{"id":792,"date":"2011-02-01T11:10:27","date_gmt":"2011-02-01T10:10:27","guid":{"rendered":"http:\/\/www.puppygames.net\/blog\/?p=792"},"modified":"2011-02-01T11:10:27","modified_gmt":"2011-02-01T10:10:27","slug":"igor-throw-the-switch","status":"publish","type":"post","link":"https:\/\/www.puppygames.net\/blog\/?p=792","title":{"rendered":"Igor! Throw the Switch!"},"content":{"rendered":"<p>Well, this has turned out to be an <strong>unexpectedly massive<\/strong> release. Massively changing the game at this stage is, some would say, <em>the work of a man two sandwiches short of a picnic.<\/em> Well, we&#8217;re like that. And, I&#8217;ve eaten all the rest of the sandwiches, too. And here it is: Revenge of the Titans 1.80. (1.80? Eh? Something to do with Linux package version numbers. Grrr)<\/p>\n<p>Puppygames customers, get the download <a href=\"https:\/\/www.puppygames.net\/downloads\/?game=revenge-of-the-titans\">here<\/a>. Our new CDN seems rather better than the old one so there shouldn&#8217;t be any cache troubles.<\/p>\n<p>Humble Bundlers will be able to download from their original download links &#8211; there may be a tiny delay whilst Humble Bundle Inc. upload the new builds from our servers but by the time you read this announcement I hope this will have been done.<\/p>\n<p><!--more--><\/p>\n<p>Here&#8217;s a summary of the changes, or at least those changes I&#8217;ve remembered to document. There are probably more.<\/p>\n<h4>Bugs Fixed<\/h4>\n<ul>\n<li>Fixed: Supershield collect has no sound effect<\/li>\n<li>Fixed: survival mode boss crash at 5m00s<\/li>\n<li>Fixed: Specify LWJGL library path to fix OpenAL problems<\/li>\n<li>Fixed: Titans getting stuck on the map so the level doesn&#8217;t end<\/li>\n<\/ul>\n<h4>New Features and Enhancements<\/h4>\n<ul>\n<li>Removed strobe from disruptor tower<\/li>\n<li>Lasers fire through crystals and obstacles<\/li>\n<li>Allow specifiying alternative player data location: use &#8220;home=&lt;dir&gt;&#8221; on commandline (pathnames with spaces will need \\&#8221; quotes around them too)<\/li>\n<li>Preferences now shadowed to slot.xml file inside game home to allow easily moving game between machines<\/li>\n<li>Refineries now automatically generate money at a constant rate and no longer need collecting<\/li>\n<li>Turrets now automatically reload<\/li>\n<li>Smaller building size for reloader<\/li>\n<li>Research is now free<\/li>\n<li>Map size selector on survival mode<\/li>\n<li>Survival hiscores now across all slots, and show the slot name with the highest score<\/li>\n<li>New collector building (smaller)<\/li>\n<li>New reprocessor building (smaller)<\/li>\n<li>Wraiths and flying gids now get harder with difficulty<\/li>\n<li>Counters on mines, barricades, and powerups panel<\/li>\n<li>New building &#8211; tangleweb!<\/li>\n<li>20 more things to research!<\/li>\n<li>Any remaining powerups on the ground at the end of the level are automatically collected for you<\/li>\n<\/ul>\n<h4>Balance<\/h4>\n<ul>\n<li>Crystal scavenging now only 20% of remaining crystal value<\/li>\n<li>Research no longer contributes to game difficulty<\/li>\n<li>Reduced capacitor ammo slightly from 2seconds to 1.5seconds zap time &#8211; enough for wraiths but not so good for gidlets<\/li>\n<li>Disruptor damage now 48, up from 36<\/li>\n<li>Laser damage doubled, sweep reduced by 2 degrees<\/li>\n<li>Buffed droid blaster damage to 2pts<\/li>\n<li>Increased droid fire rate<\/li>\n<li>Capacitors now cost $1000<\/li>\n<li>Droid factories now fixed cost of $1000<\/li>\n<li>Collectors now cost $250<\/li>\n<li>Reloaders (were Autoloaders) now cost $250 and have a more pronounced effect on most of the heavier weapons<\/li>\n<li>Cooling towers now cost $500<\/li>\n<li>Scanners now cost $1000<\/li>\n<li>Reprocessors now a fixed cost of $500<\/li>\n<li>Speed up the rush a little<\/li>\n<li>Slowed down the Behemoth a bit (and flying gids in general) during the rush<\/li>\n<li>Survival mode difficulty now no longer influenced by available buildings \/ research etc<\/li>\n<li>Tuned survival difficulty to maximum of up to $50000 in play based on world<\/li>\n<li>Bezerk mode used to double weapon damage &#8211; now reverted to normal weapon damage as it made their use against bosses simply too efficacious<\/li>\n<li>Bosses now have less hitpoints<\/li>\n<li>Reduced turret ammunition a little<\/li>\n<li>Batteries now give a little more ammo than before<\/li>\n<li>More crystals, to pay for more expensive turret upgrades<\/li>\n<li>Various permabuffs now contribute 0.5 generally to the upgrade<\/li>\n<li>Difficulty is now open ended, and gidrah hitpoints and speed effectively now infinite<\/li>\n<li>More money in survival mode to start with &#8211; plus more money per world<\/li>\n<li>Rockets now take a little longer to reload<\/li>\n<\/ul>\n<h4>Internal<\/h4>\n<ul>\n<li>Don&#8217;t let gidrahs roar more