Game Patch for February 23, 2016 - Shroud Balance!
Hi all! Today's patch focuses on faction balance, specifically the Shroud. We've resolved several pesky new bugs you've submitted to us since the launch of the Shroud (thank you!!).
Once your game's installation is updated, please be aware that it may take a few minutes for in-game features to show the correct status, including leaderboards, replays, etc.
FEB 23, 2016 PATCH NOTES:
FACTIONS
SHROUD
The community has sown that the Shroud suffer from early game rushes while being dominant economically outside of the early game. For the past few weeks we've been discussing various changes to address these issues without making the opposite side worse.
The key changes we've made is that the Shroud Entity (HQ) is significantly weaker with both armor reduction (and eventually health in a future patch). This makes the HQ vulnerable when a player is aggressively taking over the map. Before a Shroud player might welcome an attack on the HQ as it buys more time to build or rebuild other areas of the map. We are hoping that now players can go after the Shroud HQ aggressively and early eliminating the Shrouds capacity to build more buildings.
We do not express that this will have a large negative impact on the Shroud early game because there isn't a lot of armor penetration early and by the time a rusher can target the HQ from a strategic sense, the game is likely already over.
In terms of improving the Shroud in the early game, we've gone back to their Plasma Spike. We've made it easier to get earlier, and slightly more effective once it is created. This puts the risk of a rush back on the rusher. While the rusher can just back off leaving the Shroud player with a sunk investment, the Shroud player still has options that can be explored, including new ones such as quick tech behind the Spike.
We are excited to see what you think! Specific changes can be seen below:
Entity Armor reduced to 6 (was 10)
Plasma Spike per tick damage increased to 4 (was 3); overall +2 DPS
Conversion time for Plasma and Tether spikes reduced to 18 seconds (was 24)
Conversion time for Perception Spike reduced to 18 seconds (was 32)
Dirge no longer goes through level up animation after seeking in a replay
HUMAN
The big issue is we lowered the cost of teleporting turrets to allow human players more defensive flexibility early to align with their play style and racial identity. Here are some others resolved:
Teleport cost for all turrets reduced to 10 (was 30)
Valiant shields are no longer left behind when a Valiant is pushed by a placed structure
Valiant no longer pushes Extractors when its Shield is Projected
Units are now able to be killed with Ctrl+K when under a Valiant shield
GOO
We improved the Goo siphon to help improve Goo versatility in the mid and late game. Here is the specific change:
Siphon damage and healing increased to 7 (was 6); overall +2 DPS/HPS
Alt+Q will now select the first Mother Goo if another Mother is already selected
OBSERVER / REPLAYS
Tech Upgrades now have researched tooltips in Observer mode
Player view of a defeated player in Observer/Replay mode is now completely visible
Replays can now be filtered by player name in the multiplayer replay menu
CAMPAIGN
Enemy bases (AI) now contain refineries on Campaign Mission 14 and 15
Difficulty now remains on the same setting after Surrendering
UI / MECHANICS
Encyclopedia scroll bar no longer extends past the boundaries when reaching the top or bottom
When a Player overrides an unusable save file, the old one is now overwritten
Completing a loaded skirmish no longer results in Connection Lost on the debrief screen
Player's ranking now appears accurately in the Recent Matches display
Player can now see through Fog of War central spigot on Ziggurat when in plain sight
AUDIO
Added additional German localization audio to the campaign
Game Patch for February 16, 2016 - Bugs and Performance Tweaks
Hi all! We've got a short and yet performance enhancing patch set for today. We've resolved several pesky new bugs you've submitted to us since the launch of the Shroud (thank you!!).
Once your game's installation is updated, please be aware that it may take a few minutes for in-game features to show the correct status, including leaderboards, replays, etc.
FEB 16, 2016 PATCH NOTES:
FACTIONS
Goo - Siphon can now retarget without having to move or destroying a target
CAMPAIGN
Mission 04 - Goo Nests on S04: The Trench can now be destroyed
Mission 16 - The Strider's walk animations now works after regaining movement when hit by the gravity cannon.
Custom Campaign - Players can now properly load a Custom Campaign save from the Main Menu
Workshop Campaign - Debrief Screen - Player can now restart upon clicking 'Play Again'
PERFORMANCE
FPS will now longer drop when playing as Shroud due to Construction/Upgrading of Structures and to a lesser degree Units
Resolved several miscellaneous crashes
UI/MISC ISSUES
Jukebox - All tracks in the songlist can be added to the current playlist when using the jukebox in a match
Movement - Units pathing issues when attacking walls is resolved
Recognition System - Galactic Rumble achievement now specifies ranked or unranked
REPLAYS/OBSERVER MODE - Tech icon timers in the tech tab will no longer reset when players research tech in the same category.
