Small patch today. This one has some quality of life features and a buff to evolved grenade towers.
Patch Notes
Game name is now optional, by default it will create a lobby with your steam name if not specified
Updated graphics recommendation for first time launches in regards to Steam Deck
Added option to reduce UI scale further to help Steam Deck users
Increased grenade evolve tower damage by 10%
Reduced the power at which evolve grenades explode to help prevent them flying out of the map and also make the evolve a more important consideration
We've now updated the graphics for the tower build buttons so that they now have full colour and detail, rather than basic temporary placeholder buttons. They will remain grayscale until you can afford them. Once you can afford them they will fill with colour, letting you know you can now build one.
We've also updated the tower information window to be in a similar graphics style so that it is more consistent.
We have also resolved an issue with Challenge 4 whereby it was unplayable.
Enjoy!
Grenade evolve added to the game
We've completed the last evolve in the game which is for the grenade tower. This evolve makes the tower fire cluster grenades whereby the damage is split between each grenade. The amount of grenades increase as the tower level increases which spreads the damage out further. The downside to this is that the explosion radius is reduced by 50% so be careful of your placement!
We're playing it safe when introducing a new mechanic to the game so we feel it may need a slight buff in the future but we'd love to hear your feedback via the various methods (preferably Discord).
The cost is 40 coins to evolve and remember it is only possible to evolve a tower at level 1.
We look forward to seeing the new strategies this evolve could bring to the game and hearing your feedback.
We've also fixed some bugs introduced with the new network changes in the last patch so if you experienced some bugs then hopefully they are now resolved. We've also made grenades network replicated so that they are consistent for all players.
Enjoy!
Patch notes
* Grenade evolve added to the game
* Grenade evolve cost is 40 coins
* Grenade evolve causes 3/4/5 cluster grenades to spawn
* Enemy animations are now correct for players other than the lobby creator
* Grenades are now network replicated meaning they are consistent for all players
New features - client network replication
We've introduced a new feature that allows you to adjust your network replication speed. We always recommend that the person who creates the lobby has the best internet and PC possible to avoid issues however there is a new option that is the frequency at which you ask the host/lobby creator for updates.
To be clear; it does not matter what setting the host has this set to, it is for clients to specify how often. You will notice quite a difference between the slowest and fastest updates if you want to see the effect of this setting. To confirm, the default value prior to this update was in the middle (balanced).
If you're experiencing disconnects, you may want to lower this setting.
New features - network update rework
In line with the above, we have also adjusted the network packet frequency so that we now only send 1/3 of the packets we used to, albeit the packets are now slightly larger. This should make the network a lot more reliable.
We've also added de-jitter to the network stack so that if any packets are dropped it should provide a much smoother experience!
Bug fixes
In this update we've managed to fix some very old issues whereby towers could be placed inside each other or in the actual lanes themselves. If for any reason these events happen, we've placed in some logic that will refund players with the coins and remove the disallowed tower.
Another fix that we've done is that we've made it so that clients now see the recently added path markers at the start of the game.
Closing thoughts
We've achieved some great things in this update which will hopefully give you more control in regards to your PC's and connections and ultimately make your games more stable. We've had games in this update whereby players couldn't even stream a video online but they still remained in the game, so our testing has been really positive.
There's more updates coming soon, we've got some great ideas!
We've added path markers
In the countdown stage of the game you will now see a visual marker that displays where enemies will run. Each lane has a different colour so that you can see exactly where they will go, even if the lanes cross each other.
Bug fixes and quality of life
As usual, there's some bug fixes and quality of life additions.
* Health protected enemies now hit barriers rather than walking through them
* Shooting wooden boxes now works as expected
Today we have updated the game with a few small fixes which include: * Buttons no longer retain focus once you have clicked them. This prevents accidental double pressing the button. * Renamed "EXIT MULTIPLAYER" to "MAIN MENU" on the lobby screen to avoid confusion. We will continue to improve the game with any small tweaks on the run up to full release.
Summary We have noticed that for quite a number of years now that the Streamer vs Twitch mode was very rarely ever used by players and yet it added a great overhead on development. 99.9% of our players play the traditional game, rather than challenges or Twitch vs Streamer mode and therefore we have decided to remove it so that we can focus our efforts on improving the base game. Challenges will still remain and are unaffected. We also have some quality of life additions and a small bug fix. The road to release We will monitor feedback over the next couple of months and will aim to release the game later this year. The game is incredibly balanced, we've got 1000's of players, loads of content and it has been incredibly stable (we've not had a crash report for years). It has been in development now for roughly 11 years and we're not planning on stopping soon, however many years of Early Access has brought great improvements through the community to get it to where it is today. The price will increase slightly when the game is out of Early Access, we still very much want it to be in the cheaper end of the market even though there's 100's of hours of replayability as we'd like lots of new players. Details on the slight price increase will come nearer release. Patch Notes Removed Streamer vs Twitch mode Clicking the Discord link on the Main Menu now opens our AegisM Discord Added message for Desert 5 to warn players about a one time choice regarding the barriers/lane In game message window was not displaying for the correct amount of time, this affected the majority of informational messages in the game. Fixed areas whereby towers could be placed on the floor on Desert 2 You can now shoot and aim properly with Bridges on Desert 3 and Forest 7 Fixed ghost tower collision for bridges on Forest 3
Summary We've improved the aiming under certain circumstances, along with several backend service improvements. On certain levels, when the cursor was over some trees, it would not allow you to shoot as you wanted and would instead show the selection cursor. We have resolved this issue so that you will always shoot as you would expect. Secondly; we've made improvements to the games backend services. This will constantly evolve and improve going forward and will enable an improved experience for all players. Patch notes * Fixed issue whereby cursor would change to the selection cursor, preventing shooting * Improved the games backend services
Headline
After months of hard work and waiting, we're finally ready to release the new graphics update along with Forest 9. This is now the third complete rework of the games graphics (there's still thoughts around the desert levels) over the 11 years of development and brings a whole new feel to the game. We're also excited to see how players adapt to the new Forest 9 level which is suggested for 1-3 players (of course you can play with 4 if you wish).
New Graphics
The best way we can show you this is by an after and before shot (after on left, before on right):
There's a couple of benefits to this graphical rework. Firstly, the graphics are now better suited to the rest of the game assets and secondly there are now a lot more visual markers that you can use when remembering where you placed a specific tower.
There's also really good looking and dense grass which is multithreaded and is offloaded to the GPU, therefore the FPS drop is typically somewhere in the region of 5-10 fps for such a massive visual difference.
I would like to stress that performance improvements are always a high priority and another pass was done prior to this release. This is also the first pass of the new graphics so things are likely to improve and change in the future, also based upon your feedback.
New Map
Forest 9 is released. This is a new 1-3 player map (4 player is always possible) which brings some new forest assets to the game and has a few shortcut lanes for players to use.
This map in particular features a lot of detail which we will be looking to bring to other forest maps going forward.
New Options
We've added the option to toggle grass rendering on/off and a new option for antialiasing. Please be warned that using the antialiasing option will have a fairly significant impact on your FPS and is more intended for people with powerful PC's.
Final Note
I would like to thank you all for waiting patiently for this release, I know it has taken a while. As some of you already know who have stuck with me this past 11 years, the game always continues to develop and will never go stale! The game is (and always will be) an absolute passion for me, regardless of sales numbers.
I would like to dedicate this release to loeb and tritrium (they know who they are), without those guys the new graphics wouldn't even be possible.
Patch Notes
* Added new graphics for all forest levels
* Added GPU grass
* Added option for toggling GPU grass on/off
* Added option for antialiasing
* Added Forest 9 - a new 1-3 player map
* Added proper lane endings to Desert maps
* Adjusted camera tint to make game appear less orange
* Updated all forest level preview images
* Main menu fly-by and news updated
Thanks again to all of you waiting for this release. I hope you enjoy it!
(picture is a work in progress and will be subject to change)
What we're doing
We understand it has been a couple of weeks since the last update however we want you all to know that as usual, we're busy working hard on updating all of the graphics for everything. Every level, texture and tower will be updated to a new style.
(picture is a work in progress and will be subject to change)
Why
This will not only make the game look better, it will be more consistent and also open up the opportunity for more biomes in the future (we've got lots of ideas).
(picture is a work in progress and will be subject to change)
What will this mean
There won't be any content updates until this large new update goes live. We're putting all of our efforts into making new assets and textures and this is going to take considerable time but rest assured, we're doing our best to get it live as soon as possible.
Where are we up to
We've done our first new map (the map you see in the screenshots above) and we're currently reworking the second map.
Closing thoughts
We're excited for the opportunities this update and hard work will bring and we know it'll be better for the game in the long run. It also makes the game feel like a new game for those who have been playing for years.
Watch this space!
Update summary
==============
We've made a lot of adjustments to lighting and added new effects to towers and the weather system to create a more immersive experience. Here is a screenshot where we try and demonstrate some of these changes however it is very difficult on an image to see the new mist effect that is present when it rains hard. Notice the kappa tower lighting up green, the machine gun lighting up the left area around it when it fires and a laser heading towards a boss from a slightly out of view laser tower (it's evolved!):
There's lots of effects that aren't shown in this screenshot such as flamers, rocket and grenade explosions but it gives you an idea of what to look forward to.
Why?
====
Since the recent improvements to performance, we've given ourselves opportunity to bring some nice effects into the game to help bring it to life and make the player feel more immersed. We couldn't have achieved this before these updates as the game would have crawled, especially in the late game.
We have made these new effects completely optional so if you don't like them or you find you need the most FPS your machine can handle, you can always disable them in the options. We have made a conscious effort to set up these new effects with performance in mind so we're not expecting much (if any) FPS drop at all if you decide to leave them on.
This is the first step in the appearance improvements for the game, there's a lot more to come!
Patch notes
=========
* Added lighting effects to certain projectiles and explosions
* Mist effect is now displayed in heavy rain
* Global lighting has been lowered
* Blue moon light added for night time
* Added option to toggle new light effects
* Challenges now work as expected
Enjoy :)
Overview
========
In this update we bring 2 new maps (one is replaced), rework an old map, bring massive performance benefits, improved the AI to give us more opportunities with maps in the future and done some great work to enable us to create maps faster.
New maps
========
First up we have Desert 6 which is a recommended 1-3 player map. For this map we reworked the AI pathing to enable us to have maps whereby the enemies cross over on the same lane. This makes for a so far unique challenge in AegisM and is quite forgiving, therefore we have made it the default map - a change from Forest 4.
Next up, we have replaced Desert 1. Historically Desert 1 was hardly ever played, it was an early experiment for us which told us a lot about what players enjoy. Therefore we have removed it from the game and introduced a brand new Desert 1 map which can be enjoyed by many. This map is recommended for 2-3 players.
