Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie
Micro Annihilation
Paused Development
Hello fellow commanders,
You may have noticed it has been rather quiet around here lately. As mentioned in the Discord a while back, I have paused development on Micro Annihilation. But, why?
As you can see with the number of reviews, Micro Annihilation has not picked up much steam (no pun intended). As dear as Micro Annihilation is to me, being based on a childhood story I made up while playing with Legos and Dune II, Micro Annihilation was simply not bringing in enough income for me to continue.
You may not like it, but this is what peak performance looks like.
That being said, I really do wish to go back to Micro Annihilation. I was at the brink of the "spiders update," splitting the Toxians into three subfactions, the grubs, the ants, and a host of new enemy unit types all based on exotic spiders from around the world. I still look back on Micro Annihilation fondly. I even play my own game from time to time!
I hope to return to Micro Annihilation when I have more economic freedom to pursue it. In the meantime, I have been working on a bit more mainstream title, NO RELOADING, which I also love, but for very different reasons :-).
Thank you for supporting me and Micro Annihilation, and I hope to return for more miniature warfare in the near future!
HEROIC Update
NEW FEATURE: Heroes 1.0
Your units can now gain experience, and eventually will be promoted!
Heroic units can be leveled up to ten times, where each level adds 10% damage, and 5% damage mitigation.
Heroes will reappear in future battles to fight by your side!
Each hero has their own background story.
Heroes lost during a mission stated in mission results.
Review your existing heroes, and your hero memorial, on the world map screen.
Enemy commanders may attempt to focus down your heroes!
NEW FEATURE: Streamlined Acquisition Point Economy
Upkeep has been replaced with a much simpler population system.
Ground combat units and Dragonfly consume one population space, whereas gunships occupy three. Non-combat units do not occupy any population space!
Your Command Craft, Ground Command, and Air Command each provide 15 capacity.
Added new Command Tower, which also provides 15 capacity.
Rare Earth Metal Extractors now generate a consistent 100 acquisition points per five seconds.
Refineries now provide 250 acquisition points per biopolymer. 1000 per full load (4 biopolymers) from the Collector.
Dropped biopolymers in the battlefield will now last five minutes, opposed to one, giving you a better chance to collect them.
Research Labs now double acquisition point bounties from killing enemies.
NEW FEATURE: HUD Upgrades
You can now select any Construction Yard to place structures, but regardless of which Construction Yard was selected, the closest will build the structure. This makes it substantially easier to queue up many structures, no matter where they are in the mission area.
Added Command Craft health bar to HUD, only visible once you have received damage.
Added arrow pointing to where your units were last attacked.
Added arrow pointing to where your command craft was last attacked.
MOM will now mention bounties in the third tutorial mission.
MOM will now warn in the third tutorial mission that the player is unprepared when the enemy commander strikes.
MOM will say, "New Acquisition Options," upon completion of a unit that can build other units.
MOM will now say, "Collector lost," when one of your collectors are destroyed.
Differentiated under attack messages spoken by MOM, so you know exactly what is being attacked.
Instructions text now mentions using the mouse wheel to control your altitude.
NEW FEATURE: Upgraded Particle Effects!
Nearly all particle effects have been updated to match the beautiful low poly style!
Disabled motion blur on many particle effects, which made them appear blurry.
NEW FEATURE: United Armies Lore Added!
Added three new lore entries regarding the history of the Micronian people and the forming of the United Armies.
Added one new lore entry explaining how Micronians name themselves.
Balance
Increased Flame Tank's maximum speed from 5 to 7.5
Increased Flame Tank's acceleration from 2 to 3.
Increased Melee Tank's maximum speed from 6 to 7.5.
Reduce laser tank's vertical angle, to make it less effective as an anti-air unit. 45 to 30 degrees.
Doubled biopolymer costs of research topics, as they were simply too cheap for the number of biopolymers received on average.
Increased physical damage from Assassin Ant's sticky acid, from 1.5 to 3 damage per tick.
Increased fire damage from Exploder Ant's sticky fiery acid to 30 per tick.
Buffed commander mutator traits. Each level of hit points, melee damage, ranged damage, range, speedy meleer, and speed now add more per level.
Abandoning or failing missions will greatly reduce any resources returned to the world map, if there were any to start with.
Polish
Greatly reduced ability for ground units to appear on leafy objects, like trees and bushes.
Raised structure foundations up a tad, to reduce z-fighting with the ground.
Removed ugly brick texture from buildings, with simple flat colors.
Your command craft will be less likely to go full speed into a wall, when near the wall.
Upon evolving, queens will send out all their platoons to attack.
Queens will now prioritize fulfilling the oldest platoons, resulting in more consistent attacks.
Now each queen will specialize in a narrow selection of tactics and compositions.
You can now hold ALT for mouse look.
State speed benefit in Command Craft Booster descriptions. 200%, 300%, 400%.
Spaced out natural formation a bit more.
Added tabs to Knowledge Base, so you can more easily look up research topics, friendly units, and enemy units.
Ground Command will not be visible until after the second tutorial mission.
Enemy commander on the third tutorial mission will now target structures to expedite your destruction.
Fixes
Cancelling buildings will return the AP spent.
Queued MOM quotes will now play properly.
Your collectors should no longer fight over the same biopolymer. How selfish!
Ground units drive past eachother more effectively.
Reduced how often air units need to repath.
Fixed numerous pathfinding issues with air units.
