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!
Комментарии 0
Гостевые никнеймы не подтверждают личность. Все комментарии проходят проверку владельцем сайта.
Обсуждение ещё не началось.