Big update
- March 8th, 2010
- Posted in News
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Ok, I’ve totally re-done the areas.
- Every wave will now only spawn one type of enemy instead of a mixture of all available enemies.
- The values for the enemies is now different per area.
- Wrote an introduction for each area to give you an idea of what strategies might be most useful.
- Added a new colour (blueish)
- Added easy mode
- Made the minigun 10k instead of 15k
- buffed the railgunners a fair bit
- buffed the exploding pistolbots slightly
- changed the player colour ever so slightly
- stopped the tank driver from dodging
- added a new ultra mega boss at the end of area 6
- made the hardness of the individual waves a bit more random
- added this harvester thing a acouple of the areas. the harvester generates money, and should be protected.
- the “next wave” button is now spammable.
So there’s axe area, gun area, explosives area, no bosses area, all bosses area, and everything area.
Anything goes in the axe area, so it’s the first place you start.
The gun area now favours bases with nodes around the outside and the player with a gun or a tank.
The explosives area is highly anti-base.
I added a new kind of unit that periodically drops money. You start with 2 of these, but you can’t rebuild them if they die.In the area with no bosses, these things move around the place so you want to follow them with either a tank or on foot. Alternatively, building a cluster of long range turrets in the middle might also work later on in the area.
In the all bosses area, there are two of these money generating units, but they don’t move. However, they are placed far apart, so you can try and keep both alive by building 2 small bases around them (hard mode), or just one of them (normal).
In the last area it’s all the enemies together with a mega boss at the end.
I’m going to have to tweak these changes a bit over the coming weeks, but I think they feel pretty good at the moment.

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