Increase gidrah speed with danger except on tangleweb
- Gidlets no longer hit by large weapons fire
- Survival mode to only enable those items that are researched at the point the world is completed
- Blasters once again cause a bit of stun now
- Danger radius of turrets increased by 1 tile radius
- Discovered reason for audio not working – wasn’t MSCVR90.dll after all, was a broken OpenAL32 dll
- Found deeply buried bug in emitters causing the red streaks in barricade explosions
- Flush prefs on options screen closing
- Doubled streaming audio buffer size
Quite a lot of balance changes in this version, which are quite subtle, and possibly experimental. If you all mostly like it, they’ll stick,
The most obvious and immediate change you will notice is that turrets are quite a bit cheaper. Revenge is a game about blowing things up with lots of turrets and it’s a bit of a shame if you can’t afford lots of them, so they are now generally a fair bit cheaper than they were. Hopefully this will encourage a little more use of the big guns.
The damage dealt by the heavy blaster and blast cannon is now reduced, and compensated for partly by their being much cheaper than before, but also because they now fire armour piercing rounds. The aim of this change is to make it generally the case that deploying bigger blasters to take out smaller gidrahs with lots of hitpoints is not really the strategy we want you to employ. The big blasters are for armoured targets. To take out targets with lots of hitpoints, you want to be using the multiblaster, which now does a teeny smidgen more damage, or the heavy weapons.
A lot of people noticed that by about Saturn the generally successful survival technique was to make a cluster of maxed out big guns near the base (where all the aliens eventually have to come). This may no longer be the case, as the gidrahs in Saturn had their brains increased a bit and will now generally all go for your refineries first, choking your money supplies. Along with the nerfing of the blast cannon, waiting to see the whites of their malevolent glowing eyes may not be a viable tactic any more. The gidrahs are also a bit smarter about avoiding bigger guns. Obviously, if they have no choice, then they have no choice.
I’ve made a tweak to Survival mode which you may or may not like (apart from further heavy difficulty tweaking): you now play survival mode using only the technology you unlocked on the last level of each world. This makes for some interesting decisions about your research path if you’re attempting to get Survival hiscores. I will possibly be looking into a Sandbox Mode in the future which is basically like Survival but with all technology unlocked.
I’m not massively sure about all the various balance changes, so I’ll just throw it out there to you all and see what you think. Your campaign is compatible still with 1.80.x but you might want to start an experimental new slot to see how it goes.
I haven’t yet had time to sort out the online hiscores stuff (which also requires Chaz to do a bit of GUI work and he’s busy on Steam stuff and the like) – maybe next version. I bet that’ll be next weekend when you all find tons of bugs. But be warned! I’m due baby #2 on the 28th February and all bets are off if it turns up early 🙂