Release notes here.
Major performance improvements in this one, although it took a lot of code refactoring, and so there may also be a pretty plenty few new bugs, too. We’re not aware of any at the moment, but there were a couple of nasties that we had to squish earlier today. If none got through, I’ll be genuinely shocked, so apologies in advance for the temporary mess that might cause.
There are some substantial bugfixes in here, too, such as you now having the ability to legitimately scrap units when engineers are present without your engineers putting them on perpetual reincarnation loop. The Nanocaust got a ton of fixes and is harder to hack, and the Dyson Sphere now actually properly produces units when antagonized, as well as having some hacks associated with it now.
Then there’s the balance work. Holy moly, there’s a lot of that. RocketAssistedPuffin has stepped into a volunteer balancer role, and he is not only looking for feedback, but he’s actively integrating lots of things that other people are suggesting on our forums and Discord, as well as things that he’s finding and coming up with himself. The more feedback the better, for sure. He’s majorly reinvented the original Mercenary groups to have better costs and unit counts, based on the originals that Badger created in order to test out the mercenary code that he put in.
So lots of cool stuff. :) And huge thanks not just to the volunteer devs Badger and Puffin, but also rockstar bug reporters Ovalcircle, HeartHunter7, zeusalmighty, malkiel, and Mckloshiv — plus everyone else who has been submitting fewer items, or submitting them through Discord or other channels. I definitely don’t mean to leave anyone out, but those are some of the names that are popping up most frequently right now in addition to Badger and Puffin.
Lots more to come this week!
The Usual Reminders
Quick reminder of our new Steam Developer Page. If you follow us there, you’ll be notified about any game releases we do.
Also: Would you mind leaving a Steam review for some/any of our games? It doesn’t have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that’s how you make it happen. Reviews make a material difference, and like most indies, we could really use the support.