Intruder Alert: Ixian Operations cover
Intruder Alert: Ixian Operations screenshot
Genre: Strategy, Indie

Intruder Alert: Ixian Operations

Save/Load Feature

Hello everyone,

with today's patch you can now finally save & load single- and multiplayer games. If a player disconnects during a multiplayer session you can also use this feature to recreate portals to "falsely" disconnected players. Games will also be autosafed every 30mins (or 5 mins in multiplayer), but this can be changed in the option or deactivated by setting it to 0.

Saving for campaigns and challenges is still in the works, because these require to save the current state of the script.

Happy Gaming everyone!

Bug Fixes

- Several crash fixes
- Croton Blood distribution now updates correctly.

Due to some mistakes on my end, one of the previous fixes introduced some new bugs.
I'm sorry for the inconvenience. Please tell me, if you still experience issues.

v1.25 Bugfixes & Minor Improvements

Changes:

  • Crotons Brain: Bonus Damage for creepers slightly decreased
  • Group Build (using "Shift" or "Alt" while building): greatly improved performance and build pattern.


Bugfixes:

  • Units being teleported outside mapbounds from CUR.
  • Units shoot in front of broken Zyr regenerator instead of onto him.
  • Some spelling errors

v1.24 [30.10.2019] TD Mode + Misc.

This is a small patch changing the later stages of the TD modes and doing some internal changes of how stuff is calculated making range check more precise and faster.

TD Mode:
All changes affect levels of 100 and up, so I recommend playing the challenge TD easy for this, because for the other TD challenges it is already quite challenging to get to level 100.

  • After Level 100: There will be no infantry anymore for most factions. In addition some special units spawn depending on faction, e.g. Level 5 units for Mercoss / Carrier for Ruxilla.
  • After Level 150: All units will get 10% additional HP every wave. So wave 160 units will have doubled HP. Also every 5 waves all units attack is increased by 1.
  • XP Gain from TD after level 100 is greatly increased.


Engine:

  • Calculating whether a unit can shoot is now more precise (considers size of targets)
  • Battle performance is now faster. (~10% faster for single weapon units, ~15% faster for multi weapon units. This is an estimate from some test cases, the actual performance boost could differ.)
  • Miners no longer have a problem, when Croton Metal Transporters take the ressource they planned to mine.


Balance Changes:

  • CUR Cybotic: Maximum cost increased to 40. Last changes went way overboard. Their ressource effectivity was nearly equal to the metal miners and impulse receivers. So you could actually live from building nothing but Cybotics. They are still good asset for the early game, but with this increase of cost, they are only worth spamming once there are no more ressource to collect from.


Maps:

  • 1 new map


TD Hints:
TD can be quite challenging. Therefore here are some tips to get to those levels where the changes are.

  • Play CUR
  • Build 1 tower 1 screen away from the portal, so you have a big chunk of the map for yourself. Use CPU Boost on the Tower.
  • Focus on economy until your tower gets trouble dealing with the attackers.
  • Start building lots of Host Systems at the front, because they repair units in their vicinity.
  • Stack an army on top of your host system.
  • Build lots of Cybotics, because they grant you ressource income independent of mines.

1.23 Mercoss Research + 4 Maps + MultiSelection Properties

This update continues the additions for each faction. Crotons have been last patch, this one is Mercoss.

Mercoss New Stuff / Changes:

  • NEW: Enhance Transport Modules: Your drones can transport +1 unit. (upgradable multiple times until a maximum of 10) (only affects currently existing drones, so you will need to upgrade again once there are a bunch of new drones.)
  • NEW: Enhance Speed Modules: Increases the movement speed of your drones (can also be upgraded multiple times and also only affects existing drones)
  • Powerplants scaling with Population changed, they are more effective with few people in it and also work without any population, but scale ~40% worse on really high population count.
  • Since the new powerplants grant you more effectiveness in the early game, which is were Mercoss struggle the most and you still keep a good scaling with the research, it is required to readjust somewhere else: Material for super units now costs 125R,125E instead of 100R,100E. (This increases the cost of a level 5 unit from 1500R/E to 1750R/E.)


Other improvements:

  • Pressing "Return" when selecting multiple units now gives stats about the selected unit group.
  • Bugfix for units trying to move outside map bounds under certain conditions.


Balance Changes:

  • CUR Bots: Slightly less AS
  • CUR Cybotics: Cost now capped at 25.
  • CUR Host System: Now regenerates more HP, but less often. (CUR Bots still only regenerate 1 HP.)


New Maps:

v1.22 (4.10.2019) Miscellaneous Update

Added Content:

  • 3 New maps (see bottom of this post for previews.)
  • More variations for start ressources, including a small starting base (unlocks with player level at 10,20).


Minor Features:

  • CUR CPU Boosted unit is now shown as +1 Level
  • Profile creation is now simpler, leaving all options to the in game menu
  • Canceling construction now refunds ressources.
  • Selfdestructing units/structures (Hotkey 'K') now refunds population dependent on the current health of the unit/structure.
  • Map selection screen is now bigger and supports more maps then before.


Bug Fixes:

  • Campaign Level 05: You no longer lose all your population right at the start.
  • Disabling the minimap, disables not only the visuals anymore.
  • Fixed: Singleplayer menu combo boxes sometimes showing weird entries.
  • Fixed: Ruxilla Carrier sometimes missing not moving enemy units.


Preview of new Maps:

v1.21 [30.09.2019] Crotons Update / MultiFaction in Singleplayer

Hello everyone,
it's been a while since there were "regular" patches for this game. But I wanted to polish some still weak points and expand the content a bit.
Therefore this patch introduces new units for the crotons and I plan to add at least something to all the other factions as well over the next months. As well as get back on the map reworks / do new ones.


