"Leaving Early Access" (1.7.0-beta)
Good news, everyone! This is the last big patch of the early access phase before the Steam release. There was a lot of work under the hood like Steam achievements and cloud saves, which are in this patch but not yet visible to you until I send out the Steam keys to all itch.io owners – which I’m going to do some time next week, so you can test the Steam version before it’s publicly available.
But there also is a lot you actually can see already, like the new alternative primary colors which you now unlock by beating the game at Overload 5, 10, 15 and 20:
Lately the executioner combo was too strong, which is why I’m following up the Executioner nerf of the last patch with a new mob, the DEFIANT, which is immune to all status effects:
I’ve also tuned all boss waves to include additional side mobs which makes boss waves a little harder and more stylish:
Aaand I’ve become so annoyed at trying to find the right keyboard shortcuts for my abilities that I’ve separated the shortcuts for buildings and abilities; and while I was at it I also made those shortcuts configurable:
That’s not all of course, so here are the full patch notes for this last beta patch:
Added
- Added Chinese (simplified) translation
- Added Defiant, a mob which is immune to status effects!
- Added Salvage module, which grants a random upgrade when you skip a reward!
- Alternate primary colors are now unlocked on beating Overload 5, 10, 15 and 20
- Keyboard shortcuts are now customizable and separated between towers and abilities
- Manual control towers can now be fired with the corresponding keyboard shortcut
Changed
- Bigger mobs now have the same movement speed as the small ones
- Boss waves are now a little bigger and harder
- You now get one more tower to choose from at the start of a run
- The fullscreen mode is now toggled with the F11 key
- In windowed mode there now is a title bar
- The game now properly saves the windowed state, size and position
- The achievement Singularity now only unlocks if you have exactly one tower.
- Repeater tower now gains attack speed for every kill
- Repeater Damage upgrade limit 15 🡆 25, damage 10 🡆 7
- Repeater Speed upgrade removed
- Sniper tower now deals more damage the farther away the target is, base damage 150 🡆 75
- Sniper Damage upgrade damage 40 🡆 20
- Melter Armor Reduction upgrade limit 5 🡆 3, reduction 2 🡆 5
- Repeater Speed upgrade removed
- Keep cool module rarity uncommon 🡆 common
- Heal ability range 1.25 🡆 1.5
- Shield ability range 1.25 🡆 1.5
- Disruptor base range 1.5 🡆 1.25, status duration 3s 🡆 1s
- Disruptor Range range increase 0.2 🡆 0.1, stacks 5 🡆 15
- Disruptor Duration upgrade removed
Fixed
- The confirm dialog properly translates “yes” and “no” buttons
- The achievement Keep ’em coming can now be unlocked
- Fixed several bugs regarding the rotation interface for the ion cannon
- Healing in-between waves is now properly added to healing statistic
- Fixed movement speed calculation for status effects
- The compendium now shows the correct amount of discoveries
Files
Get Core Defense
Core Defense
A roguelike tower defense game with a dash of deckbuilding.
Status | In development |
Author | ehmprah |
Genre | Strategy |
Tags | Deck Building, Difficult, Minimalist, Roguelike, Roguelite, Sci-fi, Singleplayer, Tactical, Tower Defense |
Languages | English |
More posts
- Mastery DLC Update (2.0.0)Mar 19, 2021
- "Speed sync" – Changelog 1.9.4Jan 22, 2021
- "Performance Patch" (1.9.3)Jan 13, 2021
- "Cleaver Cap" (1.9.2)Dec 17, 2020
- "Finetuning Zones" (1.9.1)Dec 01, 2020
- Content Update (1.9.0)Nov 27, 2020
- Endless Winstreaks (1.8.4)Oct 22, 2020
- "Little Fixes" (1.8.3)Oct 15, 2020
- "Win Streak" (1.8.2)Oct 08, 2020
- "Endless Finetuning" (1.8.1)Aug 20, 2020
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