Performance
==========
A lot has been done in the past in regards to performance but in this update a lot of old code has been reworked and has made things a lot more efficient. We have seen 3 player games at over 17,000 kills still pulling over 100fps! This was absolutely unthinkable prior to this update so hopefully you can feel the difference with this update.
Forest 4
=======
Due to the AI work that has been carried out in this patch, Forest 4 now plays slightly different and is faster than before. Prior to this update it would only spawn one enemy in a choice of one of three lanes, whereas now, if a map has three lanes then there will be three enemies spawn at once. This is true of all maps going forward - an enemy will spawn in each lane, consistently. This now enables Forest 4 scores to go much higher than ever before so we do not need to clear any scores for this map as they will naturally progress over time.
Conclusion
=========
This is a huge update that brings some fresh ideas to explore and experiment with. As always, we have huge ambitions for the game going forward and updates will continue to fly in as we constantly look to improve the game.
Enjoy!
New Website
===========
Link to website: https://www.aegis-m.com
A couple of days ago we updated our website to what we call version 2. There is a lot more ideas that we have to implement but some key changes that we have implemented in this update are as follows:
Explore scores - per map
====================
You can now view scores online for all maps (including player data) quickly using the tabs along the top of the screen. All of this is in a new dark theme website:
Explore game data
===============
If a game has been marked as public, you can now click on the score to view detailed stats about the game (we've got a lot of stats yet to implement). If you have finished a game and wished you had marked it as private, or wish to show off a private game, you can now log in with Steam and it will know if you were part of the game so you can switch it very quickly using the website!
Explore player stats
===============
Now you can view player profiles and see their positions on every map at a very quick glance:
Summary
========
This is just the second step in our website journey. We can't wait to get more features added and even more integration with games - some of the ideas we have are super interesting! As always, we are on our Discord server if there's any suggestions you would like to send us.
Another huge update is coming in the next day or so, watch this space!
Patch Overview
================
In this patch we have done extensive testing and checking to bring the evolved machine gun tower a viable option that can be considered in any build. When going through some code we've also identified some performance related changes that will reduce jitter in the later stages of the game.
Evolved Machine Gun
===================
Evolved machine guns have had an issue for a short while now and haven't worked correctly. Once we had them working as intended, we noticed that it just wasn't worth evolving for the associated costs. The bleed would tick for 10 seconds once out of range and they also overkill enemies, so they need a good positive to counter these negatives but also keep the regular machine gun tower relevant.
As always, we have spent a lot of time simulating scenarios and running the numbers and we believe we have now placed them in a great place whilst also keeping the regular machine gun tower relevant. Evolved machine guns are not great at the start of the game - regular machine gun towers are much more efficient. In the mid to late game however, you may want to consider these new evolved variants! The old damage increase was 75%, we've now increased this to 400%! We look forward to seeing these being used in some of your strategies and it'll be good to see how you now introduce them into any regular strategy you may have and do some testing with them.
Performance
===========
When going through code to make machine gun towers work correctly, we went through some old code and profiled some changes and I'm happy to say that we have increased performance, reduced garbage that is generated (technical people can relate to this) and reduced some stutter in the mid to late parts of the game. Performance is a never ending task for us and have made many significant changes throughout the years, this is just the next step.
Website
=========
We have many ideas with the website, all of which take time. The first step is improving the design and getting the basics right. Therefore the upcoming version will allow you to explore maps, scores and player profiles. You will be able to sign into Steam directly through the website and make games private or public after the game has finished - just in case you forgot to tick the option in the game lobby, you'll be able to view your profile, search for friends and all sorts! Here's a little screenshot in progress which is subject to change and is not yet final:
Changelog
=========
* Improved performance of tesla's, kappa's, flamers and evolved machine guns
* Improved lighting performance on forest 8
* Improved coin spawning performance
* Evolved machinegun damage has been increased from 75% to 400%
* Resolved issue when placing towers in range of a tower disabler - towers would be incorrectly disabled when out of range in certain circumstances
* Enemies are now more likely to face the correct way when spawned
* Added condition to improve consistency of running animations
* Tower performance improved for towers that shoot projectiles
Overview
A new update is now live which includes map fixes for Forest 8 and lobbies should now work correctly for clients.
Map changes
Forest 8 had an issue whereby it wasn't quite symmetrical and the left lane was different to the right. This was very slight but caused an unintended behaviour when playing it. These have now been resolved so the map now plays the same for both lanes.
Lobby issue
There was an issue for people who would connect to a lobby whereby they wouldn't be able to see all of the other players in the lobby and only the person who created the game would have view of all of the other players. This has now been resolved.
Performance improvements
There are slight improvements this patch with more to come. Technical people will relate to less garbage being generated (for those interested).
Other notes
As always we are also working on the website and the features and have some nice upcoming features which will help you view your stats and explore other players and games better - watch this space!
Until the next update, good luck getting those scores! steamhappy
Making things more stable In todays patch we've fixed a few important bugs that somehow flew under the radar. Some of them were quite tricky to find but we've caught the ones that have been reported in Discord so hopefully we're back to a stable state. What's been happening? My PC died and I haven't been in a position to sort out all of the source code to move forward. I've now sorted things out so hopefully updates will continue as required! As usual, we've been going for years now and are still aiming for a release once we've had a good period of time without any issues being reported. Thank you to everyone who is still with us throughout the quiet times, it means a lot! steamhappy List of fixes * You can now use your ability even when a tower information window is visible * Enemies should no longer spin around and walk weird * You are now able to buy pistol ammo on Challenge 3
A huge update is now live, full of performance improvements, quality of life changes and more!
Background
A couple of months ago we done an experiment with a survival mode which unfortunately didn't work out quite as I hoped. As per our last update, there was a lot learnt in regards to opportunities to improve performance and bring further quality of life changes to the game. This patch brings those improvements.
Updated graphics
For a long time now, the colour grading has been incorrect and until you put it side by side, you don't realise what it's like. In this version, you can see the old (left) colours against the new (right) version that is now live. You can see how everything is much more colourful and correct to how you'd expect them to be.
Feels bad, man!
Tower destroyer was great one in respect, but terrible in others. It always had an issue where it made players feel bad and gave them a poor experience as all of their hard work was destroyed before their eyes. Therefore this boss has now been reworked so that it completely disables your towers in a 7m range instead. I needed to create something that was just as horrible to deal with however didn't give players that terrible feeling.
What are these towers doing?
In previous versions of the game, you may have noticed that in multiplayer games, sometimes your towers are attacking something different to other players. The host/server/creator of the game always had a true reflection of what was happening, however it never looked correct for other players. In this patch, towers now focus the same enemy, regardless of if you created the game or not. Not only that but clients now just get told when and what to aim at, rather than scanning like the server, so it also has a positive effect of - you guessed it - performance :)
Website
https://www.aegis-m.com his currently undergoing a lot of work in the background and we'll have more to share with you in a future update. You'll be able to view player profiles, drill into the top scores in the leaderboards and more - watch this space!
Patch Notes
* In game performance improvements
* Main menu now has up to 100fps improvement
* Corrected golem smash button graphic on main menu
* Fixed graphical bug on forest 4
* Tesla tower performance improved 300%
* Tesla beams now render correctly and track the enemy better
* Clicking on bestiary no longer keeps the quit button active
* It's now possible to exit to main menu without pressing escape upon failing challenge 5
* Projectiles no longer collide with trees to improve user experience
* Radius lines for towers now clear as expected
* Resolved issue with pistol, rifle and machinegun projectiles
* Machinegun projectiles now collide with the terrain although damage always applies to enemy regardless
* Tower destroyers are now tower disablers
* Towers that have slow fire rate now have a stop watch icon above them, instead of lightning
* Towers that are disabled now have a lightning icon above them
* Resolved issue with machinegun muzzle
* Disabled coop challenge 1
* Improved walls on Forest 4
* Tutorial has been improved by giving players better instructions
* Resolved issue with arrow towers not firing
* Camera no longer spins at the start of the tutorial
* Improved client side enemy status checking
* Improved reliability of client side machinegun bullets
* Towers no longer shake when aiming on client side
* Client towers now always target the same enemy as the server
* Resolved issue with airstrike explosions lingering silently forever
* Rockets and Airstrikes now have the correct explosions assigned
* Enemy bases no longer block shooting
* Grenade explosions are better placed
* Fixed error when upgrading Drones
* Disabled camera shaking until further notice
* Projectile explosions now function correctly and perform better
Onwards and upwards - I hope you all enjoy this update and look forward to the next one! :)
History So our last update was quite an exciting one, it was to experiment with a brand new survival game mode, to see if it could work, get player feedback on it and if it fit the game. We were never fully convinced that it was a direction the game should go in but nonetheless wanted to try it. It brought many challenges, both from a balancing and technical perspective which were quickly overcome however it had one huge side effect - it would change the normal game that has existed for years that players loved to play and worked countless hours trying to improve. Therefore I have made the decision to not continue any further with the survival mode. That's not to say it may not appear further down the road again (a lot of stuff is coded now) but it's definitely not my main focus in the near future. The positives So having lots of enemies running at your base in a huge world is pretty hard to achieve technically (the base game was challenging enough!) and lots of changes to old code that hasn't been touched for 5-6 years was made. These gave us good performance improvements that will be present in the next build that will be published to the beta branch. Going forwards Going forwards, at least for the near future, will be focusing on getting PvP working again and make improvements where possible there. Consideration will be given to the "vs twitch viewers" mode. This feature adds to my development and isn't really used - people just want to play the normal mode. This time could be spent say, adding more maps to the base game which more people would enjoy and make use out of. Long story short; just add polish and fix things that already exist. I'm sorry to those who were excited for the survival mode, it only ever was a very closed beta test for good reason (it's why I made it a Discord only invite). However I hope you can all appreciate that we got some great benefits out of it and I will continue to experiment once we've gone back and addressed some other issues. For me, this is all part of the development cycle - if we don't experiment with different things, we don't know what will work and suit. I'll update everyone when the next build is live to test the performance improvements, it shouldn't be too long.
We have created a brand new survival mode for testing!
You will need to join our Discord to participate in this new mode at this very early stage. To do this, simply click here: AegisM Discord
Many of you asked if development had stopped and the answer will always be no. We've been going for roughly 7 years so far and we're not stopping any time soon. This game mode is very different from the usual tower defence maps.
This idea is simple; Make a large, random, procedurally generated map so that no two play throughs are the same. Whack your base in the middle of it, change the resources to build and upgrade towers from coins to wood and stone that you have to farm and voila! Add to that, put some fancy treasure chests you can collect to give you resource if you manage to find one and we've got a start!
This is very early days and at this stage we're inviting users in our Discord channel to help test this out with us but so far the signs are promising.
