V0.10.0
Got this one done quicker than I thought, which makes me suspect there's bugs that I missed but oh well. I want to start working on some of the more art intensive stuff like the intro cutscene and the ending screens at soon, so beyond bug fixes and maybe difficulty settings (if they turn out to be as simple to implement as I'm hoping) this is probably going to be the state of the game for a while. And to all of you still searching for where the cheat code, try looking in the pause menu, you might find a place you can input text there.
- New building: crystal condenser, which allows for crystal collection depending on how far from the ground it's placed
- Red slimes can now spawn during horde waves
- Less special slimes will spawn based on the amount of research the player has completed
- Increased time between standard waves from 5 to 7 minutes
- Increased time between scan waves from 30 to 50 seconds
- Decreased red slimelet damage by 0.5
- Decreased pink slime damage by 5
- Decreased all other slime damage by 1
- Added a few more weight up dialogues
- Added death particles and sounds to slimes
- Added slime jumping sound
- Flying slimes no longer fly away when game is paused
- Arc generators no longer fire while paused
- Turrets can no longer rotate while paused
- Gauss cannons no longer fire while paused
- Gauss cannon damage increased by 50%
- Gauss cannon now has a half second pause locked in place before firing
- Added noises to gauss cannon
- Increased energy shield heal speed
- Fixed issue with enemy spawn timer not pausing while dialogue is open (note that this is only the spawn timer, not enemies themselves who will still attack during dialogue if they've already been spawned)
- Fixed a couple wrong text colors in dialogues
- Fixed issue with dialogue box between Dax and Tauma repeating
- Increased range of laser turrets
- Significantly increased the range of gauss turrets
- Moved teleporter/teleporter hub research requirement from crystal infusion research down to fusion refinement research
- Audio issues with directional sounds getting extremely loud at their sources should be resolved (I couldn't recreate this issue so let me know if it's still happening, might be computer dependent)
- Revamped the caverns, if you're currently in the caverns or just want to reset the event without resetting your save, hold down the N and P keys and then press Z (note that if you do this from inside the caverns all your buildings in there will be deleted, but if you just want to see the new dialogue you can do it outside. Some of the ledges have been adjusted though so things might get wonky if you choose to do this) I'm removing this in the next version so make sure to use it now if you need it!
Files
Get Spacethumper 2
Spacethumper 2
Thumping once again
Status | Released |
Author | Chubberdy |
Genre | Strategy |
Tags | fetish, Furry, Tower Defense, weight-gain |
Comments
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Tried a couple hours of this update, having a much better time compared to before, spawn timers pausing during dialog along with the other slime nerfs make things much less stressful and I appreciate that a ton. Still feeling pressured, but not sure how much of that now is just from having played whilst the difficulty was higher.
I'd like to see a few more QoL things, like some buildings not mentioning their energy requirements before you build them (e.g. elevator, upgrade table) and it'd be great to see the range of defences the same. Built a Gauss Cannon intending it as a second line of defence and was pleasantly surprised to see it firing all the way beyond my first line even! Now I know I can use that (had missed it in the patch notes), but would be cool to get to see easier in game too. I'm also curious about defences on different elevations, I built some higher defences around the nests but they don't seem to fire at slimes on the ground. Not sure if it's that they can't reach or that they can't fire at enemies on a different elevation to them.
Overall though, really liking this update, game feels a lot better now! Still need to see how the radio tower waves go, am still building up to that, but I'm looking forward to it and in trying out the caverns sometime!
uh... when I did the cave thing on my save from .8 (which I basically updated to .9.2) I got this:
___________________________________________
############################################################################################
ERROR in action number 1
of Step Event0 for object mng_enemy:
Unable to find instance for object index 100085
at gml_Object_mng_enemy_Step_0
############################################################################################
gml_Object_mng_enemy_Step_0 (line -1)
im glad to see this project stil growing ^w^