Hi everybody! 80+ achievements in this update, most of them are not repeated with ingame ones. Have fun!
Update 1.3.7
Hi there, a few crucial fixes:
GENERAL
- fixed a few description typos.
RUPTURE
- fixed a bug where no enemies would spawn for the entire duration
STARFALL
- fixed a bug when Pulsar projectiles would stuck and not fly forward.
Update 1.3.6
Hi all! Some minor fixes:
AWAKENING
- Fixed, non full descriptions of some Omen figures («Ancient»); - Fixed, icon-hints popup based on changed descriptions; - Changed, max amount of Omen figures needed to be destroyed on higher difficulties is reduced by 20-25%.
MECHANICO
- Fixed, wrong number of bonus animators was given at the start of the mission.
VIRUS
- Fixed, text cells amount (Dead, Alive, Immunized) becoming invisible in some situations.
GENESIS
- Fixed, no special infected unit types where spawned on 96%+ difficulties.
Update 1.3.4
Hi all. Random fixes and new stuff:
COMMON
- changed, spec-cell icons made more apparent, the icon itself redone. - changed, cells that are avaliable for placement of a currently selected figure is animated and made more vibrant.
- fixed, Tutorial descriptions is optimized to it's best.
2-PLAYER MODES
- fixed, perk icons, of perks that give status (Fatboy, Mutant, Hitman etc...) not disappering anymore afte turn end.
KINGDOMS BRAWL
- changed, Thief mechanics, now amount to steal is varying by 1 point, and now stolen points is added to Thief's owner only if the sector it was stolen from had no Agent in it.
RECON
- added, sfx on "spec ops" figure spawn and when it's triggered by completed formation. - added, vfx of triggered "spec ops" figure.
AWAKENING
- added, popup with "turns left" value when hovering above "Blight" omen figure.
- added, when hovering an omen figure with cursor all non-applicable for formation figures will be highlighted.
- added, vfx for low Integrity values, to draw-in attention. - changed, Hunter figure now have a 50% chance to kill nearby «Cultist» omen (was 100%).
Have fun!
Update 1.3.3
Hi all! Average update, mostly based around pvp mode +some minor overall optimizations.
EXCAVATION
- added, now you get a few material points for every 2+ figures of same color in completed formation - added, vfx of managing the production order amounts - added, background now changes accordingly to current weather - changed, basic board icons
KINGDOMS BRAWL
- added, Cannon figures now have an alternative formation completion (2*2 square) - added, extra-long Cannon formations now deal extra damage from every cannon (+1 for every extra-figure) - added, Repair figures now have an alternative formation completion (2*2 square) which triggers a "Riot" in random opponent's cell for a few turns - added, Walls figures now have an 2 alternative formations to complete with: "T"-shape and "X" - shape - added, "Influence" parameter of a sector, when a sector have X+ value of walls you get tax reduction for every turn for each such sector. - added, "Deal" figures now have an alternative formation completion (2*2 square) which triggers a "Contraband" ability, spawning a random figures in your tiles - added, visual indication on whether sector have max hp or not - added, visual indication of "influence" of a sector - added, "Precise shots" ability + vfx, when firing cannon damage gets a bonus if that cannon fires from a sector with an Agent & Informant - changed, Agent figure description which had wrong info - changed, all sector events + tax animation are now 30% faster - fixed, panel of secondary perks is no longer hidden when sector's view mode is enabled - fixed, sector's walls where able to grow beyond 100 pts.
PRESERVE
- added, HP bar reaction to activated health action - changed, all background where filtered to reduce details and give a bit of style - changed, reworked all event icons + cursor - changed, briefing tutorial image replaced with a slideshow that explains stuff better :)
MECHANICO
- changed, artifact wheel's background redone
Update 1.3.0
Hi all. A moderate-size update here.