Currently implemented
---
Large procedurally generated map that is 5 times larger than a regular map (roughly 1m 30s to run side to side 512m x 512m)
Random enemy spawn locations
All towers cost wood to build coins are used for weapons, evolves and heal tower ticks only
Tower upgrades cost a combination of wood and stone
Collectable treasure chests (currently they give you 50 wood, 50 stone and 50 coins)
Ambiance sounds to bring life
Butterflies
Choppable trees that fall when chopped
Rock mining
Completely reworked networking (reduces network traffic massively)
Multithreaded AI to improve performance (it will use all available cores on your machine)
Loads of other various performance improvements and fixes to help increase FPS
Near infinite map possibilities
New detailed textures
All the usual day/night cycles and random rain effects in play here
Current ideas going forwards (nothing is confirmed)
---
Random cave entrances/teleporters to explore indoor areas with rewards
Watch towers to give vision of upcoming enemies
Towns/villages/buildings
Interactive water
Greater variation on generated worlds
More things to spawn in chests (random resources, temporary ability, free weapon, free ammo)
Night time is a lot more eery now:
Known bugs
---
Drone towers for clients do not have the firing animation and sound yet (the person who creates the lobby will though).
Important Notice
---
Go into the controls and bind a key for "Gather Resource". This will be the key you press when you're next to a tree or rock to farm it!
Remember, you will need to join our Discord to participate in this new mode at this very early stage. To do this, simply click here: AegisM Discord
Good luck exploring your generated worlds and competing on the leaderboards.
We wish you all a happy Christmas and new year!
Web service
We have been really hard at work behind the scenes to build the foundation for our new aegis-m.com statistics website. When you finish a game, you now have the option to "Open stats" which will open aegis-m.com and display all fancy statistics about your game. This is very early days and we have loads of cool features and statistics planned (with pretty graphs of course) but we now have the foundation of something amazing that we can build upon! We've even added a feature that will post a live feed of games into our Discord.
But what if I don't want people seeing my strategies?
Don't worry, we have you covered! When you create a lobby, simply tick the option that states "Mark aegis-m.com stats as private". When we add game browsing onto the site, all hidden games will be excluded from showing. Please note that only the lobby creator will see this option.
Example game: https://aegis-m.com/lobby/109775240977948255/
User interface
Cleaner, sharper text? Check. Improved end game statistics? Check. Updated notifications? This update has it all. We've gone through and updated loads of user interface elements, reworked the shop window, added sounds, new and improved notification message prompts, everything!
Airstrikes
We knew airstrikes were hard to use, unintuitive and expensive. We wanted to fix all that, so in this update we have reduced the damage, cost and range of airstrikes and made them as simple as pressing the Airstrike key (default Q), aim with the mouse and click - the way it should have been!
Network improvements
Some people don't realise that the networking in this game is what's called peer-to-peer. It means we don't have fancy servers that host your game, you connect to each other directly (if you get disconnects or lag, try not to play with someone who is the other side of the world). To that effect, any network improvements we can make will help the reliability of such connections/games. In this update, we have massively reduced the amount of network messages that are sent which should make games more stable.
Sorry!
As a side note, due to the amount of bug fixes and major changes in this release, unfortunately you will have to do you config files again so make sure you go into the new options window and set your crosshairs, video and audio preferences. This should hopefully never need to be done again. Luckily it only takes 30 seconds.
Patch notes
===========
Kappa tower evolve description updated
Level 3 kappa bar now updates correctly
Planes now correctly destroy when hitting the barrier on forest 6
Fixed navigation issue on Desert 5
Critical chance and damage messages now display correct values
Resolved issue with critical damage numbers
Added button on Game Over screen to show stats - this is a huge work in progress (WIP)
Added visual bars to game over stats and updated window graphics with new style
Updated text on game over stats panel to be clearer
Stopped random characters from appearing in lobby messages
Evolved air bombs no longer kill enemies if they are protected
Massive network improvements, far less traffic is generated with projectiles now
Mine damage increased from 25 to 27
Mine damage now scales with time at point of explosion, rather than when placed
Airstrike cost reduced from 100 to 33 coins
Airstrike completely reworked and is more intuitive to use
Airstrike damage reduced from 500 to 250
Airstrikes can now only be called once every 3 seconds
Airstrike now only drops 1 bomb, down from 3
Sword base damage reduced from 30 to 20
Reduced system memory allocation when using sword
Airstrike range reduced from 4 to 3
Airstrike explosion graphics improved
Level 1 evolved air now does the correct 120 damage instead of 100 damage
Evolved air towers now show the correct damage they cause next to the stats bar
Single clicking off a tower information window when the rifle is equipped no longer shoots a bullet
Corrected some textures on Forest 6
Resolved error with base upgrade window not calculating costs
New information message popup window
New critical chance and damage message popup window
Game Over overview panel now updated to use new graphics
Performance of information window improved
Minimum damage for a critical hit to be displayed increased
Coin and ability bar at the top of the screen has been reduced in size
Ability icon and cooldown is now positioned in a better position when not taking barriers ability
Graphics improved on coin bar
Barriers inventory and used numbers now stand out to improve readability
Game over stats panel reduced in size and also added extra screen padding
Option to make Aegis-M.com stats private added to lobby screen
Skill points window graphics updated
Tower build information window text updated
All game screen text updated
Coin cost on tower info window is now yellow (was orange)
Random characters are no longer displayed after a chat message
Heal towers no longer heal once game is over
Error message is now displayed when you cannot afford to upgrade critical hit chance or damage on the base
Game options and log files are now saved in the same directory
Default crosshair changed
Change controls window now disappears upon pressing Escape
Main menu options window graphics and layout updated
To avoid confusion, PVP has been disabled until we get around to fixing it
A live feed of games that are not marked as private now appear in the AegisM discord channel #recent-scores
Thanks again to all of our players who support us and until next time.....enjoy! steamhappy
In this patch we improve the tower information window, we make the heal tower relevant, rework some of the magical powers and abilities and fix various issues.
Heal Tower
In this patch we wanted to address the heal tower never being used. The original tick rate of every 60 seconds didn't make it viable, so we've adjusted the way it works and will automatically heal the base every 3 seconds when it takes damage but it will cost dependant upon the tower level. At this point it is worth mentioning that if a player is on negative coins, nobody can build so be careful.
Forest 4
We also took a look at the flame wall (where you buy supplies for 400 coins) and that the expensive cost really didn't justify using it as it was not that powerful. We have now buffed the damage greatly so that it can actually buy you some valuable time in the later stages of the game. To that effect, we have also made it possible so that each player can only activate it once per game.
Abilities and Magical Powers
Prior to this update, every player was using heal base or golem smash. We have other abilities that we wanted players to consider so we have reworked them. Freeze ability now freezes all enemies (and the casting player) in place for 7 seconds. Magical rage duration has been increased from 10 to 30 seconds and tower buff now lasts 20 seconds and causes your towers to do 60% more damage.
Kappa Tower
The kappa tower felt underpowered since the fix last patch so we've slightly increased the rate at which it starts so that it's in a better place. We may need to make further adjustments with this however it's in a much better place now.
Tower Information
Previously when you click on a tower, you saw very little and basic information, it was in a tiny hard to read window and requires multiple clicks to evolve. Therefore starting with this patch, we're continuously looking at adjusting the window with new graphics and bars to show you how powerful a tower is.
Patch Notes
===========
Flame wall damage on Forest 4 increased from 2,500 damage/sec to all enemies to 50,000 damage/sec
Flame wall on Forest 4 can now only be activated once per player
Tower buff magical power damage increased from 25% to 60% for 20 seconds (doesn't stack with multiple casts)
Tower buff magical power duration increased from 5 seconds to 20 seconds
Rage magical power duration increased from 6.5 seconds to 30 seconds
Resolved render issues with rage ability
Ice magical power now freezes all enemies and casting player on the map for 7 seconds
Resolved issue with blimps on Forest 6
Resolved issue with plane spawns on Forest 6
Bestiary description updated for flame boss
Evolve cost text now turns green when you have enough coins
Available screen resolutions in options now display refresh rate
Hard as Nails achievement damage reduced from 2,000,000 damage to 1,000,000
Fixed appearance of plants on the desert level preview
Level 1 kappa start damage increased from 0.2 to 0.487
Level 2 kappa start damage increased from 0.6 to 0.73
level 3 kappa start damage increased from 1.2 to 1.216
Updated kappa tower description to better explain damage to players
Hitbox improved on grunt enemy
Barrier ability text moved and resized
Current bullet number now counts down, rather than up
Bullet number text is now correctly updated when taking increased magazine size points
Improved physics and collision detection
Resolved bug that would cause fps drops over time
Improved aiming and bullet travel when using rifle and pistol
Completely reworked heal base tower
All heal towers now automatically heal when base takes damage
Heal tower tick rate changed to 3 seconds
Heal tower level 1 cost/tick: 3 coins
Heal tower level 2 cost/tick: 2 coins
Heal tower level 3 cost/tick: 1 coins
Completely changed the tower upgrade window (other windows will come in future updates)
Overview bars for each stat added to the tower upgrade window
Evolve tower is now directly accessible on the tower upgrade window and no longer requires a separate click
Forest 1 textures cleaned up
Enemy bases are now lit correctly on all levels
Heal tower stats now better describe what it does
Options button on main menu now disables quit button
Evolve description text updated for kappa towers
Global upgrade window changed
Dragons now spawn on Desert 3
Heal base ability can now be used anywhere on the map
Graphics updated for heal base ability
Resolved issue with in game leaderboard causing errors
As always - thanks for your continued support and we hope you enjoy this update!
This patch is an important one - read on for the full details!
Flame Towers
===========
We have known for a long while that something had to be done with flame towers. When we first introduced them, it was possible to spam them to get very high scores. Obviously this goes completely against our target for the game so very quickly damage was reduced whilst we work things out.
In this patch, we have managed to put the tower damage exactly where they should be and they feel great - not too powerful but also not too weak, they're a massive consideration now and feel players can finally use them in a successful high scoring strategy.
We also wanted to achieve a fear of the flame protector boss. As people wasn't using flame towers in their strategy, the flame protector was simply just a high health boss with no annoyance. Therefore, now that flame towers are very balanced, we have buffed the protection a flame protector provides from 50% to 75%. These guys can now really ruin your day if you spam flame towers too much, so be careful.
Drone Towers
===========
When we first introduced drone towers, we simply copied and pasted the machinegun tower damage. When a new tower is introduced we have to be extremely careful about making a tower too powerful, given the extremely competitive nature of the game and the 100's of high scores people have achieved. Therefore a good starting point was the machinegun tower. The issue was, everyone knew that this wasn't balanced because half of the time drone towers are flying to or from their target, so it didn't make sense to build them.
Well we're glad to announce now that we have finally spent the time balancing and testing the new drone towers and just like flame towers, they're super interesting to now include in a strategy. A level 2 drone tower will easily kill the green guy at the start of the game and you'll be surprised just how much damage they can do once levelled up if used correctly.
