Adva-lines cover
Adva-lines screenshot
Genre: Strategy, Indie

Adva-lines

update 1.2.6

Hi there!
Here some new stuff!

General


- changed, in turn-based modes Drop cells made darker to be more distinctive from the main game board cells
- changed, most of backgrounds in turn-based mode where altered to be less distinct and more dark
- changed, arsenal tab icon
- changed, now when you go to another view mode (in mission types like Art, Mechanico, Excavation) arsenal, shop btns and mission energy score will be hidden to improve focus on on other elements

- fixed, special cells in turn-based missions (pulsating green trianle thingies :)) where not visible from the start of the mission

«Excavation»


- fixed, bug of "cross" icon above cells (that are valid to build mechs into) not disappearing on absence of hovering
- fixed, bug of "+-" icon above cells in storage not disappearing on absence of hovering
- fixed, bug of map cell doesn't update after dismantling a mechanism in it
- fixed, during Grav-flares weather Compensator mechs where still able to repair nearby mechs
- fixed, on/off of Seer mech now correctly updates sectors that you can scan, and that where scanned already


- changed, some textures and UI icons (empty map cells, storage "build potential" icons) made more flat and distinct
- changed, now scanned map cells (by Seer mech-sm), that have no resources, have relevant status icon showed (before there was only present resource icons shown)

- added, Trikat mech-sm can now recycle dismantled mechs and refund some "cash" based on their integrity
- added, ingame tutorial in steps (short descriptions + explanatory vids)

«Memory»



— changed, all on-board icons and most of mode-related icons
— changed, some descriptions according to new icon design
— changed, increased the amount of bonus time given per formation completed by 30%

— fixed, bug when Necrosis is active, any scored formation will act like it hit indicator's +++ type

— added, when Treat perk is active, puzzle bits turn to special view to reflect which cells where already treated and which are not


«Preserve»


— changed, standart system cursor with floating "picked event" icon nearby replaced by a big custom cursor
— added, visual hint in the briefing screen instead of "wall of text"


«Starfall»


— fixed, bug of messed up descriptions after saving the game to a slot in upgrades screen

update 1.2.5

Hi everybody!
Some "refreshment" has arrived.

Common stuff
- changed, smoothed the transitional effect between missions and main menu

«Rupture»


- fixed, crucial bug that upon mission success in Campaign it sends to another iteration (like in Fast game) instead of campaign menu

«Genesis»


— changed, foreground shape (ingame zone)
— changed, reduced a bit the movement speed of infected on low difficulties



«Starfall»


— changed, upgrades screen ui (added milestones).

— changed, rescaled the amount of emittion it takes to capture a meteorite. Now it's about 25% easier at low difficulty levels and 10% harder at high levels
— changed, rescaled the amount of damage meteors inflict to everything. Now it's 20% less at low difficulty levels.
— changed, reduced the damage dealt by resource-meteors by 50%.
— changed, rebalanced the events popultaion (c-waves, fireball rain, acid clouds) across whole difficulty range. Now on lower levels there is considerably less stuff to deal with.
— changed, many descriptions are simplified (some typos removed).
— changed, default horizontal max speed was slightly incresed along with bonuses it gets from upgrading Tracks and Powercore.

— added, proggression gameplay in Fast Game section. Each new level have +10% difficulty. You gain "cash" by collecting resources (with ration X:1) and staying alive as long as possible
— added, survival time limit, now you need to survive for some minimum time period to be able to win by any condition. If drone is destroyed before that limit is reached - mission will be failed. The end of this time limit will be signaled by a blue circle around the drone for several seconds.
— added, evacuation game mechanic, After survival time limit, if you successfully evacuated, which is triggered by button, and not just lost your drone - you'll get a bonus to all gathered resources.
— added, new abilities (like passive hp regen and alternative pulsar recharge), described in milestones.

Have fun!

update 1.2.4.4

Hi everyone.
Some more stuff for arcade game modes.

Preserve


- changed, all backgrounds where a bit blured and desaturated to bring focus to the foreground

Rupture


- added, icons of milestones for ship's upgrades (upgrades screen)

- added, icons of abilities on parameter bars

- added, a bunch of passive bonuses from certain levels of upgrades of Corps, Shields, Morpher, E-core (morpher overcharge, corps & pilot hp regen, burst-shot of auto-guns).
- added, Snail unit (the Swarm sectors) on higher difficulties now have alternative glaive attack.

- changed, Snail's basic "spike" attack now flies faster and with 40% can be destroyed by an auto-gun projectiles.
- changed, a default bonus from picking up a grav-cloud (100 pts) is increased by a random 1-7% in each pickup.

- fixed, a bug where upgrade from previous level could be undone which lead to unability of upgrading that element anymore.

update 1.2.4.3

Hi all!
More cosmetics and small bugfixes.


VIP


- fixed, VIP figure was appearing invisible on the game board.