Crotons:

  • New Structure: The Brain. Empowers all your creepers to work as a hive mind and therefore greatly improve their effectiness. (+150% damage, Creepers killing their target attack the next unit, steal metal from units they attack)

  • New Unit: The Kox. A Croton spaceship. It has very high fire power, but needs to collect ore to shoot.

  • Metal Transporters: Reduced cost in factory, Can now be manually controlled, Now select their target bowel intelligently (instead of always nearest one.).
  • The Eye: Now deals % of target's current health damage. Therefore it is very effective against big units, like Ruxilla carrier or mercoss super units.
  • Hole (Tower): Reload Time back to at least 2.6. (Last patch the Reload time was increased from 2.1 to 3.6)


Duo / Multifaction:
Upon getting to Level 25, you can select "DuoFaction" in the single player menu as the player's faction. Then the player with play as 2 random factions at once.
Upon getting to Level 50, you can select "MultiFaction" as well, where it is possible to play all 6 factions simultaneously.
(For the starting advantage and overall power of combining multi factions, the player gets slightly less XP in matches, where he plays as DuoFaction or MultiFaction.)
Tower Defence Enemies are also enabled for single player upon reaching level 50. But you can


Various:
- Awards grant now more XP.
- Lots of unit cost changes. Most small units have become a little cheaper.
- CUR Dreadnought cost increased, but also HP and damage slightly increased.
- Super unit spawn cooldown for Mercoss reduced to 10 seconds. (initial cooldown is 60 seconds.)
- Ruxilla Max Level for Special Ability is 40 now. (various number's slightly changed to adapt for new leveling)
- Titan's HP reduced to 1337.
- Some minor bugfixes

v1.2 Improved Group Builds & Tower Patch

Improvements:

  • Building groups of structures are now in a more regular pattern. (Group build by holding shift for Zyr, Mercoss, Ixir; Repeat Mode by clicking R on a construction unit for Ruxilla, CUR, Crotons)



Balance Changes:
The towers of many factions (Ruxilla, Zyr, Mercoss) were actually not much better or even worse than their mobile counter parts. The towers should help you to establish a good defence at choke points or at secondary bases, but at the moment you just stack your army at the location you want to defend, because you can move your army later on and it is not considerably weaker than the towers. With these improvements to the towers it is cheaper to defend yourself with them, but you cannot move them later on as opposed to a defensive army.

  • Ruxilla Tower: HP increased from 133 to 355.
  • Cost Increased from 19,18,5 to 32,28,6
  • Fire rate doubled, but damage lowered from 6 to 5.
  • [New] Regenerates HP out of combat (when ammo full).
  • [New] Can preload up to 4 ammo when idle, to fire them significantly faster on the first approaching units.


  • Zyr Tower: HP increased from 91 to 141.
  • Zyr can still make use of their upgrades to improve all towers, which keeps them useful since their recent increase in range a few patches ago.


  • Crotons Burrow: Reload Time decreased from 2.1 to 3.6
  • [New] Creepers crawling out of the cave, harden the cave entrance. Thus, healing the Burrow by 3 HP.
  • [New] Global Connection: Burrows which are not firing at the moment grant their creeper production to other burrows, no matter where they are.
  • [New] Initial Delay: Before the first creeper can come out of the burrow 15 seconds pass.
  • Croton Burrows have never been weak in the first place, due to their high health and effectiveness against infantry and vehicles. Therefore a huge improvement was not necessary. These changes just shift the strength of the Crotons Defenses. While the power you have with a single tower decreases, if you have multiple fronts to defend or keep old towers after an expansion, this is a huge improvement.


  • Mercoss Tower: Base HP increased from 268 to 468.
  • Fire rate doubled, but damage lowered from 6 to 5.
  • Although the regeneration of the mercoss towers is really helpful. They are not really effective for defense, because they have been to expensive for their low damage.

v1.18 (17th December 2018) [+Fix 15th January 2019]

Hello everyone,

it has been some time since the last update. This update is thanks to a player, who showed me that some campaign levels got very very hard, since the AI improvements/changes. Most of these changes have already been enabled the last weeks.

UI Change:

If a builder or factory is currently paused is now indicated by color. (Grey = Paused, White = Working)

Balance Changes:

  • Zyr Special Ability costing (R)essources gives now 1 HP every 9 seconds instead of 10.
  • Zyr Special Ability costing (E)nergy gives now Attack around 40% slower (1 attack every 135 seconds) and is capped at 25 damage for each unit.
  • Zyr Special Ability costing (P)opulation gives now less Attacksspeed (ReloadTime is multiplied with 0.99 instead of 0.985 every 30 seconds)
  • Ruxilla Special Ability cap increased from 25 to 50.


Campaign Levels:

  • Level 19 and 20 are now a bit easier.
  • Level 24: Voice during intro fixed.
  • Level 24: Slightly changed starting structures for AI, so AI should no longer make bad decisions.
  • Level 25 [Fix 15th January]: Ixir Portal did not load correctly. Level might still be changed in terms of difficulty.

Multiplayer Fix

Hello everyone,

There was an fatal error, when connecting to any server, caused by an error during the network initialization. This bug should now be fixed.
(Note: The game still does only support local LAN multiplayer. Playing over the internet requires third party programs, which emulate a local network like hamachi or tunngle. Unfortuantely not all games (including this one) work with those programs right away, please try the trouble shooting guides of those programs when encountering "Invalid IP" error from Intruder Alert first.)

Greets knittely

P.S. For those who used the temporary workaround, the "multiplayer" BETA branch does now not exist anymore

UPDATE 18.02.2018: there was still a small mistake with the multiplayer code, although it shouldn't have caused any bugs. I fixed it anways, since some people still got some errors.