Kappa Towers
===========
Ever since day one, there has been an issue with kappa towers however it was so hard to notice, that nobody noticed....except for one of our players! Once they reported it, we checked it out, found the issue and have resolved it! What was happening was that if an enemy walked in the way of the current kappa tower target, it would actually damage the enemy that walked in the way and then switch back to the correct target. Kappa towers will now work exactly as you expect them to and we've tested the fix to work perfectly every time.
Tower Descriptions
===============
Due to balance reasons, some of the towers have a hard limit on how many enemies they can hit at once, therefore we have updated the descriptions to better tell players how they work. Grenade towers have always hit a maximum of 5 enemies at once and the flame tower a maximum of 4, however players are now told this in game.
Level Cleanup
===========
Small one but still worth mentioning, we've cleaned up some of the textures on Desert 5 and Forest 7 and we've also fixed some of the annoyances with 'that' cactus on Desert 5!
Patch Notes
==========
* Kappa issue resolved - describe it here
* Flame protector now protects 75% of flame damage (was 50%)
* Descriptions updated for grenade and flame tower
* Flame towers buffed by roughly 25%:
Level 1 flame damage is now 2.5 (was 2)
Level 2 flame damage is now 10.5 (was 8)
Level 3 flame damage is now 27 (was 20)
* Drone damage now balanced:
Level 1 drone damage is now 6 (was 2)
Level 2 drone damage is now 19 (was 9)
Level 3 drone damage is now 51 (was 25)
* Drone tower cost increased for level 3 (was 210 now 250)
* Desert 5 textures tidy up and cactus fixed
* Forest 7 textures tidy up
We're really looking forward to seeing players experiment with all of the towers, now that the remaining towers are balanced and hope you all enjoy it!
Time for another patch! In this patch we wanted to address the impact of critical hits and to make them feel as great when playing.
Critical hits - what's the issue?
Prior to this patch, we felt that critical hits were great but didn't really give the "wow" or "cool" feeling when you saw one - it was simply just another number on the screen. We wanted to change that so we have added animations and made the numbers look a lot more impactful. There may be more tweaks to do here but ultimately they now make a player feel a lot better when you see a laser tower crit for super high damage!
Fast forward
A lot of players who have put a lot of hours into the game tend to make use of the fast forward feature in the bottom right of the screen. As great as this feature is, it was awkward to use at times as it forced players to move the cursor into the corner of the screen, away from the action. We have still kept the button there but we've now added the ability to bind a key/button to the feature, simply bring up the controls page (shortcut F2 in game) and you should now see it.
Patch Notes
* Critical hits reworked
* Critical hit text now consumes less memory
* Configurable key/button bind added for fast forward
* Error log file is now dramatically reduced
* Live leaderboard feature should now be more reliable
Enjoy!
In todays patch we have addressed some requests of players who are new to the game, improved the tutorial and fixed some bugs.
Tutorial
In the tutorial we forgot to talk people through evolving towers which dramatically changes strategies. Although it is not required, nor is it always beneficial to evolve towers, we still needed to tell players about how to do it. Remember you do not need to evolve if you don't want to, you can simply upgrade the tower as normal. It is a choice that you have to make to fit around your strategy.
We also had reports of the tutorial not allowing players to build and progress, so we have fixed that whilst we're at it. You should now be able to complete the tutorial and learn everything about the game.
Leaderboard
We had a request from a player yesterday that they would like the ability to see their friends scores in the lobby, without having to complete a game or view the leaderboards on the steam community page. So we've added two new buttons on the lobby screen; one to show top 10 and another to show your friends scores!
Air arrow towers
Ever pressed the (Switch Mode) button on an arrow tower? Well it is supposed to attack dragons (good for early game air defence) and shows you this by displaying an "up arrow" on the tower. The problem was, it wasn't actually hitting the dragons and was flying over their heads! We have now fixed this issue so no longer do you have to rush an anti-air tower, you can rely on those arrow towers with (Switch Mode) enabled to get you through things for a little bit.
Player news
We've had a lot of new players to the game this week - probably one of our top 3 weeks. It has been great to see new people in the Discord and twitch streamers playing the game (some have racked up over 30 hours in 3 days!) and we look forward to watching you all try different strategies!
Patch Notes
===========
* Tutorial now allows players to build and complete the tutorial
* Added evolve instructions to tutorial
* Resolved issue with air arrow towers not attacking dragons
* Added "top 10" and "friends scores" buttons to lobby
Overview
This update has been the largest update to the base engine since the game began roughly 7 years ago. We have also spent weeks making improvements to bring the best performance increase we've ever had in an update! We have confirmed with many beta testers and they have seen FPS increase by a minimum of 50%.
Important Notes
You will need to set your options again (volume, crosshair and any scaling you may have set).
We have improved the way that the Golem smash ability works. You no longer need to guess where it will spawn as it will always spawn where you aim the mouse cursor, so be careful if you're used to the previous unintuitive way it worked.
We have also buffed evolved air considerably (they now cause air units to drop bombs twice as often). They were never a consideration before as they didn't have enough effect for their cost and we wanted to bring it in line with all of the other towers and actually have a use and be a consideration. Therefore you may want to consider adding these into your strategy (or not - you decide).
Patch Notes
Huge engine and performance upgrade
Evolved Air towers now function correctly
Evolved Air towers cause air units to drop bombs ever 2 seconds (down from 4)
Lightning beam effect should now draw more accurately
Fixed tank health bars not showing
Golem smash improved - the golem now spawns where you aim with the mouse
Correct Interact key bind is now displayed in level messages
Updated all level preview images
Drone collector now displays the total value of coins collected
Air tower information window now displays correct fire rate
Player death timer now counts down correctly
Reduced default music volume for new players
You can no longer build on the rail tracks on Forest 8
Enjoy! :)
Another large update today for everyone. We've introduced two new maps; one is Forest 7 which is a 3-4 player map with a lot of detail and cut through lanes that are only accessible to players (not enemies). The second map is a small 1-2 player map with trains. Be warned though - these trains will kill both you and the enemies so listen out for the train whistle and get out of the way!
We've also done many fixes in regards to how towers are focusing enemies. Enemy buffs are now instantly removed when their health is 0 and shooting is now better so you can fire on raised/lowered ground properly!
Patch Notes
=========
Added new 3-4 player map - Forest 7!
Added new 1-2 player map - Forest 8!
Improved lighting on Forest 3
Completely reworked aiming code - you can now shoot on sloped lanes correctly
Enemy buffs are now correctly removed as soon as they are dead
Fixed issue with animations not playing
Tesla and kappa beams no longer have a frame whereby it's displayed too high
Tesla's lightning now doesn't collide with the terrain
Lasers no longer miss
Reduced the maximum kappa beam width
Last placed rotation is now the default rotation when building
Health boosted enemies now correctly show their current and maximum health
Drone towers now display the correct level on the upgrade window
Added more detail to Forest 6
Improved bullet collision on certain mobs
Countdown to game start has been increased on Forest 7 from 30 to 45 seconds
Rockets should no longer miss dragons
Added large preview image when selecting a level
Improved performance with shooting
Enjoy - until the next update! :)
Another week, another update! This time we have a large performance increase, especially when there are lots of bosses in the world at the same time.
We had noticed the game was becoming increasingly difficult for players and we have now found the reason why. Some towers were not functioning as intended so we've rewritten the most important part of the game (tower targeting) to be more reliable and be way more efficient. We have also noticed that some boss buffs were not being applied as intended, so we went back to the drawing board and got them working properly and again, efficiently!
We're hoping you should feel a difference in the performance and smoothness of how the game plays and towers work more like you'd expect them to. We will continue making more performance related changes as part of our constant ongoing upgrades.
Patch notes
==========
Huge performance increase - can cope with 1000's more enemies
Ice towers now work correctly - a level 2 ice would not apply if being slowed by a level 1
Ice now removes from an enemy as soon as it is out of range
Slow dome code reworked and is now much more performant
Slow dome now correctly stacks with ice towers
Speed booster enemies now work as expected
Laser tower animations now play correctly
Evolved ice towers now apply the correct damage bonus
Resolved issue with Scarecrow character on Desert 5
Character selection should now work as expected
You can now build arrow towers to the left of the enemy spawn point on Desert 5
Right click now closes upgrade window if it's open
Towers now switch target as soon as an enemy is protected
Enemy buffs now apply correctly to all enemies in range
Stats label on level 3 evolved ice is now correct
Improved tower scanning performance
Improved memory allocation with enemies
Laser towers now shoot correctly
Bunch of general small bug fixes
Improved rocket collision
Lasers will now target heal bosses correctly
Reduced maximum kappa beam width (damage has not been changed)
Desert 5 barriers now work correctly for all players
Enjoy! :)
We have been really excited to release this huge content update after all the hard work that has been put in to make this happen and we can't wait to see how you all enjoy it!
First up, we have a new map (Desert 5) which includes our first ever trap (spikes). These spikes will hurt both enemies and the player, but don't worry, you can now buy medkits from the trader to heal yourself if you get hurt by them! This map has 3 lanes which only one can be chosen and each lane plays very differently. Please note that this map is the shortest and hardest map that has been created so far - you have been warned!
Secondly, we have added animations to every single tower and completely replaced the particle effects and sounds that some towers produced. This adds a lot of immersion to the world and is really interesting to watch them work.
We have reworked the laser tower so that it now only focuses bosses - this now makes them a viable tower, rather than a tower that is never being used.
We have remodelled, animated and added an evolve to the drone tower. The evolve will now collect coins for you, so you don't always have to run up the map to get them.
There's a heck of a lot of bug fixes and quality of life changes in this patch, all of which are listed in the patch notes below:
Patch Notes
===========
Added drone tower - this will lock on and follow a target over a great range
Drone tower evolve implemented - collects coins for you
Added medkit kit - heals player for 25 health for 20 coins
Fixed brightness of towers when in placement mode
Fixed lighting on Desert maps
Stopped enemies from taking damage correctly on Forest 6
Resolved internal issues with planes
Changed colour of build buttons when you are unable to afford from red to light black
Resolved issue with evolved rockets not displaying correct fire rate
Total Drone damage added to end game screen
Removed **** replacement in chat messages (was originally added pre-steam)
Drone tower added to bindable keys/buttons
It is now possible to hide the leaderboard at game over
Resolved issue that caused "Crit Damage" to not be applied correctly
Build buttons are now hidden on game over
Cleaned up a lot of errors with challenges
Bullet trails fixed - bullets no longer fly around the map in multiplayer
"Base under attack" and "Game Over" sounds now play correctly for all players
Build buttons are now double stacked as we have too many towers for a single row
Adjusted tree colliders on Forest 6
Removed ability to upgrade stats points on Evolved Drone towers
Fixed walls on desert 2 - you're no longer able to wiggle to switch lanes
Towers no longer sink into the terrain
Skulls spawned by skull spawner are now correctly protected on Forest 6
Laser towers now only target bosses
Evolved laser range now displays correctly on clients
Default lobby name now defaults to the players steam name
Laser tower targeting improved - they're now more likely to hit their target
Removed some large unused shaders
Added new animations to all kappa towers
Ice tower completely redesigned with animations
Ice tower spin rate now ramps up and down smoothly
Added animations to grenade tower
Added animations to machinegun tower
New sound added to ice tower
New particle effect for ice towers
Added animations to laser towers
Added animations to arrow towers
Added animations to drone towers
Improved drone textures and animations
Tower stats and total damage value on upgrade window now updates instantly upon click
Achievements and XP should now work as expected
Aligned machinegun muzzle better
Evolved drone towers now show you both the amount and value of coins collected on the stats window
Added "Interact" bind which will be used for all level interactions
Laser bullets are now accurately positioned with the laser tower barrel
Resolved issue with moving barriers on Forest 5
Machinegun muzzle now follows the barrel correctly
Tesla tower glow improved
Added screen effect the player takes damage
Evolved towers now have a circular base
Resolved issue with evolving air towers
Improved lighting on Forest 2
Added new map - Desert 5
As always, we have an active discord channel where you can talk with us all here: Aegism Discord
Enjoy! :)
New level - Forest 6
A new level has been added - Forest 6. This level plays very differently to other levels as enemies now come in waves (every 30s) which means they are bunched up together. This level is extremely hard at the start until you find a tactic that works - you've been warned.