Air units should be able to chase enemies more effectively.
Units that land on top of other units should now slide off each other.
Fixed transport box alignment on air transports.
Reduced likelihood of air units get stuck on edges of obstacles.
Reduced likelihood of walk cycles getting stuck.
Reduced likelihood of structures snapping onto unintended surfaces.
Fixed hard crash if you press escape on the hangar cutscene.
Fixed bug where Commanders could not target ground units.
RESURGENCE Update
NEW FEATURE: Commanders 1.1
Commanders remember YOU. They will boast about their prior victories against you. They will whine when you defeat them. They will surprise you mid-battle to ruin your day! And much more! Who will become your adversary? What will your story be?
Added four new commander traits. One example: some commanders are particularly cowardly...
Commanders can now surprise you mid-battle!
Added several new personalities.
Commanders now have unique appearances.
Added "Fluppp" as a possible grub commander name. (Thanks Fluppp for helping me when I was on vacation!)
Added "Frazzz" as a possible grub commander name. (Thanks Frazzz for the videos!)
After a while, the enemy will decide to either "blitz" you, throwing everything they got at you in an epic finale, or they will retreat from the map to fight you another day.
NEW FEATURE: ZOMBIES and the Human Story
What has been happening to humanity during all of this?
Populated areas have a high chance of zombie hordes appearing.
Added numerous lore research topics, digging into humanity's story, and a little of the science behind the Toxian disease.
NEW FEATURE: Dynamic Challenges
The Toxians are more relentless than ever before. I'm really not kidding: They push you to your limit. Only your strategy and your wits can save you!
Queens (properly) grow and evolve, unleashing larger spawns. Once they're suitably GIANT, they will come and crush you themselves!
Toxians are no longer hesitant to spam air units. Get ready for more of everyone's "favorite" enemy, the Stinger!
Fixed numerous "traffic jam"-like problems in the AI, which caused large gaps between enemy attacks.
NEW FEATURE: Intelligence Gathering
(Thanks AndyGeeMusic for the suggestions!)
Added Research Lab structure. When built in the battlefield, it will automatically gather information from enemies you slay.
You can see the enemy intelligence in the Knowledge Base
...and in the battlefield by mousing over enemies!
You can now see full data on all United Armies units in the Knowledge Base, selecting them, or by mousing over them.
NEW FEATURE: Acquisition Point Bar
The top right corner of the HUD now displays detailed information about your acquisition point economy.
Structures, air transports, and other non-combat units no longer cost upkeep.
Combat ground units have an upkeep of 1 AP.
Gunships have an upkeep of 3 AP.
Toxians drop less biopolymers, but is worth significantly more when collected.
Kill bounties are now displayed on HUD.
NEW FEATURE: Build Progress Below Health Bars
Purple build progress bar located under the health bar of the unit doing the construction, and the unit being built. (Thanks Isogash!)
And a ton more...
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Balance Changes
Renamed "Biter" to "Nibbler," to avoid name collision with Factorio :-P. Hey, I I didn't know! I thought it was a cool name!
Added new Big Nibbler that is fatter and deals more damage, but still as speedy as their little brothers!
Nearly doubled Rocket Launcher and Missile Launcher damage, to make them better fit their artillery roles. Rocket Launcher now does more fire damage, whereas the Missile Launcher deals more physical damage.
Collector's hit points increased from 250 to 500, and increased armor from 0 to 10.
Collector will now drop off resources when attacked, giving them a chance to shake off enemies.
Supply Depot AP cost increased from 300 to 500.
Reduced queen hit points.
Adjusted Toxian commanders' hit points.
User Interface
Enemy reinforcement direction is now displayed on the HUD.
MOM, the AI voice, now gives concise mission briefings in world map and battlefield for those who hate to read.
Made text boxes more narrow. (Thanks Isogash!)
Polish
Added third tier of Command Craft Boosters, for a total of three. The first tier can be unlocked almost immediately with only a handful of Rare Earth Metals.
Supply Depot's repairs spray pretty sparks now.
Widened unit formations.
Game will avoid playing the same environment type back-to-back.
Game will not present the player with large maps unless you have unlocked at least one level of Command Craft Booster, and Air Command.
Biopolymer crystals will only show up once you have the technology to harvest them. (Thanks Isogash!)
Added tabs to options. (Thanks Isogash!)
Added oodles of graphics options. Even field of view! (Thanks Ferrilata_!)
Volume now displayed as percentages instead of decibels. (Thanks Isogash!)
Transports now have a distinctive "drop off" sound.
Gatherer Ant is now brown instead of black.
Virtual Bugs, Not the Biting Kind
Units will acquire targets before the enemy is in shooting range. This lets them react quicker, especially against giant units.
Fixed inconsistent unit thumbnail orientations.
Street outside of play area no longer navigable by enemy units.
Tutorial missions are disabled if you have played any substantial amount of play time in a save.
Increased game performance in many regards. Threaded pathfinding, faster air pathfinding, and more!
Rare Earth Metal Extractors no longer are missing foundations in defense missions.
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Re-(re)-introduction Hotfix
A quick hotfix today, fixing some issues reported by our Discord:
Fixed missing UI shader.
Warning that no resources were returned will not appear unless you have researched a resource gathering technology.
Underground base entrances now have proper pathfinding around them.
Fixed typo in Ground Command Construction research topic says.
Increased resolution of unit and structure thumbnail images to 1024x1024.