v1.6.0 Custom Unit Classes + Rebalancing
tl;dr
Replaced unit classes with unit traits and disciplines (custom classes)
Major optimizations
Colourful damage numbers
Tons of rebalacing
More useful enemy tooltips
Card weighting changes + skip mechanic added
There is a known bug where very infrequently an enemy may retain its invincibility buff even when no red shields are covering it. I am looking into this, but apologies if it affects your medal runs.
v1.6.0
Adds a handful of new cards
Adds stack and damage information to unit tooltips
Adds support for energy cost when using Aura and Zone scopes
Adds unit traits and attack scope selection
Adds autofire to the unit behaviour panel
Adds custom fx to the unit behaviour panel
Adds a new stage
Adds a random health multiplier (95%-100%) to enemies
Adds another card color (Divine)
Adds customization for each attack type
Adds option for not showing zero damage
Adds option for not showing damage below a certain value
Adds the option to skip a card reward for +1 reroll
Adds the new Echo stat for Impact type attacks
Changes the enemy tooltip to relay information better
Changes some stages to better fit new design guidelines
Changes stage graphics a bit
Changes formatter to show only significant digits
Changes some FX
Changes enemy acceleration to take at least 1 second (while invincible) to reach top speed
Changes damage numbers to show a color gradient based on damage dealt
Changes damage numbers to sort by the highest damage dealt
Changes damage numbers to show crits by number of exclamation marks
Changes the card option behaviour to allow finer control over card weighting
Changes Hyper Bugg mechanic (Perfect Dodge -> Damage Limit)
Changes Hyper Mite evade mechanic (can now dodge any damage, shows evasions through damage numbers)
Changes stage thumbnail generation to compile time
Changes to a manually handled gameplay loop for increased control over the performance and visuals
Changes the max turbo factor (16x -> 4x since 16x gameplay is unsightly and unreactable)
Changes the bounds of the hash grid allowing enemies to be targeted and hit from slightly outside the screen
Fixes Area fallback appearing as the incorrect size (this was only visual)
Fixes Energy on Critical only applying 1 energy per critical hit instead of the intended amount
Fixes some missing and misattributed card FX
Fixes incorrect tooltip for additive divide modifiers
Fixes a divison by zero crash that occured when stink bugs reduced a unit's Zone cast range to zero
Fixes auto fire not handling repeat or multishot correctly
Fixes cascade and repeat chances (absolute chance -> rollover chance) crashing if the chance was 100% or higher
Fixes incorrect cut tree FX visibility rect
Fixes projectiles sometimes escaping the range instead of bouncing off of it
Fixes only split projectiles retaining the custom bullet color
Fixes the difficulty drop down not showing the correct entries until a stage had been clicked
Fixes one track on Cross Over (now Junction) being too short
Fixes arrow hints only pointing at one side of each track
Fixes a bug where killing a bug on the frame it spawns another bug causes the spawned bug to wander off track and out into the vast expanse that is our universe
Fixes aura FX not being paused when changing cards while paused
Improves teleportation correction functionality
Optimizes damage number rendering a lot (+ threaded rendering support)
Optimizes pickup rendering a lot (+ threaded rendering support)
Optimizes enemy rendering a lot (+ threaded rendering support)
Optimizes area logic a lot (uses spatial hash grid)
Rebalances a lot of content across the game (too much to list here)
Removes show crits option
Removes Warp card (added warp as a trait)
Removes Spark card
Removes unit classes and levels
Files
Get Get Those Bugs
Get Those Bugs
A tower defense focused on card combos, mechanical synergies, and a limited tower count
Status | In development |
Author | goki_dev |
Genre | Strategy, Card Game |
Tags | 2D, Cute, Godot, modular-weapon-system, Roguelite, Tower Defense |
Languages | English |
More posts
- v2.2.042 days ago
- Small UpdateJul 03, 2024
- July 1st Steam ReleaseJun 16, 2024
- v2.1.1 Rebrand + RewardsJun 05, 2024
- New Name and v2.0.1May 28, 2024
- v2.0.0May 26, 2024
- cardTD is still in development!Apr 29, 2024
- v1.8.0 Deckbuilding + Mutations Major UpdateApr 16, 2023
- v1.5.0 Zone Rework + Performance ImprovementsMar 05, 2023
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