Player death
The ability for a player to die has now been added into the game, although isn't used in any level yet (coming soon!). When a player dies, the camera is fixed to a view of your base, you are presented with a countdown from 30 seconds and you are unable to build or use abilities.
Changelog
* Improved brightness of ghost
* Reduced file size of some levels
* Introduced new forest 6 level
* New colour grading for camera
* Added player death feature (not yet in use by any levels)
* Fixed issue with placing barriers on Forest 3
Discord
Don't forget we have an active Discord server in which you can talk to us and suggest new ideas here: AegisM Discord
Happy new year everyone! Today we have released a small patch which addresses a couple of minor bugs. We have resolved an issue with the teleport ability whereby if an enemy walks over the teleport pad whilst you are trying to use it, it would cancel it. Secondly, we have hopefully resolved the issue with the Halloween skin unlock for those that have the achievement. Finally the pumpkin should be playable! Good luck with your scores in 2020 and hope you continue to have fun with our game as it constantly improves! steamhappy
We have released a new patch which addresses the issue with experience not increasing. Thanks for your patience whilst we worked out what was going on and track the bug down! Have fun unlocking all the abilities and skins again :)
That's right folks, you can now upgrade stats and evolve air towers in the main (default) branch. Both beta and normal branches are currently the same and submit scores.
As an added bonus we have improved the graphics of the airstrike explosion effect and also made further improvements to the radius line.
Patch Notes
===========
* Kappa towers now show correct damage and fire rate
* Radius circle should now draw correctly for everyone
* Upgraded fire rate machine guns now sound more in line with their rate
* Upgrading damage on evolved rocket towers now scales correctly
* Tesla beam now renders correctly when upgrading range
* Upgraded damage now works on all towers
* Values are now displayed up to 2 decimal places on the upgrade window
* Massively improved performance of the upgrade window
* Upgrade stats ability removed from tutorial
* Airstrike minimum length reduced from 1 to 0.5
* Airstrike graphical effect improved
* Further radius line improvements
* Maximum grenade tower rate is halved for better balance
* Tanks are no longer affected by the slow dome ability
* Air evolve is now live
* Air evolve causes only planes and blimps to deal 150/400/900 damage every 4 seconds by dropping bombs on enemies below them!
* Evolved air rockets cause 0 damage
* Added smoke trail to planes and blimps to easily identify units that have been hit by an evolved air tower
* Evolve cost for an air tower is 50 coins
* Evolve effect can also be upgraded using the tower stats
* Player airstrike radius reduced from 4 to 3
* Kappa towers now show correct damage and fire rate
* Radius circle should now draw correctly for everyone
* Upgraded fire rate machine guns now sound more in line with their rate
* Upgrading damage on evolved rocket towers now scales correctly
* Tesla beam now renders correctly when upgrading range
Enjoy! steamhappy
We have now pushed out the air evolve to the beta branch meaning there's only 1 evolve left to code (the grenade tower)!
Patch Notes
===========
* Air evolve is now live
* Air evolve causes only planes and blimps to deal 150/400/900 damage every 4 seconds by dropping bombs on enemies below them!
* Evolved air rockets cause 0 damage
* Added smoke trail to planes and blimps to easily identify units that have been hit by an evolved air tower
* Evolve cost for an air tower is 50 coins
* Evolve effect can also be upgraded using the tower stats
* Player airstrike radius reduced from 4 to 3
We'll leave it down to you guys to work out the best strategy on how to use this new evolved air tower. steamhappy
As usual, any comments in our discord or comments below are appreciated.
Enjoy!
This patch addresses some issues that were introduced in the experimental beta branch yesterday. Patch Notes (beta branch) ===================== * Kappa towers now show correct damage and fire rate * Radius circle should now draw correctly for everyone * Upgraded fire rate machine guns now sound more in line with their rate * Upgrading damage on evolved rocket towers now scales correctly * Tesla beam now renders correctly when upgrading range * Upgraded damage now works on all towers Enjoy!
You can now change every stat on a tower and customise them the way you want them to be!
This opens up a huge number of new strategies and adds even more fun to the game! steamhappy
We are running initial tests on Forest 4 and should it be successful, we will update the main game with all of the new additions.
This patch is only live for the BETA branch and has some very...
Important Notes
===============
* Scores are NOT submitted in this branch
* Only the Forest 4 level will work properly in this build
Patch Notes
===========
* Tower stats can now be adjusted individually. Users can now create their own custom towers to suit their strategies!
* Tower stats that can be adjusted are as follows: Range/Fire rate/Damage/Crit chance/Crit damage
* Tower stats can each be upgraded to a max level of 10
* Tower stats will be lost when the tower is upgraded (for example, level 1 -> level 2)
* When selling a tower, you will not get half of the value of the coins you've spent on upgrading stats, like you do when upgrading the tower itself.
* Radius circle is now animated slightly
* Radius no longer shows for heal towers
Although we've made every effort to balance this new addition prior to making it live, we have safeguarded existing scores by removing the score submission at the end of a game until we can confirm players have not found anything that can be exploited.
We're hoping the game plays well for those who opt into the beta and try it out. We will be keeping an eye on streams and videos on twitch/youtube to see how players are getting on with it.
Enjoy!
So we had a few bugs that we introduced in the last patch, plus the flamer evolve was way too powerful. Patch Notes =========== * Improved networking * Tower evolve critical chance reduced from 20/40/60% to 7/14/21% * Resolved issue where a flame would not remove when upgrading * Radius lines now refresh when the tower is evolved
That's right, a new development PC has arrived and we've been working hard to get development back on track.
The flame tower evolve is now live on both live and beta branches!
Patch Notes
===========
* Flame tower evolve is now live
* Flame tower evolve costs 75 coins
* Flame tower evolve increases critical chance by 20/40/60% however lowers tower range by 1/2/3.
As always, we'd appreciate any reports of bugs so we can get them fixed as soon as possible although we're hoping there isn't any. steamhappy
Enjoy and good luck changing some of your strategies to include the new evolved tower!
Today there is some news about our development PC. Unfortunately it has completely died beyond recovery. Luckily we had a backup of the game so once we've saved hard for a new PC, we can get back to development. We wanted to let you guys know as there may have appeared to have a lack of updates but this is down to the PC issues we've had for quite some time unfortunately. We're hoping in the coming month or two, we'll have a new PC delivered and can finish those remaining two evolves, along with other exciting plans! Thanks for everyone for being patient and sorry - we really wish it didn't happen!
We're attending our next show at the NEC in Birmingham, UK on the 19th-22nd April. You can find more about the show at insomniagamingfestival.com We will have a single PC with the latest build of the game available to play and we will be discussing our ideas for the future of the game. You can find us in the Indie zone. If you're attending, make sure you come and say hi! steamhappy
We have finally done enough testing with our beta users that we're happy to make the beta branch the new live! There is currently no difference between beta and live currently but that will change as we prepare for more updates! If you do find any bugs, let us know and we'll get fixing them straight away! We will also have some exciting news to announce shortly regarding what we've been working on in the background steamhappy Enjoy!
In this beta patch we smooth out movement of enemies and players, fix a few bugs and reduce the networking load on the server. We are still looking into how reliable the beta build is to ensure it 100% before pushing into the live branch. We're almost there for those who are waiting. Don't forget the unique Santa character unlock by playing a game on Christmas day! steamhappy
Today we have released a quick patch to fix errors relating to critical hits. This should hopefully be the final bug before we place the beta branch into the release branch. Thanks to those who have found the 1-2 bugs so far - without you guys we might not have found these! steamhappy
In the last update on the beta branch we had broken the health numbers not showing above enemy health bars, this is a quick patch to fix that bug, alongside some very slight stability changes. Please let us know if you find any issues on the beta branch either in the community forums or on our Discord :)
We have pushed out a new patch to the beta branch. We have upgraded the engine and made minor changes to the networking so we're hoping some of you awesome people will help test this beta to ensure all is fine before we push into the live branch for everyone! We have also resolved the issue with arrow towers not hitting dragons when switched to air mode and made enemy movement smoother for clients. steamhappy If you are on the beta and play with others who are not on the beta, you may experience issues. Ensure everyone is on the correct version to be safe!
Don't forget the PvP community event starts at 6PM GMT today (roughly 5 hours from this post) In this patch we address some PvP issues and correct a small bug on Forest 3. We heard feedback that tanks were a little too cheap for the power in Player vs Player mode, so we have increased the cost so it's only possible later on in the game. How to participate in the PvP event Follow the instructions here: https://steamcommunity.com/gid/103582791462182011/announcements/detail/2698110767571546456 Patch notes =========== * Tank cost in PvP increased from 250 to 400 * Resolved issue with the barrier in PvP * Corrected unlit terrain object on Forest 3
In this patch we fix a few issues that have recently been introduced due to new features. Patch Notes =========== * Teleporter now works correctly (was broken since last patch) * Challenge 2 scores reset due to broken start * Players can no longer fall off the bridge on Forest 3 * Players are less able to climb onto terrain where they shouldn't be
In this patch we fix rockets not appearing for clients and add yet more improved explosions! We wanted player to be able to tell what time of rocket just exploded so we've added a separate explosion effect for rockets that are fired from evolved rocket towers! Patch Notes =========== * Rockets now appear on clients * Added new explosion for evolved rocket towers Enjoy! steamhappy
Now it's time for the next patch (yes, already!). In this patch we have improved the explosions for almost all projectiles (some have remained as they are, as we are happy with them).
