Arrival of Beasts cover
Arrival of Beasts screenshot
Genre: Strategy, Tactical, Indie

Arrival of Beasts

EA-C021 NEW Invite System, Improvements, Fixes, PreWorks



Fixed:



  • Basictower Modules now correct positions (visual bug)
  • Resource UI (source display) now closes ALWAYS
  • Demolish sounds optimized (buildings)
  • Recycling process can not be interrupted by protectbase anymore
  • IMPORTANT: remove online team via other local profile now works correctly
  • Double selectwindows is now removed
  • Module timer raycasting disabled

Added:



  • NEW Team invite system. Invite players directly via leaderboard.
  • NEW Invite alert. Player gets notified in headquarter if invites are pending.

Changed:



  • Gameover / Win screen optimized (test state -> preparing coop)
  • Rarities for objects in objectshop: bronze 60 -> 52, Silver 30 -> 36, Gold 8 -> 10, mysth stays 2

HOTFIX - EA-C020


Fixed:



  • Crity is now working correctly also with effect resistance / armor break
  • Damger displays now correctly on tower menu
  • Ragebeer, Giftmess, Firemess -> better visibility on tower menu
  • Tiny tower refactoring to fix module bug and improved performance
  • Extractory Buttons work now correctly without gold issue
  • Buttons on building menu are now corrected with color

Added:



  • Nothing

Changed:



  • Smoke effect on airsupport plane and drones

HOTFIX - EA-C019



Fixes:



  • FPS Display halfed values corrected
  • Cameraspeed now consistant
  • Text corections / translations
  • Random Map 12# pathfinding upper left corner
  • Modulrecycling fixed and performance improved + visuals added
  • Crit damage is now added before armor calculation
  • Trophys now correct transfered on wipe
  • Achievement controller problems with empty profile saving
  • Modulegenerator now correctly generates modules
  • Some raycasts fixed

Added:



  • NEW Visuals for module generator

Changed:



  • Increased: Level up chance on modules, lowered: level up damage on modules
  • Boonuu, Boony beasts balanced
  • Balanced hard difficulty -> min. of doublewave = 3 waves
  • Changed multipliers on level up for beasts (micro changes)

NEW Infinity Module Leveling, NEW UI Visuals, & more ... EarlyAccess-C018



Fixed:



  • Tripplex module picture missing on module upgrade building
  • Text upgrade not possible on tripplex module for crit damage
  • Tripplex less rate on triggering for towers and reworked sound profile
  • Damage less spell not refreshing correct on beast menu -> wrong values
  • Armor less corrected values for menu and effect
  • Reposition the soft entry graphics
  • Rate up displayed + symbol instead of -
  • Speed up working -> pausegame fixed
  • Secure ending displayed full bar on initilizing
  • Control multiple slicertowers now fixed the rotations
  • Poison spell had trigger bugs -> now areas working correctly, even multiple & ice
  • Module locking in tower was removed after level up while tower selected
  • Whole tower system is refactored with a baseclass system and pro performance
  • Abstract arrow beast stuck
  • Tower from inventory now working even if player is placed before
  • Deadhell more camera space
  • Ragebeer and giftmess and firemess -> inactive in tower display
  • Teamcontroller fixed -> multiple local accopunts / one team controlling on leave
  • Empty profile missing on cloud profile import bug
  • Tower targeting performance improved -> prework for coop and more target modes
  • Achievment percent value in Trophyroom is now refreshing correctly

Added:



  • NEW general UI Design
  • NEW Module display UI design
  • NEW Random Map #12 - awesome new map with an interesting beast path
  • NEW Infinity Module Leveling (current max. level 100)
  • NEW Improved networking speed -> login speed / cloud profile speed
  • NEW Main menu visuals improved
  • NEW Christmas event is now saving the rewards in calendar once opened
  • NEW Repair range of player is now upgradeable in skillstar
  • NEW Achievement repair progres optimized from Server -> Steam and from Steam -> Server

Changed:



  • Whole speed up system changed -> animations now also speed up (maybe more speed up in future)
  • Trippletower: +25 Health, +1 Armor
  • Connectors graphics on campaign progress changed in headquarter
  • Random map -> more Prestige Points
  • Changed rarities on objectshop to: bronze 60 % silver 30 % gold 8 % mysth 2 %
  • Abstract arror balanced: 2 -> 1 beasts, dmg/lvl -0,05, movespeed +0,05, healthpoints +5
  • Bossmonsters has priority now -> not stopping anymore for beasts
  • Changed objectnames: Thunderwave/Blitzwelle, Windforce/Windkraft, Healimpulse/Heilimpuls, Shieldimpulse/Schildimpuls
  • Balanced (first shot) ALL module upgrades to the new infinity module leveling system, may be unbalanced currently