Game Patch for February 9, 2016 - Bugs and Performance Tweaks
We've got a short and yet performance enhancing patch for you today! We've resolved bugs you've submitted to us since the launch of the Shroud (thank you!!).
Once your game's installation is updated, please be aware that it may take an hour or two for in-game features to show the correct status, including leaderboards, replays, etc.
FEB 9, 2016 PATCH NOTES:
Highlights
Fixed some auto targeting bugs
Got the RuK to stop the random crazy dance
Fixed a bunch of silly Squall pushing bugs
Fixed Human extractor teleporting exploit
Fixed numerous crashes and UI issues, including observer mode specific ones
Bugs & Issues Fixed
Beta Squalls are able to push Beta and Human Extractors
Commando's do not auto-target when mounted on wall pillars in tactical gameplay
Improper Goo Consume Effect appears when Formless Goo moves over Conduits
Players are unable to build in specific area after attempting to build on Squall
Players unable to Save in a Campaign mission
Points awarded for Achievements are inconsistent with the listed Points in Profile
Game freezes when pause break key is pressed twice in single player or skirmish
Shroud Specific Fixes
Shriek randomly stops targeting when auto-targeting in tactical gameplay
Coda may not be created when two or more fugues attack the same target
Mimic cannot attack Bastion when targeted
Mousing over spigots will display the resource drain cursor while an under-construction extractor is selected
Defensive Shroud AI does not build any Spikes or Aversion Fields
The 'Researching Upgrades' section now describes the Shroud
Encyclopedia now correctly describes the Dirge stage two and three
Art Changes
Additional optimizations on Shroud units that should increase overall performance
Let us know what you think of this very first post-Shroud patch!
Descent of the Shroud - New Faction Revealed!
THE SHROUD HAVE DESCENDED
After the longest time lurking in the shadows, Grey Goo's fourth faction can finally be revealed! We can't tell you how excited we are. A big thanks to everyone in our community for playing and supporting the game, because we couldn't have done it without you!
So, what is the Shroud? In short, the Shroud are destructive, alien life forms. In the latest DLC release, Descent of the Shroud, they've landed on Ecosystem Nine to feed off of its energy—and destroy the Human, Beta and Goo factions that stand in their way.
https://youtu.be/TdixB-dVx9c
On the battlefield, the Shroud are:
Diverse
The Shroud's units and structures look and behave differently than those of the other three factions. Take the Mimic as an example. It looks like a normal unit, but if it gets close to one of your own, it will change appearance to infiltrate and spy on your forces!
Disruptive
Catching an opponent off guard is a key aspect of the Shroud's strategy—and the Klaxon is a unit that's designed to do just that. While it looks like a slow-moving armored unit, the Klaxon can actually charge at and damage your units in a split-second.
Metamorphic
Many Shroud units and structures can change on the fly, evolving into more powerful versions of themselves. For example, the Shroud's Epic unit, the Dirge, has three stages. While the first is relatively weak, its final form can end a game in a matter of minutes.
We could go on about the Shroud, but we think our art director describes them the best as “the most beautiful thing you'll ever see—right before it kills you." If that doesn't get you excited, we don't know what will!
And now on to the best part: if you already own Grey Goo, the Shroud update is FREE!
If you don't own the game, you can pick up the Definitive Edition for the permanently reduced price of $29.99, starting tomorrow, February 1st at Noon CST.
Watch live the GGTS tournament finals!
Attention Commanders!
Grey Goo has returned to PAX South bigger and better than ever with the Grand Finals of the Grey Goo Tournament Series!
For anyone living under a rock the past few months, the Grey Goo Tournament Series is a competition pitting 20 of the best Grey Goo players in the world against each other for the lion's share of a $30,000 prize pool.
These Grand Finals on the show floor of PAX South at the Grey Box booth #12021 January 29th to 31st. If you're attending PAX South, stop by and join in on the fun! We'll have awesome stuff to give away as we celebrate the very best the Grey Goo community has to offer.
The schedule for PAX South is:
As you'll notice, we have a lot of exciting plans for Sunday in particular ;)
The finalists have arrived at PAX South and are excited to compete for the Grey Goo Champion crown! One of these guys is walking away with $10,000!
We're not only livestreaming the final matches of the GGTS, but have a special announcement for all RTS fans you do not want to miss! Be sure to watch for it this Sunday at about 2:30pm CST.