Enjoy your new graphics! steamhappy
We have just released our third patch in two days. In this patch we improve flame towers by increasing the amount of enemies it can hit and also fix various bugs. Patch Notes =========== * Flame towers can now hit 4 enemies (up from 3) * Various bug fixes relating to planes, player flame throwers and building upgrades We will continue to monitor all of the recent changes to ensure we create a balanced and fun game. We hope after this patch that every tower and evolve is now considered. Once we're happy with how things are, we will be working on the remaining new evolves. steamhappy
The second patch for today is in! In this patch we buff shotguns and evolved rockets. We noticed that most people are only considering the rifle and are not building evolved rocket towers. In this patch we hope to address both issues so they're both a consideration. Patch Notes =========== * Shotgun damage increased from 45 per bullet to 100 per bullet * Evolved rocket damage upped from 1500/2000/4500 to 2500/4000/6000 Have fun thinking of new strategies! steamhappy
In this patch we have bug fixes and improvements.
Beta Branch
We will soon be making the beta branch a debug branch will will mean if you are running on this branch, you will experience a large performance drop. Only run in the beta branch if you are experiencing issues and require log files to send us for troubleshooting.
Patch Notes
===========
* Resolved internal error with FPS counter
* Evolved laser radius lines now work correctly for clients
* Improved performance of projectiles
* Grenades and mines are now lit correctly
* Evolved laser towers no longer incorrectly slow enemies
* Resolved issue with air units taking damage
* Removed shadow pop-in/focus effect
In this patch we have made improvements to the coin drop feature. We have now added a slider so that you can quickly drop coins for your friends, rather than typing a number in the box - this should make things much faster and more user friendly!
Patch Notes
===========
* Evolved laser range now draws correctly for clients
* Added slider to drop coin window
* It is now possible to drop more than 3000 coins
steamhappy
Today we fix the issue with the Streamer vs Twitch mode and a small bug fix relating to Forest 1! Patch Notes =========== * Resolved issue with Streamer vs Twitch mode not starting * Heal tower now works as expected on Forest 1
In this patch we're tidying some things up and making quality improvements. It's a fairly small patch, however sometimes it's the little things that count! steamhappy Patch Notes =========== * Lockup should no longer occur when loading the Main Menu * Challenge 6 now works correctly * Moved game over stats window so that current coins are visible * Time based achievements/unlocks now work as expected
So earlier today we cleared the leaderboards, now it's time for some new content!
We have just released a new patch that introduces the arrow tower evolve to increase the available strategies to players. The arrow tower will lower the run speed of enemies but sacrifices 50% of the arrow damage. Please note that the arrow cripple effect does not stack, so you cannot cripple one enemy and then hit it again to lower for yet another 0.2/0.3/0.4.
We have also buffed shotgun damage to make it a more tempting option and improved some frequently used code.
Patch notes
===========
* Shotgun damage increased from 35 * 3 to 45 * 3
* Improved rifle, pistol and shotgun code
* Added Arrow tower evolve - lowers movement speed of enemies by 0.2/0.3/0.4 and arrow damage by 50%
As this is the first time we have introduced this evolve, adjustments may be made in a future patch but we feel it's in a good position with its base values.
Enjoy and good luck! steamhappy
The day has finally come where the latest update hit live and we can finally reset the leaderboards. We have cleared 1000's of scores that were almost impossible to reach and we're happy with where the difficulty and game is now (shorter games, more variety, better balanced). Remember, the game will appear harder for high scoring people and slightly easier for those who were struggling. Don't be so quick to give up if you're not getting the silly high scores you were once getting - persist and improve! (we've seen 4500 duo scores on Forest 4 prior to the reset, so high scores are still possible). Overall, we're excited to see just how competitive the new style of play is! We will hopefully pushing out another content update either later today or tomorrow, so watch this space! Notes ===== * All scores have been reset for all player counts on all maps * Challenge mode scores have not been reset as they are different to the main game
Yesterday we finally made the switch to make the beta branch the new live game. All of the recent bug fixes, additions, huge network improvements and new game play has now made it into the game for everyone who didn't opt into it. The game will appear harder for some players who got very high scores, and a bit easier for those struggling with the lower scores. This should ultimately make the game a lot more competitive. We have seen from a lot of people who opted into the beta, that they now use a massive variety of strategies and towers which is another great positive as this is exactly what we wanted to achieve. No longer is the game just about kappa and ice towers only! Leaderboard reset - 27th October =========================== Now that we have the new live game, we will be looking at resetting the leaderboards on the 27th October. We recommend that players get used to the new game and if you do find it difficult, you may need to learn a new strategy and implement more variety to progress further. Try to persist and improve because if you were one of those high scorers, you will not get the super high score you used to get without a lot more practice. Enjoy and let us know if you find any bugs so that we can fix them as soon as possible! oh and good luck! :)
More network improvements and bug fixes are here! We're making big changes to the networking in the beta branch, alongside all the game play changes. This patch introduces packet compression and we've also disabled de-jitter to help improve responsiveness for clients (this change may be reverted). We have also fixed some issues introduced in the last patch and some long standing challenge bugs should now be resolved. We would also like to thank everyone who played the game at GameForce in Belgium on the CORSAIR stand and we look forward to everyone trying the game at our next event! Patch Notes ============ * More improvements to networking (de-jitter/compression) * Resolved coins not dropping correctly in Co-op Challenge 1 * Dragons award kills in Challenge 5 * Resolved issue with bullets not firing in Co-op Challenge 1 Please make sure you opt into the beta branch to obtain all the latest features and improvements as this will soon become the live branch once further testing has been carried out.
We are almost at a point where the game plays out a lot better with a much wider range of strategies available to succeed. The early game isn't quite as hard but the mid game is a lot more challenging. We're excited to put this patch into the live branch once it has been tested further by the community. When this change happens, all scores on all maps will be reset. We have made a lot of improvements to the networking system to reduce lag, improve disconnects and create smoother movements when packets aren't received. This is the first patch to introduce these large changes so if anything odd is experienced, please let us know on Discord or the Steam discussions so we can resolve them. Patch notes =========== * Ghoul base health has been reduced from 3000 to 2000 * Massive network improvements - currently testing * Machine gun evolve damage increased from 50% to 75% * Tank spawn time has been switched with tower destroyer * Kappa tower cost adjusted to 100/250/260 coins * Kappa tower damage adjusted to 200/750/1350 * Resolved error when changing levels * Game should no longer lock up when rendering flames on the base * Lag compensation + smoothness of movement with lost packets improved * Flamers can now only hit a maximum of 3 enemies *** LEADERBOARD RESET WILL HAPPEN AS SOON AS BETA ENTERS LIVE BRANCH - VERY SOON! ***
Today marks the first of our community PvP event. Starting at 19:00 GMT today, players will be ready to click that FIND PVP button! Don't worry too much though, a lot of players who are high up in the leaderboards haven't even tried PvP yet so you've got a good chance of getting a few wins and increasing that ELO rating.
****************************************************
Important:
You must be on retail (NOT BETA) branch.
Your region must be set to Western Europe.
****************************************************
How to participate
================
When the time hits 19:00 GMT today, simply click on the Find PVP button in the Server Browser and wait until another player clicks it and you're matched. If you have waited more than 2 minutes, try cancelling and clicking it again. Simple!
If you are experiencing slight lag or delay, it will be because you're connecting to someone who may be in a different part of the world. The game will automatically detect this and will end the game without any ELO alterations for both players, so don't be too concerned.
This is the first PvP community event and we're looking forward to seeing players having fun in a mode they may not have tried before. We have all sorts of good PvP plans for the future so stay tuned on here and twitter!
Good luck and have fun!
Beta patch
===========
We have recently identified a couple of issues with the mid-late game in regards to how the game plays out, one of which was that the kappa tower was just way too unbalanced compared to other towers. This meant it was a game of kappas, ice and aoe towers over and over. We want more variation and more balance so starting with this beta patch, we are changing how the game plays.
The game will be incredibly hard whilst we tune a lot of variables in the game, but it's already making for a more varied and fun game! Once we're happy, many scores from the leaderboards will be removed and players can try to get a new score on the new version. This will be announced nearer the time.
Current beta patch notes
====================
* Tank health buffed by 10%
* Kappa damage reduced from 50/100/300 to 8.25/33.3/92.5
* Kappa cost increased from 100/300/600 to150/550/950
* Flamers now only hit 3 enemies
* Teleporter no longer blocks players
* Teleporter is positioned better when placing
* Graphics improved for grenades, mines and teleport pads
* Coop Challenge 1 now works as expected
* Resolved scaling issue on leaderboard
* Slimers health reduced from 850 to 600
* Increased sword cost from 100 to 200 coins
* Reduced sword radius from 2 to 1.25
* Heal tower now heals correctly and updates healed amount as expected
* Kappa tower cost on info window now updated with new values
Another tower has been added! This time we have added the Heal Base tower and swapped it for the Coin Generator tower. We very quickly found that people were taking advantage of coin generators in an unintended way. Although we attempted to balance the tower, it just wan't possible to make it fit the game without being broken. Therefore, we have changed the tower to be a Heal Base tower. This tower will cost you coins each minute to heal your base and yes, it will send you into negative coins so be very careful when using them. If a player is in negative coins, it will stop all players from building so make sure you play intelligently and work together to get the best use out of them. Patch notes * Added news to main menu * Removed Coin Generator tower * Added Heal base tower * A message is now displayed if you don't have enough coins to build * Added key bind for Heal base tower * Resolved issue with rifle not firing after switching weapons * Enemies should no longer slide when they die next to a barrier
This patch a number of improvements and addresses some balancing issues.
We found the sword to be a bit too strong as there's no ammo costs, the damage it could output was a little too high. We will also be adjusting the flamethrower in a future update as there is currently no reason to purchase one.
Patch notes
* Added option to lock cursor to the game - particularly useful for full screen games on multiple monitors
* Resolved issue with teleport shader
* Sword base damage reduced from 50 to 30
* Mages now heal every 10 seconds instead of 15 seconds
* Mages no longer play the heal animation upon death
* Middle mouse button should now always rotate the camera as expected
Please note; this patch is only live on the beta branch.
EGX
We would like to remind everyone that we are attending EGX at the NEC in Birmingham so we will not be performing content updates or balance changes until next week as the event finishes on Sunday the 23rd of September.
We will be with a great bunch of people over on the CORSAIR stand and we would love to see some of the AegisM players there, so make sure you come and see us if you're attending!
Send enemies flying back to where they came from in today's patch!
If you are using the shotgun and you have the killing blow, depending upon how close you are standing to the enemy, you will send them flying! We want weapons to feel way more fun than they do now and this is another step closer to achieving that
We also noticed that the heal mage boss wasn't really a threat other than his health which was not what we wanted to achieve, so we have redesigned him so that he now heals every 15 seconds but his health has been lowered considerably (he no longer heals upon death unless he dies on the 15th second).
