Here’s the last patch before the Steam release (promise!)… I was going to leave it where it was but a couple of things were bothering me, which were the ease with which levels were unbalanced by having infinite numbers of very powerful buildings, and also a performance problem specifically when the droid factory was used too much. One thing led to another, and I ended up changing rather a lot of things in small but significant ways, in the v1.80.8 patch of Revenge of the Titans. No, I haven’t quite got around to the Webstart version which is still broken (why the hell is anyone still using it? Webstart is rubbish!)
Humble Bundlers will have to wait a bit, as per usual, for the Tweet of Rosen.
The following things have been done:
- Fixed: item descriptions in HUD a bit wrong
- Fixed: central spawners appearing too close to base
- Fixed: survival mode picked up research from the wrong level
- Buffed droid factories now cost $1500
- Droid factory now produces max of 6 droids, plus 1 per reactor (before, they would just churn out a max of 10 x number of factories)
- Sergeant droids produced slightly less frequently when factories buffed by reactors (eg. 1 in 10 droids is a sergeant on a 4-reactor factory)
- More gidlets spawned when player is using droids!
- Decoys only produced at a rate of 1 per level
- Shield generators only available at a rate of 1 per level also; price now fixed at $2500
- Droid factory and heavy weapons now available only in limited quantities (1 per level), balanced by hoarding
- Less mines and barricades and tangleweb available per level – balanced by hoarding
- The various limited-production buildings now have various limited maximums
New Features and Enhancements
- Tangled gidrahs warn other gidrahs when they’re killed
- Unused buildings/barricades/mines etc. are hoarded for the next level, up to various limited maximums
- “Reinforcements” (extra buildings) arrive in Survival mode when bosses are spawned
- Default sleep=true on single core systems
- Reduced sound streaming thread delay to 1ms from 8ms and increased priority; increased streaming buffer count
The main thing you will notice is that cool things are suddenly a bit scarce. All those lovely heavy weapons, and the droid factory, shield generator and decoys, they’re all now only created at a rate of 1 per level. And barricades and mines are suddenly, literally, a lot more thin on the ground.
Balancing this out, anything you don’t use is hoarded for the next level. As in, not used at all; not recycled. So you can, if possible, not use your laser capabilities for 3 levels, then have a level with 3 laser cannon on it. Similar with droid factories – hoard ’em up if you don’t really need them. Maybe you don’t need mines one level? Great – save them for a fireworks extravaganza!
It remains to be seen how this affects the general balance of play, but it’s added a crafty little dimension of thoughtful resource management to the game, which I quite like, and it’s more or less independent of difficulty. It also means those buildings are pretty precious now even if you’ve got tons of cash, because you can’t just plonk down a replacement if it gets eaten by ravening monsters.
Bah, once again we didn’t win anything or get noticed by the cognoscenti. What we need is an army of rabid fans to hound judges of such competitions. I thought we did rather well with Revenge, especially in the, you know, gameplay, graphics, sound and music stakes, and put years of effort into making it perfect… grumble, moan, etc.
Right, that’s enough whining. I can’t wait to see the back of it! We’ve got a new game to write.