Get up to the minute tournament action and PAX South showfloor activity by following the game on Facebook, Twitter, and Instagram.
GGTS Finals Preview Video
We're gearing up for the big event at PAX South! The Grey Goo Tournament Series finals will be played and livestreamed on the showfloor at our booth #12021 starting on January 29th.
Watch this video for what to expect!
https://youtu.be/tuYTVITy07w
For the latest GGTS updates, also be sure to follow the game on Twitter at www.twitter.com/greygoogame , and then jump into the game's Steam forum to weigh in on who you think will win the tournament!
Producer's Letter for December 2015
Howdy Everyone,
With the year coming to an end, we wanted to take a brief moment to pull back the curtain and let you know what’s going on behind the scenes with Grey Goo.
THE GREY GOO TOURNAMENT SERIES (GGTS)
The qualifiers are done and the competitors are set for the finals at PAX South. First and foremost, we want to thank everyone who participated in the qualifiers, whether it was as a competitor or a spectator. All of you are why we’re doing this, and we wouldn’t be here without all of your feedback and support. Ya’ll have been great.
Over the next few weeks we’ll be booking travel, approving set designs, finalizing schedules, and planning events. There’s a lot to do, but we’re definitely looking forward to meeting everyone in San Antonio. Can’t wait to see you there!
BALANCE
This is our longest stretch without a balance patch. There are a handful of reasons why, but I did want to touch on one of the most important reasons here.
Due to circumstances beyond our control, we’ve made a change at the balance designer position. Some of you may have noticed Chris Becker posting around the forums recently. He has taken over lead balance design responsibilities moving forward on the project. He’s been keenly focused on getting ramped up to speed as quickly as possible, but we know this has left a lull in the number of patches we’ve been able to release. Thank you for your patience up to this point.
Moving forward, we’re going to let Chris take point on discussing balance as he can provide far more insight than I would ever be able to do. Hopefully, we’ll free him up from his testing sessions long enough to provide an update on where balance is going sooner rather than later.
WHAT’S NEXT
We have a couple of things in development that aren’t quite ready to announce just yet. Our current trajectory has us ready to start opening up the information flood gates close to the GGTS finals in late January. Until then, have a wonderful holiday, and we look forward to seeing you on the other side of the New Year.
Cody Bradley,
Grey Goo Producer
Congrats to these Grey Goo Tournament Series finalists set to attend PAX South!
The fiery battle to dominate the Grey Goo Tournament Series and claim the ultimate victory just got more intense!
Congrats to these players set to attend the finals in January at PAX South, live at our booth. They either won a top spot in one of the recent qualifier matches, or became a wild card at the end of Qualifier Three last month.
Great job finalists! See you at PAX South!
To learn more about the GGTS and keep updated on each of the finalist's progress in the tournament, visit www.greygoo.com/ggts.
Watch the new Qualifier Three Recap video
Missed watching Qualifier Three, the last of the qualifiers before the finals begin at PAX South in January 2016? Karen and Sean cover the greatest moments in Qualifier Three with this new recap video!
https://www.youtube.com/watch?v=uICtwGaT49w
What's next for the Grey Goo Tournament Series? We have contacted all of the finalists that are going to PAX South in January 2016. Keep watch through the rest of the year and into January for the latest on the GGTS!
Visit the official tournament website at: http://www.greygoo.com/ggts
Qualifier Three This Saturday!
The most intense Grey Goo gameplay yet is about to happen!
This Saturday, November 21, is the continuation of the Grey Goo Tournament Series with Qualifier Three matches kicking off at 1pm PST / 9pm GMT on Twitch.
QUALIFIER THREE PLAYERS
Congratulations to the following players that made it into this latest round! Players were determined by their rank on the leaderboards.
Akuji
Audiodhalism
BluesDriveMonster
CombustionPotato
Galdor
Hendrominus
IamMagic
Matiz
Mendel
Pluck
Sardine
Spikemonchi
Szalami1
TheMista
Visit the GGTS Event Page on Saturday for the latest match results!
WATCH THE LIVESTREAM
TOURNAMENT SCHEDULE
Qualifier Three: November 21 starting at 1pm PST / 9pm GMT
Wild Cards: November 21 at the end of Qualifier Three
Finals Event: January 29-31, 2016 at PAX South
For official rules, check out the FAQ. You can also contact our community team at community@greygoo.com if you have questions.
To keep updated on the latest tournament news and which qualifier winners will be headed to PAX South, be sure to also follow the game on Facebook and Twitter!