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Huge new update coming soon - co-op, new content, and more!

Hey all! I know we've been a bit quiet for a while and I do apologize for that - but we've been working hard behind the scenes to get this mega update out - and the end is finally in sight!

We're finishing up the update this week, and then plan to head into a short closed beta to make sure there are no major issues - and then we'll be releasing it immediately on Steam.

Changelog

  • Cooperative Multiplayer

    • You can now play with another player in campaign games, missions, and sandbox game modes

    • Missions can now be flagged as supporting co-op, single-player, or both

    • You can now place up to 10 start locations, and players are positioned randomly among them

    • You can now specify starting currencies and hp percents for multiple players

  • New biomes

    • Blockmen City (protect the citizens during enemy attacks)

    • Goblock Slum (random surprise attacks when entering Goblock huts)

    • Zomblock Tombs (Blockmen soldiers turn into Zomblocks on death and sometimes when damaged by a Zomblock)

    • Blockbot Grid (blocks touching the grid are unpowered, and Power Generators built anywhere over the grid don't work)

    • Blockoid Temple (must build barracks at center of temple, and you can't build blocks with weapons on temple roads)

  • New turret blocks

    • Howitzer - a powerful turret with unlimited range that can't shoot flying targets

    • Neutrino Gun - a short-range energy turret that shoots through blocks

  • New enemies

    • Goblock Copter - flying units that drop bombs on targets

    • Goblock Lobber - units with mortars strapped to their backs (or that lob grenades)

    • Zomblock Swarm and Swarmlets - a flying mass that releases Swarmlets over time and as it takes damage

    • Zomblock Tumbler - a rolling bomb that poisons an area on impact

    • Zomblock Necro - drops an artifact when killed that, until collected, creates a rift spawning more and more Zomblocks over time

    • Blockbot Vector - a close-combat Blockbot unit with blades for arms

    • Blockbot Converter - slowly converts the map into areas of the Blockbot grid, destroying existing structures where converted

    • Blockbot Hacker - can't be attacked by turrets, and until it is destroyed, reprograms nearby turrets to the Blockbot team

    • Blockoid Knight - a close-combat Blockoid soldier with a special shield that blocks all damage from the direction of the last incoming attack

    • Blockoid Relay - teleports Blockoid warriors away from battle when they lose their shields, and restores some of their shield HP

  • New functionality

    • Added a new build action that allows you to replace existing blocks with the block you are placing (rather than attaching it to the side)

    • You can now set the level of individual blocks built in sandbox and mission builder modes

    • You can now assign variants to enemy Blockmen (e.g. sergeants, medics, and scouts)

    • Added a new attack action that activates a random action with the same color. Also added a new "wait" activation trigger for actions for actions that will only be triggered by this new action.

  • Goblock Hammerers now attack units in modes without an HQ for them to target or if they are set to "Attack" AI in missions

  • Zomblock Talons added to attacks in campaign mode

  • Blockoid Spirit Walker shield hp reduced from 250 to 200

  • Enemy Blockmen now have a different faction logo and their own barracks

  • NPCs now move more directly to their targets when nearby on a flat surface (with less zig-zagging)

  • You can now move the camera around the world when taking a screenshot

  • Added a sound and screen effect when you take a lot of damage over a short period of time

  • Your profile name now stays in-sync with your corresponding game network display name

  • Fixed a bug where sometimes a blank Mod could be crafted

  • Fixed a bug where you could retry a mission with incorrect resource amounts

  • Fixed a bug where free troops earned from an in-game Mod in Survival mode would need to be re-equipped when loading a game or after some attacks

  • Fixed a bug where sometimes NPCs would get stuck inside of invisible blocks

  • Fixed a bug where you would continue to delete or select blocks after starting an attack with an empty equipment loadout

  • Fixed a bug where a semi-transparent black rectangle would sometimes appear after an invisible unit died

  • Fixed a bug where the camera could shake into nearby blocks

  • Fixed a bug where sometimes half-blocks would be oriented incorrectly when attached to the sides of other blocks

  • Fixed a bug with enemy ai in “Blood Pits of Varrak” mission that made it unwinnable

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