Dr. Professor Scientist's Weapons Testing Facility
1.0.4a Hotfix
- Some researches that could not be started before are available now.
QOL & B & F = 1.0.4 Patch Notes
Quality of Life - Balance and Fixes
A whoopsie we had turned the frown upside down. First five levels shouldn't have you losing anymore.
Quality of Life
Shift Click / Double Click
You can now double click or shift click to move your items around. We have only added the current hierarchy of moves:
If it isn't in weapon it goes into an empty weapon slot
If the weapon is full it goes into the inventory
If the item is in the weapon it goes to an empty inventory slot.
Simple but useful. We will keep improving and adding usability improvements like this in the coming times.
Optional Damage Numbers (Beta)
We added a beta functionality of seeing stacking damage numbers on the enemies. It is off by default and can be activated in the menu. Expect this to change and be improved. Feedback is welcome.
Research Right Way Around
New research finished window where the finished research is at the top and the rest at the bottom. New art too!
A bigger thing about research is the completely new Research compartment on top with much more legible text. Its gggrrreeat (insert tony the tiger voice).
Icons, we got em
Added four new icons, and oh how lovely they are. Go-go find them :)
Balance
Projectiles
We have talked before about more uniqueness to components... Again more changes to their hidden modifiers. Later versions of all projectiles are improved. (Except for the nerf to everyone's favorite the wooden barrel)
Buffed:
Brass Ball
Energy Shard
Energy Ball
Cabbage
Sawblades
Weird
Metal Barrel
Firebolt
Nerfed: - Wooden Barrel
Modifiers
Quite much the same treatment as on the projectiles, each and everyone unique strengths have been modified. Well they don't have as unique modifiers, but about 50% of modifiers were changed. Pretty much every single one has had their higher tiers buffed.
List:
No List (Test out new builds ;)
Well one thing I can mention because it is hidden in the game files. Projectiles sticking to wall should now live double the amount compared to before. Making themselves much more useful in other applications than lightning.
Boss and Speedup
Speed up should now more properly keep knockback scaling
Bosses have 0,5 seconds of freeze immunity every 3s (requiring knockback)
Fixes
Numerous fixes to many things. Including:
Desired/Undesired cheese prevention
More Upgrade Cheese Prevention
A dupe glitch
Some intended functionalities re-introduced
Afterword
Weekend is coming in and we have great plans for the future. As everyone does. We have some things we want to fix/add in the short term making DPSWTF have more staying power. More interesting things to play and test out. After that we would like to take some more time to build on something bigger. A bigger change. While its never safe to say what you are working on in case it doesn't pan out (doubly for my lines above), I'll shift the curtains a bit and give just a tease.
Run Modifiers are on their way. More playstyles as well. Run modifiers are planned to be a changing modifier(s) that gets randomized each run. For example: You have to always have 2 projectiles in your weapon; Or Every projectile is affected by sticky; Or every wave consists of only one enemy type.
This is only what we are thinking now and are tinkering with, nothing is final, but I hope it gives you just enough of a tease to be excited for the future.
V
Biggest Update Yet 1.0.3
Runs are now saved!
All your runs are now saved and should continue from where you left off. No more loss of progress due to outside reasons.
Desired & Undesired
We have added a new mechanic that unlocks the next run after you beat the wave 25 boss. You can add desired and undesired items into their respective slots. Each common tier component doubles the drop chance of the component in question. Higher tiers raise the drop chance even more. The reverse is in question for undesired drops. Components added to the desired & undesired slots cannot be removed.
More slots can be unlocked with expensive researches.
New mods
Damage Per Teleport
Damage Per Bounce
Phantom
System Changes
Minimum projectile Size
Projectiles can not heal enemy.
Tutorial & Guide
Tutorial has been revamped completely and should tell you a lot of new information when you start the game. Most of you reading this will have already dealt with our prior "abysmal" tutorial/guide window and won't see this, but you can get a test of the improvement in the guide window. There is still a lot of improvement to be made, but it should be more clear and understandable for first time players.