Patch notes
===========
* Lowered sound volume of weather effects
* Added smoke effect when firing shotgun
* Resolved hang on low end computers
* Chat box no longer disappears when typing a message
* Improved pistol and rifle bullet graphic
* Connecting to the host should now be more reliable but take 2 seconds longer
* Improved game freezing when using magical abilities
* Resolved issue with player flamer not causing the correct damage
* Heal mages now heal for 25% of an enemies health every 15 seconds
* Heal mages health reduced by 25%
* Added ability to resize the sword combo bar
* Resolved issue whereby scores were submitting with the incorrect player number
* Added version number to main menu to help troubleshoot issues
* Improved shotgun bullet graphic
* Added knock-back effect when killing an enemy with a shotgun
Note: This patch is only live on the beta branch. Beta is expected to go live early next week for those who have not opted into it.
Today we have added a muzzle effect to both the rifle and pistol which lights up the area around the player (the rifle lights up more than the pistol). We're currently working on the shotgun effect.
We have also added a new animation for running while shooting to suit the new muzzle effects.
Patch notes
===========
* Critical chance ability should now be correctly applied in multiplayer games
* Evolve effect should now be removed correctly when tower is destroyed
* Pressing space bar after returning from pause menu triggers game speed toggle
* Added check to see if Steam is connected prior to loading
* Resolved issue that let players evolve a tower more than once
* Improved terrain on Forest 4
* Kappa upgrade costs are now correct once evolved
* Pirate model size fixed
* Muzzles added for rifle and pistol
* Scarecrow rifle and pistol models are better positioned
* Scarecrow now walks on the floor properly
* Resolved issue with base when returning to main menu
* New animation for running while shooting
* Lowered audio volume of rain
Please note; this patch is only live for people in the beta branch. We estimate that the beta branch will replace live around a week from today.
We're currently in the process of improving a lot of the core systems in the game for a brighter future. We have made a beta branch available in Steam which you can play instead of the current live build. How to opt-in To get the new beta version, simply: * Right click AegisM in your Steam library * Click Properties * Click the BETAS tab * Click on the drop down arrow and select "beta - Steam Networking" * Click OK Steam should now download the new version of the game and when you play the game, it will be the beta version. You can repeat these steps and select "None - Opt out of all betas" to go back to the older/live version. What has changed in the beta? So the beta build, changes all of the networking to use Steams infrastructure (NAT punch-through etc) and implements a new weather system. We have also updated the game engine to a much newer version which resolves a lot of issues with people loading the game. Matchmaking and joining a multiplayer game should now be much more reliable than the current live build. If you had trouble connecting to a game in the past, try this version and it will hopefully succeed! The weather system has been replaced to something much more efficient and performance friendly. We have also added a thunderstorm effect and a very slight red tint when the sun is rising. Things to note Even though we are Early Access in the current live version, this may introduce even more bugs until it has been tested further. Picture this version as like a super early alpha but we wanted to give players the option to see what's coming and help us find those silly issues! Once enough testing has been conducted, we will move the beta into live and it will become the main version. Patch notes for beta version * Resolved issue with evolved teslas not causing full damage * Resolved issue with teleporter not working for other players * Improved game lock up when using golem magical power (still working on this) * Laser tower evolve cost lowered from 50 coins to 25 coins * Stopped players from being able to run behind the trader on Forest 4 * Potential fix for loading the game on 144hz monitors * Resolved issue with Ice Magical Ability * Improved weather system, added thunderstorms, new morning lighting * Networking reworked to use the Steam infrastructure (NAT punchthrough etc) * Kappa evolve and sell costs are now correct * Large improvements to network and in-game performance We hope some of you try the new version and report any issues you find in our Discord (or in the Steam community forums if you don't have Discord) where they will be fixed very quickly! Enjoy!
In this patch we have looked at improving the UI. We have now added the selected ability and magical power with each of their cool down timers to the top of the screen so you can always see what you have and when you can use it. It will also tell you how long until another barrier is added to your inventory (if you have taken the barriers ability).
We have also lowered the cost of evolving the Tesla tower in this patch as we noticed that it just didn't make sense as you were spending 40 coins in the early game that you could be using to build more/other towers or upgrading. We have now lowered the cost to 10 coins which now makes it a viable decision.
Patch notes
===========
* Changed in game UI to display cool down timers on both the selected Magical Power and Ability
* Added icons to display selected Magical Power and Ability in game
* Moved game over stats to the top left of the screen instead of the top right
* Added the ability to change controls on the in-game options menu
* Resolved issue with the critical chance skill unlocking at level 10
* Lowered Tesla evolve cost from 40 coins to 10 coins
In today's patch, alongside a large list of bug fixes and improvements, we made two large additions to the game. The first of which is the laser evolve has now been completed.
You can now evolve the laser tower to increase the range by 5/6/7, however it will not shoot enemies that are within 5/6/7 of the tower. This now means it is a long range only tower and anything close (in the red area) will walk on by. Placement is key with this evolve but we're excited to see the new possible strategies that this welcomes.
Next up; we have a new boss! This boss is the healing mage; upon death it will restore 50% of nearby enemies maximum health (it cannot over heal, it can only heal up to its maximum health). You will see the effect shown in the below picture and hear the sound whenever one of them dies. Make sure they die in the right place and at the right time!
Patch notes
============
* Added laser tower evolve
* Added heal mage boss
* Tank info updated in PvP
* Corrected coin cost for ghoul boss in pvp
* Barrier health increased by 50% (from 10 to 15)
* Removed annoying sounds from music to better fit the mood of the game
* Added Heal mage to bestiary
* Airstrike missile is now textured correctly
* Resolved issue that caused exploded skeleton dragons to not disappear
* Exploded dragons now perform much better
* Resolved issue whereby skill points where not granted every 1000 kills
* Resolved issue with Kappa towers not causing damage to tanks
* Drawing tower radius line is now more reliable
Enjoy!
In today's patch we have added the ability to share coins!
The community wanted the ability to drop coins for other players, so we have added it! Simply press the Drop Coins key (default X) and you can set how many coins to drop. Don't worry if it was a mistake, you can simply pick the coin back up again after 3 seconds :)
Patch notes
==========
* You can no longer select a resolution less than 800 x 600
* Rocket upgrade information is now correct when evolved
* Fast evolve now uses the evolve cost instead of the upgrade cost
* Added the ability to drop coins
* Added new bind (default X key) for dropping coins in controls menu (F2)
Enjoy!
Today we have made many improvements to the game and we have now fixed every outstanding bug that has been reported to us. Skill point changes ================ We had many comments regarding the skill points. Normally you would start with 5 points and you wouldn't gain any more for the rest of the game. People wanted more points as they played, so we listened and have changed the way skill points work. You now only start with 1 skill point, however you now gain a skill point every 1000 kills, up to a cap of 10 skill points (achieved at 9000 kills). When you have a skill point available, the button will appear and you will hear a sound notifying you that you have a point to spend. You can add/remove this point into any part of the skill tree, but you cannot remove points you've already saved. You also cannot spend more than 5 points into any part of the skill tree. It will be interesting to see how games now play. We understand the early part of the game may be slightly harder and the late game slightly easier, but we have delivered what the community has asked for and we will continue to monitor and listen to the community after this change. Patch notes ========== * Updated machine gun muzzle effect to be more alive * Resolved visual bug where main menu buttons would stay highlighted * You no longer use abilities or magical powers when typing a chat message * You can now switch weapons when the mouse is over a tower * You can now move the mouse over towers when firing and it will continue to fire instead of stopping * You can no longer interact with towers that are underneath the upgrade window when it's open * Rockets are no longer black and are textured correctly * Corrected upgrade information for Ice tower level 2 * Improved Ice evolve text to better explain what will happen * Evolved Ice towers now display meaningful information on the upgrade window ("speed" instead of "slow") * Added a key binding for Fast Evolve, similar to Fast Upgrade but for evolving towers quickly * Evolved Coin Generators no longer attempt to add the evolved effect onto it after it is destroyed * Default key binding for using a lift is now "C" instead of Left Shift * Default key binding for Fast Evolve is now Left Shift Enjoy! :)
We have now added in the Ice Evolve! Now you can boost the damage enemies take however they now run quicker.
Evolve details - Level 1
Damage taken: 1.3x
Movement speed increase: 0.3
Evolve details - Level 2
Damage taken: 1.5x
Movement speed increase: 0.5
Evolve details - Level 3
Damage taken: 1.65x
Movement speed increase: 0.65
Please note that the effect does not stack.
Example
Normal run speed = 2.2
Slowed (non evolved) 1.54
Boosted (evolved only) = 2.5
Both (evolved and non evolved) = 1.72
We have also made adjustments to the machine gun tower evolve. Damage has been increased from 25% to 50%. As a side note; an evolved ice tower also increases bleed tick damage while in range.
We look forward to watching everyone try all the new strategies that are now available!
Other fixes
* Resolved issue with teleport pad graphic being solid black
* Teleporter rings are now purple instead of yellow
In today's patch we wanted to address the sword which was recently added into the game. It was too hard to focus on what you were hitting and players also had the trouble of clicking on towers while using it.
Patch notes
=========
* Lobby leaderboard now updates with the correct amount of players
* Lobbies which the player owns are no longer visible
* Resolved issue whereby objects would persist through levels
* Adjusted machine gun muzzle position to be more accurate
* Players can now position the sword combo bar to anywhere they like
* Reduced size of sword combo bar
* Adjusted the size of the sword combo bar target so it's more clear
* Removed player name from in game options
* Once you have started a combo with the sword, you cannot interact with anything else
* Improved sword animations
Simply go into the options (either in game or on the main menu) and you can enter values for X and Y on where you want to bar to be. 0,0 is the middle of the screen so make sure you enter a negative number for X if you want it on the left of the screen.
You can't break anything and you can always reset by setting both to 0 should you enter something incorrect.
Example
Res: 1920 x 1080
Far left: -960
Far right: 960
Top: 540
Bottom: -540
We will monitor how well the sword works in this patch but we're now hoping it will get used more, now it's more user friendly.