than once per second<\/li>\n<li>A tiny bit more variation in gidrah roars<\/li>\n<li>Gidrahs now ever so slightly cleverer at avoiding turrets<\/li>\n<li>Gidrahs now only slowly begin to ignore danger after level shuts down<\/li>\n<li>Gidrah speed now expressed in pixels\/second instead of ticks\/tile<\/li>\n<li>Gidrahs stuck in the map somehow now have GRID_BUG attributed to their cause of death<\/li>\n<li>No longer do angry gidrahs drop powerups when they successfully attack (and die)<\/li>\n<li>Further improved gidrah AI and anti-clumping behaviour<\/li>\n<li>Saved game dir now lowercased and spaces replaced with underscores to make shell twiddling a bit easier<\/li>\n<li>Refactored a bunch of configurable things like building costs research data so it only needs changing in one place. Finally.<\/li>\n<li>Survival mode spawn points now only 1\/3rd as likely to come from the South<\/li>\n<li>New Molebox shouldn&#8217;t trip antivirus tools<\/li>\n<li>Upgraded entire source base to JDK1.5 and sprinkled it with generics, enums, annotations, and enhanced for loops<\/li>\n<li>Greatly simplified resource management: it&#8217;s now single threaded, always<\/li>\n<li>Sprite engine is now dynamically sized, saving piles of memory<\/li>\n<li>Strings now nulled after resource creation, saving another few megs of memory<\/li>\n<li>Ensure the map generator tries to generate at least one road between the base and a spawnpoint<\/li>\n<\/ul>\n<h4>So What Are The Headlines?<\/h4>\n<p>Well, first of all, there&#8217;s <strong>no more of that frantic clickery<\/strong>. Stop whining right now! It&#8217;s better. Much much better. Play a few games to get used to it. You can still manually reload turrets should you feel the need. Refineries produce money constantly anyway.<\/p>\n<p>Secondly, <strong>research is totally free<\/strong>, but as you will discover, there are another 20 things to research. This means you&#8217;ll not be able to research everything before the end of the campaign. You can go back and replay a few levels to change your path and the research is cumulatively available to you in Survival mode. The new research stuff is fun &#8211; much of it is super cool like permabuffs and the like. There&#8217;s also a new &#8220;building&#8221;&#8230;<\/p>\n<p>Thirdly, the <strong>game balance has changed significantly.<\/strong> Because you&#8217;re not spending money on research, you&#8217;re expected to spend it on lots of buildings instead. You are expected to lose a few (or even many) buildings every go, but make it through the skin of your teeth. You&#8217;re expected to have to try pretty hard to mine crystals. You&#8217;re probably going to have to use all those powerups you used to hoard. Although there&#8217;s less clickery going on the game is no less frantically manic, somehow.<\/p>\n<p>Autoloaders are now Reloaders, and they speed up the reloading time of turrets, a task which used to be done by Reactors. Reactors now increase damage instead.<\/p>\n<p>Collectors speed up the rate of collection from refineries. Reprocessors slow it down, but produce more money per collect. They&#8217;re a nice simple flat rate now, and it should be fairly simple to work out where and how to deploy them to make piles of cash.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Well, this has turned out to be an unexpectedly massive release. Massively changing the game at this stage is, some would say, the work of a man two sandwiches short of a picnic. Well, we&#8217;re like that. And, I&#8217;ve eaten all the rest of the sandwiches, too. And here it is: Revenge of the Titans 1.80.<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-792","post","type-post","status-publish","format-standard","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/www.puppygames.net\/blog\/index.php?rest_route=\/wp\/v2\/posts\/792"}],"collection":[{"href":"https:\/\/www.puppygames.net\/blog\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.puppygames.net\/blog\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.puppygames.net\/blog\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.puppygames.net\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=792"}],"version-history":[{"count":4,"href":"https:\/\/www.puppygames.net\/blog\/index.php?rest_route=\/wp\/v2\/posts\/792\/revisions"}],"predecessor-version":[{"id":796,"href":"https:\/\/www.puppygames.net\/blog\/index.php?rest_route=\/wp\/v2\/posts\/792\/revisions\/796"}],"wp:attachment":[{"href":"https:\/\/www.puppygames.net\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=792"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.puppygames.net\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=792"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.puppygames.net\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=792"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}