The second October update is larger than the previous one. I've been able to sneak in some improvements from the last mission of the campaign into the random game modes.
New Mission - Periapsis
The campaign is almost complete and here is the next-to-last mission in it. In this one, you get to face off against someone you've seen before.
For this mission, I was inspired to ask what a MOBA would look like in Infested Planet. Both you and the aliens have 3 bunkers that are pumping out squads of marines and you have to tip the balance in your favour.
The result is a mission that feels quite different from the other ones. You're not as worried about protecting territory, because the marines can do a decent job of it themselves.
New Random Difficulty - Terminus
Some of you have asked for modes more difficult than The Abyss. I think that's rather insane, but who am I to argue?
I've been working on some AI for the final mission of the campaign. Normally the mutations are picked randomly. Well, I wrote something to have the aliens look at your build and pick the most evil mutations that exist for that build.
It's horrible, scary and unfair. When I plugged this mode into Abyss mode, I was able to complete half the map before the aliens stomped me. Yup, it's hard.
For those of you who think Abyss is a walk in the park, try the new Terminus difficulty. It's available after finishing Abyss or in the skirmish mode browser.
Most of the time I hear you talk about minigunners, you say that they're underpowered. I had a bit of think and I think that they could use a buff.
The first buff is that their shield allows them to survive even longer now - up to 75 seconds from 40.
The other change is that I changed the "BLAST" damage type to go through shields. This includes minigun bullets, the second part of the helicoper salvo and rockets.
This means that all of the things above can punch through the reflective shields. No more minigunners and clone minigunners standing there for half a minute shooting each other. This also means that you can nuke the clone minigunners with rockets if you have to.
Lowered alien mine radius
Added temporary shield to marines heli-dropped by "Reinforcements" tech
Expanded mutation UI to handle more mutations
Fixed objective typo in convoy mission
Changed ammo belts not to be dropped or picked up by AI marines
Made blast damage (rockets, minigun and helistrike) pierce shields
Upped the resilience of minigun shields
Fixed some human navigation bugs
Reworked scripted marine god mode to be more reliable
A new mission is out for Infested Planet in the first October update.
New Mission - Tension
Remember how I said the last mission was the most scripting I ever did for Infested Planet? Well, Tension blows that out of the water.
This mission involves you and the aliens fighting over a pile of crates (remember the convoy mission?). I spent a lot of time programming the alien strike teams so that they would know what to do with the crates. They have to react to unexpected events, like you stealing a crate that the aliens were aiming for. I also added a new AI mode to marines that allow them to escort crate carriers.
The result is a tug of war between you and the alien team. You have to stop them from stealing your crates and tow your crates back to the base at the same time. Try the new mission out and see how you like it.
Since we are getting close to the end of the campaign, I went through the mission rewards and added some of the later technologies to the campaign missions. Previously, the only way to get them was to play the random missions, but now you'll unlock them if you finish the scripted missions as well.
The first patch of September is here, bringing a new mission with it.
New Mission - Memento Mori
I'm very pleased with the newest addition to the campaign - the "Memento Mori" mission. How long can you hold out against the alien advance? Play this mission and find out.
A lot of players have asked for a survival-style mission. This mission adds something close to it, in scripted form. The experience from making and balancing it will help me to create a random survival mode, if I ever get to it.
A big thing has been finding a balance between the aliens steamrolling the player, and the marines getting a chance to counterattack. I'm pretty happy with the way it works in the new mission - dead hives drop BP crates!
I took a week to spend with people I love, so a lot of time was spent on looking adorable and silly. Still, I managed to squeeze some small, extra fixes into this patch.
"Foundations" mission will ask you to recycle marines now. People were getting stuck on that, since the script didn't know about the new marine spawning
Radial bars now fade to show gradations of progress and HP
The latest update to Infested Planet is out and here are the new features in it:
New Mission - The Return
The campaign has been extended with a new mission - "The Return" - where you face off against an old enemy. You have some help from your army buddies, but you'll have to rescue them first.
This mission steps up the difficulty a bit, by introducing the Guardian mutations to the scripted campaign. You're going to have to figure out how to deal with them.
Fortunately, there's a new technology to help you out.
New Technology - Heli-Drops
In the last update the "Reinforcements" tech was made obsolete by the ability to spawn as many marines as you like. In this update, Reinforcements has been completely reworked.
When you build the tech station, helicopters will ferry your respawning marines to the front lines. Instead of having to walk from your territory, they'll be dropped right into battle. This can be incredibly useful if your team is being killed quickly and needs fast reinforcements. You can keep up the pressure on the guardian hives and stop them from regenerating.
The price for this useful tech is 5 BP and an ammo cost every time a helicoper drops off marines. This means that you can't fight a rolling battle forever - eventually you'll run out of resources.