NEW Module locking in towers! And MUCH more... EarlyAccess-B017


Fixes:



  • PopUps on ranking menus are now dragable (moveable) same as a window
  • Christmas event raycasting prevention
  • Christmas event music plays on different menus
  • Smaller popups now not blocking clicks anymore
  • Improved communication while idle or take actions in headquarter
  • Comets now can hit infinity times again not only just once
  • Module removed from tower blocked tower clickable status
  • Achievements fixed: 61,62,75 & 80
  • Bossbeasts healthpoints on endless map were incorrect calculated (int/float error)
  • Ice resistance check was missing in a special moment/situation
  • Difficulty bug on prestige rank balancing for each beastlevel was wrong calculated (int/float error)
  • Beastmenu not closing -> game crashed after beast were killed while menu open
  • Display the damager values correct on all towers
  • Small refactorings on tower / module scripts
  • BIG refactoring on beast script -> more performance
  • Buttongroup on tower menus are improved

Added:



  • NEW: Equipped spells are now marked as equipped in selection menu
  • NEW: Improved admin support on errors, when contacting
  • NEW: Towers can lock their modules (each tower for it´s own by clicking small lock icon)

Changed:



  • Textcolor from Cooldown / Energy on all spells are now according to availability (green/red)
  • Visual style of some backgrounds
  • Bossbeasts on endless map more healthpoints
  • Blowermodule now does not hit beasts under bridges anymore
  • EVERY beastlevel is now stronger (all values) because of the prestige rank bug fix

Small hotfix - Early Access B016


  • Player clickaction with other buildings improved
  • Thundermodule effect adjusted with lighting

NEW Christmas Event, Pathfinding upgrade & balancing/fixing-EarlyAccess-B015


Fixes:



  • Modulgenerator -> more cam space
  • Wave shower raycasting removed
  • Player is better clickable while moving
  • Skillpoints display now displays up to xx.xxx skillpoints
  • Text corrections

Added:



  • Better diagonal pathfinding
  • Christmas Event ! Calendar for every day + more exp (1,2 exp multiply)
  • Knifetime (Arealtower) now visible in tower menu

Changed:



  • Upgrades in-game also work now with keypad return button
  • Thunderobject less dmg, less rate
  • More mortal segments on endless mode

HOTFIX - Early Access-B014

Fixed:



  • Endless map reward correct gaining
  • PowerUp buildings work correctly with new tower menu

HOTFIX - EARLY ACCESS-B012

Fixes:



  • Team actions fixed (invites, kicks, create teams, ...)
  • Overclocking spell now works correctly

Added:



  • Simulate tower levels with all attributes in headquarter
  • Automatic cloud save while idle in headquarter

Changed:



  • Nothing.

BIG WIPE + HALLOWEEN UPDATE + NEW SPELL SYSTEM - EarlyAccess-B011


Fixes:



  • Remover now removes the correct values, to new spell system
  • Optimized pathfinding for player
  • Pathfinding for each map improved, less stucks
  • Inventory Sound fixed on using hotkey tab
  • Protectbase cam zoom now initialize correct
  • Removed not needed raycasts
  • Smaller refactors, improved players energy system
  • Maintower empty fix for last beast
  • Team inviting bug for multiple invites and aborting on swap team
  • Wipe logic improved and corrected: Spells can now be inserted without wiping the profile
  • Improved some waypoints of some maps
  • Beastpathfinder is now fixed for all maps
  • Talentpath texts fixed

Added:



  • Spell System: Dynamic spell system, player can now choose the spells for each map. Spells now categorized into the three talentpathes
  • Teleport spell for ALL players
  • Overclocking spell, ECONOMY spell, overclock mines for faster gathering
  • Complete new lighting system for deeper graphics and better visuals
  • Wave Display with three new wave icons for display each wave to the player
  • Display difficulty on trophyroom with some smaller light effects in difficulty color
  • Restart button on protectbase and menu, UX
  • Visual effects improved
  • UI Elements ALL reworked and polished
  • Icons reworked and polished
  • Pre Loading of Team Ranking while staying in headquarter (faster loading)
  • Display uploaded prestige points in headquarter
  • PreAdded the christmas event for implementing it without wiping the profile again

Changed:



  • Changed EULA text
  • SingleTower: More Damage, Slower Attack Rate
  • EffectTower: More Range
  • CircleTower: More Damage
  • ArealTower: More Damage
  • Lifebox: More Health, Less Cost
  • Shieldbox: More Shield, Less Cost
  • Spawning time for each wave is now faster in late game
  • Endgame is now harder
  • Apocometica: Lower Range, Lower Impactrange, More Damage, Less Rate
  • Talentpaths upgrades now each spell categorie
  • Changed Talentpaths effectings
  • Profilecontroller style
  • On click out of range (spells) the spell is not aborting anymore