https://www.youtube.com/watch?v=hq3G3HlneCAThat's right boys and girls, the first content patch for Japan is out now to go and play. If you haven't started playing Snailiens, now's a great time to pick it up. If you're a veteran, we look forward to hearing how you like the new content. Now for some patch notes:
V.0.7.3.9.0: Japan Update
New Krabber Mechanics
- First we gave you krabbers. Now, presenting Krabbers as bombs! What are these bombs you ask? Oh, well now you can suck up Krabbers and use them as explosive grenades. Careful though, they explode with their element’s damage and can really knock you on your butt if you don’t throw them far enough.
New Elemental Interaction: Ice
- With Krabbers now throwable, Ice type damage is available in the elemental system (Warning, don’t lick frozen snails).
New Japan Levels
- More levels! Everyone likes more levels. This update brings you the first 4 levels of Japan. It should give you a couple more hours of fun while we finalize the rest.
- This is the big part of the update. It’s taken us months to get all the assets and levels working the way we wanted. We hope you like it, we feel it’s a huge visual improvement on what’s currently in the game. We look forward to your feedback. How does it look? How does it play? Did we miss anything?
New Build Caps on Towers and Walls
- You now have caps to the total amount of walls and towers you have in a level. It proved too difficult to perfectly balance your cash intake with the upgrades with the total towers and walls built. This helps even out a lot of the balance issues. It also allows us to emphasize a long neglected element, upgrades. Rather than building more, now you are more encouraged to upgrade the towers you have. We think it improves the “meta” of the levels.
- Limiting the number of towers and walls in a level increases performance. We can start building effects, animations, complex mechanics around a cap now. It keeps players from building so much that they experience significant frame rate drop.
- Numbers are still being worked for all the levels. Some may be too easy still, some too difficult. It’s something we’re testing and tuning and hope the community can give us some feedback on.
Slimebacks are Out There
- There’s FINALLY a new kid on the block. The Slimeback marks the addition of the long awaited “large” enemy type. There’s still some mechanics to work out, but we think this one adds a lot of fun to the battlefield.
No More Zombie Snails
- Snails no longer eat things/attack cores as they spawn out after killing them. It was a minor problem, but it’s fixed now.
Payload Maps Deployed
- There’s a new gametype! You have to deliver things across larger levels. We think it adds fun new mechanics and breaks up the usual humdrum of being the hero of humanity.
Supreme Commander Klang is in Command
- We’ve finally added a villain to the game. This one’s got a flair for the dramatic and an insatiable hunger for power.
- Klang showcases a new procedural animation system we’re using in an attempt to better automate in game cinematics/action.
Minor Bugfixes
- Potential infinite loop in the chain electricity system
- Overhaul to Audio system
- Many performance optimizations
As always, we're still in early access and things may break despite our best efforts. The posts and emails letting us know of issues or bugs have all been immensely valuable, keep it up!