Background and Icons
A new background for waves after 25
Several new icons
Game Over Screen improvements
Some improvements here and there
Hopper
Hopper HP has been nerfed
Game Over Screen
Game over screen now shows:
High Score
Total Enemies Killed
Which enemy triggered your loss
Teleport Ramps
There are now hidden ramps placed behind the electric fence, that unclumps the projectiles that liked to cling along the walls with multiple teleports and bounces. Now they should converge in the center.
Enemy Spawn Changes
Enemies shouldn't spawn on top of each other anymore. They will still appear to be on top of each other due to different speeds, not to mention your freezes and knockbacks.
End Game
Bosses can not be permafrozen anymore. This system will see a lot of tweaks in the future. Enemies HP keeps scaling from level to level even more. We will keep our eye on this, but this shouldn't lead to easy losses. The whole endgame will have constant tweaks and a bigger upheaval at some point in the future.
Knockback and Freeze System
Knockback and freeze can now be applied to the same target. Freeze fixed to work as intended, now reapplies properly.
Sound
The electric fence shouldn't explode in your ears as bad as before, the sound is the same but at a lower volume.
Sound options save correctly.
Chains & Spin our eternal nemesis
Chains should now be of a more proper usage, they apply freeze and do some hits
Spin now affect chains
Please give us feedback if this is what you like out of chains or is there some other permutation you'd like to see
On to the future
There are still a lot of fixes to be had in the future. We are working on improving the UI as a whole and that will come in a bigger patch in total.
We are also aware of some crashes at launch and while using lightning. They are part of an underlying system that will take a bit of time to fix, but hopefully they changes will be live as soon as possible.
We will be slowing down the patch speed to include more content in an even better form. Don't fret though we aren't going anywhere, we will still be answering almost all question in the discussion forums and are looking at all the cool screenshots you post.
Patches will be coming for now mostly on a weekly basis, but we will see how the situation develops. No matter what we'll keep you posted.
V
Unscheduled Dev Log
We are stoked to see so many budding prodigies helping Dr. Professor Scientist and that is why we’d like to drop this unscheduled dev log.
Next week we are dropping one small content patch. Here are a few teasers of what we have planned:
UI and First Player Experience We are aware of your feedback on both topics and are taking steps to remedy them.
Two infinitely scaling modifiers More damage for each bounce More damage for each teleport
A New Synergetic mod Phantom
System Change Chain and spin (these two are the problem kittens in a litter, always at each others throats ːsteamfacepalmː)
New Background Art Title
There are so many different things we want to talk about regarding the future of our game, but that will have to wait for a more official roadmap. This update is just to show we care about the game and want to keep developing its strengths and smooth some rough edges.
We’ll put on our sunglasses, pick up the hammers and clank clank away, ready to be on your news feed again next week.
CSG_Vlue
Patch Notes 1.0.2 + a
End Game
Game after beating the “Final Boss” wave 25 has been made to properly scale. Bosses after that should be a proper challenge.
Grand Daddy Crabs now appear every 25 waves.
Enemy density increased
Spawn speed increased
End Game bosses resist crowd control effects more than prior bosses.
New Modifiers
Damage Per Speed
Changes to Modifiers
Chains now apply burn and freeze
Chains backend reworked - should see small modifications to behavior
Projectiles through portals now survive for longer
Stick to Wall has gained size growth
Research
Stick to Wall Research
Some wrong tiers fixed
Big Bounce has less to research
Damage Per Speed added
Projectiles
Few projectiles uniqueness even further developed.
UI and Graphics
Several icons changed
Font unification
Shouldn’t be able to start the wave with guide up
Hopper
Hoppers should be less prone to straight murder your chances of a run
Systems
Drops sometime appeared in the wrong inventory, that shouldn’t happen anymore
Bug Fixes
Projectiles should all disappear when you go into upgrade phase
A few duplication dupes fixed
Spawn related errors fixed
Chain fixes
1.0.2a
someone (me) left the stove on.
