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Force Build, Brain Bug Cap & Level Editor Fixes

Force Build, Brain Bug Cap & Level Editor Fixes

Hey Buggos! Here's everything new since the multiplayer update.

New: Force Build

Want to swap a row of Swarmer Dens for something bigger? Hold Shift while placing a building to replace your own buildings underneath it.

  • While you hold the key, the ghost turns orange and every building that will be removed gets a red X.

  • A hint pops up whenever holding the key would let a blocked placement through.

  • It's all or nothing: if the new building still can't go there, nothing gets removed.

  • Your last Hive is never replaced.

  • Buildings placed in the same click-and-drag are safe, so dragging out a line won't eat itself.

  • Force Build has its own entry under Settings > Controls if you'd rather use a different key.

  • Works in multiplayer for both players.

Gameplay

  • Brain Bugs can now hold up to 100 mind-controlled humans per player. Flipped humans don't cost supply, so past the cap a Brain Bug's attack deals normal damage instead of flipping another one.

  • Mind-controlled humans no longer block building placement.

  • The Psychic Pulse Generator's wave now stops at the edge of its damage radius, so what you see is what gets hit.

  • Clicking the same tile again now retries a building placement. You no longer have to move the mouse to another tile first.

Multiplayer

  • Force Build works for both the host and the player who joined.

  • The host now also checks that the joining player can see where they're building.

  • If the host turns down a joining player's placement, that player now hears the build error sound.

  • Large buildings placed by the joining player no longer land offset from their cursor.

Level Editor & Triggers

  • New trigger action: Destroy Units In Area. It destroys every unit or building that matches its filter inside a trigger's area (its own area, or another trigger's), buildings under construction included.

  • Unit Enters This Area now fires only for units that just walked in. Before, it re-fired every other update for units standing inside.

  • Area conditions see units even when the trigger's Monitoring setting is off.

  • Time Passes and other timed conditions now count real time at any Updates Per Second setting. Before, low update rates made them run slow.

  • Buildings spawned by Spawn Units at Location now snap to the building grid and behave like buildings the player placed.

  • A trigger that hits an error is now skipped (and switched off if it keeps failing) instead of stopping every other trigger on the map.

  • Unit and building filters now work no matter what language the map was made or played in.

Map makers: trigger filters saved before this update that pick a specific unit or building (anything other than "Any") will show a blank type in the editor. Re-pick the type and save the map.

Performance & Tech

  • Updated to Godot 4.7.2.

  • Sprites and particle effects are now loaded behind the level's fade-in, which cuts down on hitches the first time an effect shows up in a level.

  • Area triggers only check units near them, so maps with lots of triggers run lighter.

Thanks for playing, and keep the bug reports coming!

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