Version 1.1-alpha.6
Well, first weekend update and it’s late (I made no promises). That said, a lot of stuff was changed, fixed, tweaked and patched. The patch notes are long, there’s a lot of balance changes, tweaks to input, and another attempt at Discord Rich Presence. Oh, yeah, and the two new turrets.
Gameplay Changes (Balance and stuff)
Additions
Gunner Turret
Increases fire rate each time it fires up to a limit. It’s designed to help combat larger, constant groups of enemies and tankier enemies.
Fire rate module increases spin up multiplier, spin down division and fire rate cap. It will not increase the base fire rate
Variations:
- Basic - No upgrades
- Advanced - Velocity II
- Mega - Damage II, Fire Rate II, Tracker II
Execute Module - Unique
This module is unique, meaning a turret can only have one version of this module at any time. Think carefully before you apply it.
Insta-Kills enemies if they are under a certain % of health. Does not activate any death abilities.
Levels:
- I - Execute at 5% health
- II - Execute at 10% health
Balance Changes
Laser Turret
- Base damage increased from 150 to 200 per second
Slow
- Now stacks slowly, with each stack decaying after a set time. The effect is multiplicative with other stacks, meaning an enemy will never freeze, but level 1 and level 2 now have an effect on the same enemy.
- Can also be applied to smashers again, but lasers were removed due to the stacking nature.
Levels:
- I - Stacks slow by 7.5% for 2 seconds
- II - Stacks slow by 10% for 3 seconds
Missiles/Bombs
- Explosive projectiles now apply any on hit module effect to all enemies hit in the explosion.
- Explosion radius should now behave like other stats when multiple modules affect it.
Bombs
Levels:
- I - Damage increased from +30% to +35%, Range reduction changed from -30% to -20%
- II - Damage increased from +40% to +50%, Range reduction changed from -40% to -35%
- III - Damage increased from +60% to +70%, Range reduction changed from -60% to -50%
Missiles
Levels:
- I - Bullet speed from +20% to +35%
- II - Bullet speed from +30% to +50%
- III - Bullet speed from +40% to +65%
Damage
Levels:
- I - +10% to +15%
- II - +20% to +25%
- III - +40% to +45%
Range
Levels:
- I - +10% to +15%
- II - +20% to +25%
- III - +30% to +40%
- V - +70% to +80% (Still only obtainable on the pre-applied modules)
Velocity
- Now also increase range
Levels:
- I - Bullet speed from +10% to +50%, range to +10%
- II - Bullet speed from +20% to +100%, range to +15%
- III - Removed
Tracker
- Now also increases damage
Levels:
- I - Rotation speed from +20% to +40%, damage +10%
- II - Rotation speed from +40% to +80%, damage +17%
Level Changes
All Levels
- Added Execute to the selections (Loop only contains Execute I)
- Added Gunner to the selections
- Can no longer gain module for turrets you haven’t received
Prototype/Polygon/Hexagon
- Turret chances were increased
- Increased the amount of time before the first wave starts (between level timers remain the same)
Polygon
- The map layout has been tweaked, so the leaderboard was reset.
Loop
- Initial selection cost has been lowered from 150 to 130 gold.
- Selection cost increment was lowered from 15 to 14.
Bugs
Fixed
- Laser is no longer a valid turret for Fire Rate upgrade (it didn’t do anything if it was applied)
- Removed the possibility to pause on the selection menu
- Pause related bugs should be fixed
- Fixed camera taking you to the 4th dimension
Known (but not yet fixed)
- Modules stay selected when you open the module inventory, even if that turret can’t use that module
Other Changes
- Version info is displayed in the corner of the screen
- If you only have one turret/module in your inventory when it’s enabled, it’s auto-selected
- Discord Rich Presence was added
- Tweaked Camera Controls to make them smoother
- On Android, the back button toggles pause
- Pause binding changed to ESC from P
What’s next?
Along with the various bugs that might come with this update, and the balance changes this update will need, I’d also like to work on some options for the game speed or selling turrets. However, the main target for the week will be writing some style guidelines and naming conventions.
As for next turret, there are a few ideas we’ve had:
- Lancer - Slices forth in one of six directions, ripping enemies apart.
- Choker - Don’t get too close, you’ll be blown to bits
- Lobber - Enemies grouping up on a specific hexagon? This could be your solution!
Over on there Discord there’s also been some concept art for an enemy tutorial and some map info tutorial. Perhaps you’d prefer a rework to the level selection screen or the turret info? Wondering where all this is sent? On the Bestagon Defence Discord!. There’s still a chance to give input and ideas on a rework to module levels!
Finally, I will be busy this weekend, so the update will likely be delayed to Monday, or another week (as the main target is style guidelines, there may not be many changes).
Files
Get Bestagon Defence
Bestagon Defence
Protect the hexagons from non-hexagon fiends!
Status | In development |
Authors | Greenfoot5, BLOODWIING |
Genre | Strategy |
Tags | 2D, Roguelike, Roguelite, Singleplayer, tower-defence, Tower Defense, Unity |
Languages | English |
More posts
- v2.0-alpha.157 days ago
- v2.0-alpha.068 days ago
- Version 1.1-alpha.11May 03, 2023
- (On Ko-FI for free) Why Bestagon DefenceDec 03, 2022
- Version 1.1-alpha.10aNov 12, 2022
- Version 1.1-alpha.10Nov 01, 2022
- Upgrade Competition (v1.1-alpha.10)Oct 30, 2022
- Where's v1.1-alpha.10?Sep 04, 2022
- Version 1.1-alpha.9Mar 19, 2022
- Version 1.1-alpha.8Mar 07, 2022
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