Upcoming Changes in future patches
In future patches enemies shouldn’t spawn on top of each other as much as before. They will still overlap due to them having different speeds, not to mention the fact that the get bunched up by freezes and knockback.
You got feedback drop it here or in the discussion tab, we want to know what part of the games you like and dislike so we can make informed decisions of what the future of DPSWTF looks like.
CSG_Vlue
Hotfix 1.0.2b
Game didn't end when losing. Fixed.
Full patches notes for 1.0.2 coming later today.
Dear Doctor’s Diary Day 1
The train has left me weary. Packed to the brim with uncouth soldiers and bodily odor thick enough to wade through, had me resort to the greatest of all weaknesses to stave away the tendrils of insanity—sleep, my eternal nemesis.
Awoken by blaring horns and gunfire, a sure-fire sign that we had crossed over into the Great North, I glanced out the frosty window. Great mandibles wrapped around a grand oak—splintering the tree with ease—revealed the rest of the purple creature. A gargantuan slug, two times the length of the tree it felled—ten trunks wide—it dwarfed the ultra-mobile tank firing fruitlessly into its soft skin.
Grumbling, I put on my hat, grabbed the rest of my belongings and headed for the first train car. Few soldiers tried to bar my way, but a simple glance at my dutifully provided clearance card had them fumbling over themselves to motion me through.
A minute after the hat had found its snug resting place, I had commandeered a snowmobile and was blasting through the snowy forest. Adding the prior minute, it was exactly five hours of driving that it took to arrive at my new station. Weapons Testing Facility 404, named after its obvious nonexistence, it wasn’t to be found in the archives.
Under my command we will create the greatest weapon in the fight for humankinds’ survival. Our continued existence is but a bonus—a silver lining to the gold nugget that is the legacy of my scientific glory.
An all-nighter ahead for every soul put under my thumb. Come dawn klaxons will be blaring, red lights shall flash, the first test will have begun.
Fixed a few issues at the highest research levels, let us know if other still persist.
Fixed a duplication glitch
Fixed Boss HP Visuals.
Patch 1.0.1
Windowed Mode
Added scalable windowed mode
New Modifiers
Mothership
Damage Per Size
Stick To Wall
Changes to Modifiers
Firetrail has been removed as a precautionary method against crashes, it will be added back later.
Fling now has proper power compared to knockback
Some other minor changes
Projectiles
Every projectile is now unique in some way. The changes might not be instantly apparent, but all of them should be impactful. We will monitor how they behave and feel, improving their specialties.
Descriptions
Some projectiles and components have had their descriptions clarified or fixed if broken.
Upgrade
Upgrade doesn’t let you incorrectly place upgrade components into two rows
Now doesn’t lock you into moving the just upgraded piece before continuing play
Several other bugfixes
Research
Lightning Speed now has research upgrades.
All the new modifiers have their respective research upgrades
Research should only give you the correct options
Last Researched item included in popup
All component upgrades set into correct tier
VFX
Portals now scale with projectile size
Other VFX fixes
Game Over
Added new music to game over
Game now correctly pauses after the game ends
New looks (animation still WIP)
Now you have a better chance of flexing on other members of science, with nice screenshots of your high score.
UI
Destroy should not flicker as much, if the problem persists, please report.
Most of the font have now been unified into the same.
Systems working in conjunction with Grand Warning improved.
No component slots should be blocked
Hopper
Death animation clarified (albeit it has a pesky habit of appearing all bright and colorful as the last scream against the dark void that is death)
Bugfixes
Fixed a few exploits
Bugs squished = a lot
Tooltip Fix
Quick fix to have the tooltip show up during the testing phase. You can now better read up on what your components do.