V0.9.2
Mostly combat balance with a few bug fixes.
- Doubled the health of all barriers, and increased the health of the fortified barrier to be higher than the energy shield
- Decreased energy shield heal rate by 25%
- Increased health of all enemies except for red slimelets
- Turrets now focus on their initial target until it dies or goes out of range
- Increased speed and fire rate of red slimes
- Increased speed of flying slimes
- Raised target height of flying slimes slightly
- Flying slimes now spawn first slimelet as soon as they reach their target
- Wind turbines no longer get a penalty from being covered by hab walls
- Wind turbine descriptions updated to reflect efficiency bonus from higher elevation
- Wind turbine max generation values increased
- Reactors are more crystal efficient
- Reactor Mk. III output increased to 140 energy per second
- Increased ranges of both arc generators
- Slightly increased interval between individual enemy spawns
- Slimes will now hurt themselves when dealing the final hit on a structure
- Increased self damage to red slimelets when hitting structures
- Fixed research tree now showing complete branches again
- Long range teleporter now stays unlocked when transitioning between rooms
- Decreased speed of blue slimes
- Increased speed of pink slimes
- Scan timer now resets if radio tower is destroyed during scan
- Scan timer now pauses if you go to a different room while scanning
- Slime spawn order in each wave now randomized
Files
Get Spacethumper 2
Spacethumper 2
Thumping once again
Status | Released |
Author | Chubberdy |
Genre | Strategy |
Tags | Furry, Tower Defense, weight-gain |
Comments
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Has anyone figure where the code goes to?
I found it and played with it, it's pretty fun. I don't wanna spoil it outright, but I can give a few hints. Take a better look at the hint you were given by the dev and analyze it in a very literal sense. You are looking at the wrong place all this time. It can be done at the very start of the game. It's a lot easier and simpler than you believe, you're overthinking things.
I gave up. I will try later when i have more time. Work 2 jobs. odds are I will kick my self once I find it.
I think i broke something. I changed a 1 to a 0
Wind turbine buff? Oh you're not ready for us.
I was able to beat the game it took 4 tries. made a labyrinth of lazers and guess and arcs. now were is the secret?
Alright, played the new version. Slimes seem more tame. One thing that I would like changed is the defences range. For some reason if an enemy is too close sentries will simply not fire, from what I saw this happens within the range for 3 blocks if a turret is placed one level above ground level. Making multiple turrets within range simply staring at the slimes. I also run into a problem where the backline, the red slimes would just generate the small ones and in addition to the previous problem, it made a shit ton of tiny red slimes slow the game to 2 fps for about 15 full minutes of gameplay while the beacon was scanning. The last real problem I would say is that the game nearly halts in frame rate when slime waves spawn in the end game. That's it really. (Don't forget the elevator bugs where the character teleports)
Would you add a difficulty to the game? I like the game but i feel like i can never really get far into the game before one side gets destroyed so i spend my time there then they break the other side. Always in a loop back and forth.
I'm nearly done with base game enemy balance. Once that's in a state where it's only very small tweaks I'll be adding in difficulty options.