New rocket model, new weapon, new type of enemy, background terrain.
Also with localization and fixed a long lasting bug that corrupt save.
Weapon will rotate and snap to socket automatically.
1.18 changes
Added Medium Socket
Added Howitzer
Added Lobber
Added background terrain
Added background crystal
Added Chinese localization
Added new rocket model
Increased crawler range
Increased zoom sensitivity
Increased block snap range
Improved weapon FX
Fixed game unable to save
Fixed null ref when showing PowerGrid
Fixed projectile weapon overcharge
Fixed shield generator range boost not using energy
Fixed overcharge flow animation
Weapon will rotate and snap to socket
Solar panel can only build on power node
Show basic range on weapon tooltip
StackFortress at HKACG2018
We are showcasing StackFortress at ACG 2018 in Hong Kong, visitor is trying out our new (buggy) build with new enemy, new weapon, localization and more.
Update 1.16
Visual update for shield and energy flow, now you can see at a glance what is working and connected properly.
It has been sometime since our last update, implementing this visual update took longer than expected, so we decided to pick up the pace!
From this update onward, we will only post announcement when the stable branch is updated.
The experimental branch will be updated more often and more unstable. Opt-in at your own risk.
1.16 changes
Added rocket explosion
Improved shield rendering
ShieldGenerator can now be overcharged
Changed cannon hitFX
PowerBettery light change according to charge level
Power line light change according to network power level
Socket extension show energy flowing visually
Stabilizer and Injector show energy flowing visually
Fixed sniper not shooting at target behind shield
1.17 changes
Fixed freeze when deleteing overcharge network with multiple endpoint
Save from old version will break, please start a new game
Experimental update 1.15
A new weapon, new power system block and a new enemy.
1.15 changes:
Added cannon
Added solar panel
Added a new type of enemy: Sniper
Replaced generator and capacitor
Power line tooltip display grid available power
Removed blur in UI that is slowing down low end system
Increased speed of flyer
Different type of enemy will appear after certain wave
Improved block placement
Experimental update 1.14
We have added stabilizer which boost range of your laser for the cost of some power. And a new type of enemy that leech energy and destroy block. It is very hard to kill, not because it is tough but it will goes into the blind spot of you base. And they can walk pass shield.
1.14 changes:
Added Stabilizer which boost range
Added a new type of enemy: Crawler
Added more tooltip information
Added next wave button
Game can now be paused by spacebar
Improved calculation of energy system
Changed cost of various block
Experimental update 1.12
Weapon overcharge is finally here!
This update only have energy injector with increase weapon damage and mining rate, but we will soon add range boost. Check out the manual page about overcharge as well.
There are no limit as to how much energy you can add to the weapon for now, the idea is that more energy will generate more heat, eventually overheat or even melt your system. Then you will need to install cooling to counter that. But that's another story.
For now, we will focus on adding more capability to the overcharge system, and more type of enemy. And of course bug fix.
1.12 Changes:
Implmentated overcharge system
Mining laser can now be overcharged
Small laser can now be overcharged
Added energy conduit block
Added energy injector block
Added manual page to explain overcharge system
Replaced TurretBase model
TurretBase and ShieldGenerator can no longer conduct power
Improved cable rendering
Changed price of various block
Changed enemy progression rate
Changed build menu to toggle instead of tab
Fixed spike not reaching target position
Fixed flyer not moving and not firing
Fixed pathing grid not updated after crystal has been mined
Fixed some destroyed object appearing after loading
1.13 Changes:
Fixed game fail to load
Regrouped build menu items
Changed manual page
Changed main menu buttons
Changed some block description
Status Report - Overcharge your laser
A quick report on what we are working on right now. As you may have guess from the picture, we are half way into implementing the first of our core game mechanic, which is overfeeding your hungry laser!
You can build energy injector that convert power from your generator into weapon energy which is feed through a special energy conduit into the turret and finally your laser.
There will be different type of converter that boosts different aspect of your weapon, increasing attack damage and range are the basics, eventually we will have more exotic one like giving armor melting or freezing effect.
The next update is going to be so exciting, it is every man's dream to build bigger laser. I can't wait!
Thanks for reading.
Experimental update 1.11
Added a new storage block that store resource, not the most exciting block.
But it is the first block that is bigger than 1x1x1, which is only possible only after implementing collision check in buildmode.
With good base to build on and a few issues fixed, we can finally start working on more exciting things like new enemy and weapons!
Also bumped default branch to 1.10
Implmentated collision check in buildmode
Added storage block
Reduced starting resource storage to 250
Added more information in build picture tooltip
Added wave interval slider to difficulty settings
Combined escalation settings into one slider
Persist difficulty settings
Removed blur background of tooltip for performance
Fixed shield sorting issues
Fixed shield generator not connecting to powerline with power socket model
Experimental update 1.10
Improved turret targeting performance
Turret targeting check for line of sight now
Fixed enemy not removed after destroyed causing invisible enemy
Improved serialization, save is less likely to break after update
Disabled power grid highlight in buildmode
Moved version label to lower left
Experimental update 1.09
We have replaced the ugly placeholder enemy model with new one