GENERAL
- added, additional vfx upon formations completion - changed, core structure of the game, now it should load faster and require less memory - changed, transition between missions and menus - changed, the general font - changed, few descriptions - fixed, random typos, some bugs
MENU
- added, some graphic stuff; - added, interactable features; - added, new Achievement with a secret :);
CLASSIC, TUTORIAL, RECON
- changed, figure icons reworked
STARFALL
- added, gradual crossfade of meteor showers vfx in the background when Grav-ray goes on/off - changed, now meteor showers will become more fierce over time (slowly but surely)
GENESIS
- added, reworked wall sections and their HP indicators, now when Base-tower (blue one) is upgraded it will graphically reflect on walls. - added, when tower reaches a new level it will discharge a stun-wave with a large radius (2 sec. stun) - added, infected of "Toad" type now convert other regular infected to toadtypes on collision; - added, new Bot type "Hitman", he hunts and kills only special types of infected. - added, a slideshow tutorial instead of a huge wall of text in the briefing of the mission. - changed, sfx of walls being struck is now differ based on that wall section's hp, so you can hear when some section is about to collapse; - changed, overall style of spawn of the infected, now the mission will start with the same spawn rate (regardless of the difficulty) but will climb up faster over time, giving the player some time to charge stations and pick his strategy - changed, some bits of interface - changed, quantity of times the undead-infected revives after being shot is reduced from 2 to 1. - changed, the "Moth" infected now drains current stations's charge only if it has 0 lvl, otherwise it will stack it's drain untill there's sufficient of it to degrade the tower by whole lvl at once - fixed, now clicking on a pick-up bonus will activate it regardless of action type selected - fixed, on 60% difficulty there was 1 common zombie type instead of 3
AWAKENING
- added, ring vfx when you player gets Gloom or Disaster points per turn
MEMORY
- added, while hovering with your mouse over figure shape indicators, respective figures will be highlighted on the game board
- added, vfx of activated indicator after completing a formation - added, 10 new puzzle pictures (now there is 30) - fixed, gif from the help screen was not removed upon screen exit
KINGDOMS BRAWL
- added, sfx for many of mode-specific perk activaties - added, when Ammunition/Repair/Walls formations is completed, you get 1 extra charge for every sector involved (9*9 cells) with Agent in it. - added, brief stats info in the end of the game - changed, all figure shapes reworked - changed, several backgrounds/panels reworked - changed, Demolisher damage to Sector and Walls reduced from 20 to 15 - changed, Deal formation type now gives 170% of points instead of 200% - fixed, some typos in descriptions - fixed, wrong vfx when activation an Informant in friendly sector - fixed, when Thief perk is activated, score sprite no longer become invisible - fixed, a bug where Informant won't reduce the amount of pts stolen by a Thief
As always, we'll be happy to receive any feedback. Have fun!
Update 1.2.9
Hi all. A few bugs fixed and Memory, Mechanico & Signal missions now have a help tab with a brief description of rules with some visual aid (just like Excavation mission).
See ya.
Update v1.2.8
Hi all. We see that someone still plays Adva-lines (even there are no feedback whatsoever :( ) so we will procceed with some updates :).
General
Lots of minor UI fixes and changes in all mission types (text alignment and stuff).
2-player missions
- fixed, score labels where not hidden upon view mode change
«Rupture» missions
- fixed, display of bonus icons in upgrade screen - fixed, bug of "Fort" (tech sectors) and "Hive" (swarm sectors) units was not appearing in game
«Kingdoms Brawl» missions
- fixed, demolition perk explosion effect was not showing up
- changed, some perk effects images and sectors stats images (greyed-out is previous)
«Mechanico» missions
- added, key icon frame animation when a key is selected
«Recon» missions
- added, text of amount of turns that will be added (subtracted) upon completing a line with a special figure
«Genesis» missions
- changed, quantity of different basic zombie types (red, green or blue) is now depends on the difficulty of the mission and grows from 1 to 3.
If you encountered any bugs or feel the need for some features or balance in some mission aspects - please let us know. Thanks and have fun!
update 1.2.7
Hi everyone.
A tiny, mostly ui update.
«VIP»
- fixed, poisitioning of some mode-specific icons
- changed, cost of all spec-ops reduced by 25%
- changed, VIP's path algorithm was redone, now he will move in more linear fashion, without lurking in the corners or at the edges of the board
- added, spec-ops perks are now change it's transparency based on your ability to buy them, also their prize with relevant colorization is now showing right below avaliable spec-ops pts
«Mechanico»
- fixed, some typos
- changed, a portion of UI is changed to a dark template (dark backgrounds with white text)
- changed, all figure icons
- added, sfx when animator is added (on formation completeion) + icon popup that show how much tacks this new animator have
«Excavation»
- fixed, ui bugs when auto-change of view mode is triggered
- changed, overlay icons of for Storage items made 100% opaque for better visibility
«Art»
- changed, mode-related UI (yeah-yeah, dark scheme again :) )
- changed, all figure icons
«Awakening»
- changed, all figure icons
«Signal»
- changed, UI made a bit more "clean"
- changed, all figure icons
This will probably be the last update (for now).
If you have any suggestions for features or found any bugs - pls write it down in relevant section of steam group of the game.
Have fun.
update 1.2.6.1
Hi everyone.
A bit more refreshed stuff.
«VIP»
- changed, next 3 cells where VIP is moving now highlighted by colored arrows instead of foot icons
- changed, mode-specific UI was chaged a bit, with redundant background stripped off
«Virus»
- changed, mode-specific UI was chaged a bit, made more clean
- changed, some descriptions where corrected & simplified
- added, 3 new effect types (to make mission easier on higher difficulties)
- added, when Virus Progression icons is hovered with cursor - all relevant cells on the game board will be highlighted with special icons, also added a qnt of them in the on-hover description