Starfall


- changed, background is blurred and desatured to bring more focus to ingame stuff.


Rupture


- changed, size of the starship;
- added, custom animation of parameter change;
- added, starship animations where whith the shield being active/disabled;
- added, an indicator when required graviton charge is stored;
- added, prices colorization to reflect when some resource type insufficient for the upgrade.

Have a good day!

update 1.2.4.1

Hi everyone!
A small, mostly cosmetic update.

«Tutorial» mission


— fixed, first line of training figures where placed invisible on the board

«Genesis»


— fixed, construction tab wasn't removed on mission exit while in building mode

«Rupture»


— changed, UI changes to upgrade & ingame screens.





Have fun!

update 1.2.4

Hi folks!

Common stuff


— Rupture missions can now be played in difficulty proggression mode, starting from any. Every new level will have difficulty increased by 5%, custom resources gain are applied.
— some description changes
— fixed a bug where Menu music wasn't possible to be completely muted
— saved slots were not visible as occupied after loading a game from a save slot


«Genesis»


— fixed, in Hints menu Loot icons wasn't removed on chapters scrolling
— changed, fonts size in Hints menu

«Rupture»


— fixed, bugged change in previous update, where if you've created a new profile, upgrade prices in Rupture mode was set only in Crystals - Ores & Liquids where zero.
— fixed, Gunship where not using «barrage» attack properly
— fixed, destroyed «acid sack» unit now spawns healing spores (red) that actually heals you

— changed, zapped floating mines now can't be collided or shot
— changed, healing spores now can't be collided or shot

— added, type two Bomber units now have additional attack with homing mine projectiles (on difficulty 10%+)
— added, bile objects now have animation
— added, Energy Core upgrades now speed up Auto-guns fire speed up to 200%
— added, now «Lung» objects can be zapped with grav-flares to heal the Pilot upon collision instead of hurting him
— added, Hark unit (from Swarm sectors) now have additional bile-attack on difficulties 15%+

Have fun!

update 1.2.3

Hi everybody!
Just some minor fixes and changes to UI and descriptions to Genesis mode.

update 1.2.2

Hi there!
This update pretty much revolves around game modes of Acrade campaign.
Overall some difficulty/balance tweeks, some bugs and typos fixed.

STARFALL



- changed, Fabrication of ground blocks now happens to bottom level first, also no more fabrication of a mid-level block in the air;
- changed, Pulsar's collecting shot is now 3x faster and can't be interrupted by any meteors (make it much more usefull).
- changed, Cooling power of Crystalizer was increased;
- changed, Modulator achievement became functional and will give a bonus duration to "super-charging";
- changed, density bonuses from white meteors where increased;

- added, flashing response of meteors to emitter's ray;
- added, voice line for Quantum-cannon become fully charged;
- added, now after dissipating a 0-level crystal mine Drone gains a few sec of "super-emitting", when any meteor can be collected or destroyed instantly;


RUPTURE



- changed, reduced bonuses from high levels of Sensors upgrade on Shields and Boosters recharge;
- changed, increased amount upgrade slots avalible by default and added for each Corps upgrade;
- changed, Zapper and Stone Shield achievements now give additional bonuses;

- added, voice line for Splash-charges system being recharged;


GENESIS



- changed, now all infected can build up tolerance to Immobilization bombs gas. If subjected to Stun too long they will become immune to it.

- added, Spider-type infected now give 3 pitch-distinct signals upon central tower approach;
- added, Dust-type infected now give a single distinct signal upon certain proximity to central tower;
- added, new feature to synthesize bots instantly from graviton energy (usefull mostly in Acrade campign). This is similar to buying Splash-charges for energy in Rupture game mode.

If you feel like lacking some feature in any game mode - let me know.
Have fun!

update 1.2.1

Hi all.
A minor update.

«Genesis» missions:
- added, a new ability to set any single research station to a auto-charging mode (W key). While active, if you have an impulse charge stored it will automatically charge targeted station repetedly with a few seconds cooldown.
- added, 1 new Achievement with 5 levels of progression.

update 1.2.0, new mission type and more

Hi folks!
It's a moderate update with goodies inside :)

First of all a brand new game mode added - Genesis.
It's a fast paced clicker + tower defense (kinda) hardcore mission type with rich variety of features. Along with a new game mode comes 4 functional achievements (5 levels each).

This game mode was squizzed into an Arcade-type campaign instead of half of Preserve missions (because there where too many of them). Now Arcade campaign consists of 4 different mission types which makes it less repetitive. Please let me know if you like it. What is unclear or can be improved and etc.

And some other stuff.

General:
- added visual transition between missions and main menu;
- added a small navigation hint in the main menu
- some small optimizations being made

«Starfall» missions:
- added difficulty scaling not only from mission difficulty. but also from campaign difficulty. This scaling changes the cost of Drone & Orbital Emitter's parts by 15% for every difficulty level above Normal.