We've made many improvements in the patch today, including the following: * Land mines now look as expected, rather than black circles * Rocket explosion speed increased to 3x to increase visibility of level * Drastically improved memory allocation and level loading times * Improved reliability of Steam Lobbies * Lobbies that were once invisible due to name are now displayed for testing purposes * It is now not possible to create ghost lobbies from the main menu * Lobby names can no longer have spaces in them * Removed player name from options as it was legacy and confused some players * Music no longer starts from the beginning when you save options in the Main Menu * Game size on disk has shrunk from 3.46GB to 1.26GB We are aware of issues with Steam lobbies when creating games and hopefully this patch will help remove the delays that are seen at certain times of the day. We are also enabling debug/hidden/bugged lobbies in this build to help us troubleshoot the issue further. If you see one of these bugged lobbies and are looking for a friends game, try joining it as it may be the one you're looking for. Once we are happy the lag is removed and the issue is no longer occurring, we will remove the feature of displaying these strange lobbies. Thanks for your patience and also those of you who are helping us get to the bottom of this strange issue (hopefully it has gone now this patch is out)! :)
We've just returned from a great event at Insomnia 63 in the UK where we've met lots of new AegisM players, so now we're back on development. Thanks to everyone who came to see us at the event and we look forward to seeing you all on the leaderboards! Patch notes for 27th Aug =================== * Resolved issue with evolve costs when taking reduced build skill points * Text is now updated correctly when taking increased magazine size points * Sounds are now muted when game is paused, instead of constantly looping * Scores now display for all players on Co-op challenge 1 * Coin generator tower now works in Player vs Player
We have been thinking about evolves and that we wanted it to introduce deeper strategies, rather than it being a fact of "if I have the coins, I just do it" style of play. When we first introduced the tesla evolve, it was clear that was what we had created. There wasn't a decision to be made because you could only benefit from it, and a 1 layer decision of "do I want to spend coins on this or not" wasn't enough. To that end, we have reworked the tesla evolve and have made it a tough decision for you. These numbers may need tweaking, but we will get there. Skill tree for towers? We would also like to point out that you can only evolve a tower at level 1 and upgrade from there. Each tower still has the 3 levels of evolves, but your decision to go down that route has to be made when the tower is at level 1 (think of it like a skill tree for towers). Plan your strategy carefully. Patch Notes ============== Tesla Evolve - Cost: 40 Level 1: Causes 5 damage to 3 nearby enemies. Reduces damage of the main bolt by 15. Level 2: Causes 15 damage to 3 nearby enemies. Reduces damage of the main bolt by 45. Level 3: Causes 26 damage to 3 nearby enemies. Reduces damage of the main bolt by 78. Machine Gun Evolve - Cost: 28 Level 1: Evolve into a damage-over-time tower lasting 10 seconds. Damage of the tower is increased by 25%. Level 2: Evolve into a damage-over-time tower lasting 10 seconds. Damage of the tower is increased by 25%. Level 3: Evolve into a damage-over-time tower lasting 10 seconds. Damage of the tower is increased by 25%. Rocket Tower Evolve - Cost: 80 Level 1: Rocket damage is increased to 1500, however it also lowers the fire rate to 60 seconds. Level 2: Rocket damage is increased to 2000, however it also lowers the fire rate to 60 seconds. Level 3: Rocket damage is increased to 4500, however it also lowers the fire rate to 60 seconds. Other Additions/Fixes * Machine gun damage that causes < 10 against Slimer no longer increases total tower damage * Resolved issue whereby the first lobby created wouldn't show player names * Resolved issue with rocket placement which could cause disconnects in multiplayer games * Resolved issue with air towers causing damage if the tower is upgraded while the rocket is mid-flight
Following on from our patch two days ago, we've now added 6 more tower evolves. Added Kappa Evolve Makes the tower resistant to tower destroyers. Towers can take (1/2/3) hits depending upon evolve level. Level 1 cost: 80 Level 2 cost: 250 Level 3 cost: 500 Added Tesla Evolve Tesla damage causes bolts to shoot out and damage nearby enemies for (5/15/26) damage depending upon evolve level. Level 1 cost: 30 Level 2 cost: 85 Level 3 cost: 135 Any player can evolve a Kappa/Tesla tower as it is non-destructive. Other Additions/Fixes * Added effects (visual and audio) when evolving * Added shine effect to display when towers are evolved * Resolved issue where players couldn't shoot * Improved tutorial to stop players accidentally doing things they shouldn't * Adjusted lighting on Desert levels * Resolved client side errors that could cause players to randomly disconnect * Resolved issue whereby the camera would turn at the start of the game
The patch today has introduced a game changing system, for the better. We currently have 33 towers in the game (11 towers of 3 levels) but that's not enough, we want more. Making it 66 will do nicely.
Starting with this patch, we have added the ability to evolve a tower. You can evolve a tower at any level and depending upon the level of tower you evolve, the stronger and different the evolve effect will be.
We will be gradually working through each tower and adding the relevant evolve to it. This patch introduces the evolve system only for the Coin Generator tower (others will come soon!).
Once a tower has been evolved, the evolve cannot be removed and upgrade costs will be substantially higher so plan carefully.
We're really looking forward to seeing all of the different tactics this system brings to the game, especially once they're all in the game.
Patch notes
==========
Added Evolve to Coin Generator. Sacrifice the tower to heal your base for (5/25/60) health depending upon level.
Level 1 Evolve cost: 50
Level 2 Evolve cost: 250
Level 3 Evolve cost: 600
Due to the nature of this Evolve, only the owner of the Coin Generator can perform this action to stop any grieving.
* Fixed spawn points on Desert 4
* Updated graphics on the base upgrade window in PvP
* Added coin generator tower to PvP
* A notification is now displayed when upgrading crit chance/damage in PvP
* Improved text clarity on tower upgrade window
* Resolved issue in PvP where base upgrade window wasn't clearing correctly
Due to the nature of adding a new system into the game, there may be some bugs introduced as we add each evolve into the game so we apologise in advance, should this be the case.
This patch brings the following changes/improvements: * Ghoul Boss has been added to the Bestiary * Resolved issue in PvP that would stop certain enemies from being sent * Resolved issue in PvP where text on the buttons would be invisible * The early game boss, once known as "mini tank" is now called a "Slimer" We have also noticed that the coin generator was not being used as intended, therefore we have made the following adjustments: Level 1 Build cost: 50 Coins per minute: 5 Upgrade cost: 175 Sell value: 25 Level 2 Coins per minute: 15 Upgrade cost: 375 Sell value: 112 Level 3 Coins per minute: 30 Sell value: 300 We will continue to monitor the performance of the coin generator, however this should put it better in line with our original plan.
As a roundup of all of the recent patches, here are the changes for the current live build: * Audio levels are no longer too loud * Anti-aliasing levels now save * Music levels now save * Reduced volume of main menu buttons * Improved performance and numerous bug fixes * Resolved an issue that would quit the game after 3 minutes * Started framework for joysticks (although not fully supported yet) Patches are released very frequently, this is a collection of patches since release. Enjoy!
A ghoul boss has been added that slows the fire rate of all nearby towers to half.
Towers affected by his buff have a lightning icon above them so you can quickly identify what you need to deal with.
Here are the important stats:
Initial spawn time: 17.5 minutes
Health: 2000 (base)
Coin value: 20
Movement speed: 0.7
Health Booster movement speed is 0.5 to put it into perspective.
These are only the initial stats, they may change in the near future as we balance the game and receive feedback from the community.
Good luck!
We have added a sword to the vendor which has the following attributes:
Cost: 150 coins
Base damage: 50
Damage scales with time to make it relevant throughout the whole game.
Combo multiplier increases by .1 up to a maximum of 2x multiplier which is achieved at a combo of 10.
This is our first iteration of the sword and combo-building mechanic so we may be making large adjustments in the near future.
We're looking forward to seeing how high of a combo you can achieve by causing damage in style!
We now have a working bestiary in the game where you can learn about each of the unique abilities that some of the enemies have and what you might need to do to beat them. Not all enemies are included in the bestiary (such as blimp etc) as some have no abilities but simply have high health values. This is the first revision of the bestiary and may be improved in the future. As more bosses are added to the game, they will be added into the bestiary from now onward.
We have added a new Coin Generator tower to the game which can be upgraded to level 3. This tower will generate coins for the player which will automatically go into the players inventory every 60 seconds. The level upgrades are as follows: Level 1: 10 coins/min (cost: 50) Level 2: 40 coins/min (upgrade cost: 150) Level 3: 86 coins/min (upgrade cost: 230) We are excited to see how players will use this new turret to get further than before and beat some of those top scores on the leader boards. Please let us know what you think on the Steam discussion boards.
AegisM
Aurox Studios
Aurox Studios
2018-07-27
Indie Strategy Singleplayer Multiplayer Coop EA
Game News Posts 82
🎹🖱️Keyboard + Mouse
Positive
(30 reviews)
https://www.aegis-m.com/
https://store.steampowered.com/app/845040 
The Game includes VR Support
AegisM Early Access Linux Depot [3.43 G]
AegisM is a competitive tower defence game with a twist. It combines tower defence with a wave survival/top down action shooter and then adds more new and exciting elements to the mix. Work alone or team up with others to work out the best strategy to achieve the highest scores on the never ending survival leaderboards. Once you're ready to prove yourself even more, you can take to the Player vs Player mode with competitive matchmaking and ELO ratings. AegisM is unlike other tower defence games; there are no waves of enemies, it's never ending, gradually getting harder and harder until you can't survive anymore and your strategy fails you.
Unique Bosses
As the game progresses and you last longer, you get introduced to new bosses. Each boss has a unique ability such as speed boosting, protecting, skull distracting and much more. Did we mention you don't just have to worry about land? There's also various types of air units to beat!Skill Points
At the start of every game you get to spend 5 skill points on making your character unique. Put points into movement speed, reduced reload speed, build cost reduction, movement speed and more! Build a character around your style of play.Achievements and Unlockables
Earn experience, gain levels, unlock new characters, magical powers and abilities that help you defeat the never ending horde of enemies! Achievement progress is displayed in game so you can see how far off you are from unlocking the character you want.Multiple Towers, each with 3 levels
There's currently 11 different types of tower, each with 3 levels. See the stats for every tower, which player owns it, what the range of the tower is and what will happen if you upgrade it, simply by clicking it. You can also configure shortcut keys to speed build and upgrade.Character Abilities
Once unlocked through experience, you can select from various abilities that help aid your fight. These include slow dome, teleporters, dash, barriers and radars.Magical Powers
Once unlocked through experience, you can select from various magical powers that compliment abilities and your character customisation. These include golem smash, ice block, heal base, character rage and a coin collector.Multiple Environments with Dynamic Weather
Fight it out in the Forest, Desert or even indoors in the crypts! There's a full day and night cycle (this only affects the game visually), along with rain and snow - the world you're fighting in feels alive! There's also interactive elements such as lifts, dynamically changing levels and flame walls to add yet more variety.Vendor with a huge selection of weapons
Don't like tower defence, want a hybrid strategy, or just simply enjoy shooting? Use your coins to buy weapons instead of towers and do the shooting yourself! There's a pistol, rifle, shotgun, laser, railgun and flame thrower to use. Lets not forget to mention the grenades, mines and air strikes that you can purchase!Incredible replayability and a huge range of strategies
We have players who have put 100's (yes, 100's) of hours into working out the best strategies so don't be put off if you don't score top 10 on your first go. AegisM is incredibly competitive with worldwide leaderboards. As you play more and more, you start working out what you need to do to survive longer. Will you build towers only or go hybrid with guns? Will you shoot guns only? When will you upgrade that tower?Mini Games
There is an ever growing list of competitive mini games that range from shooters to maze and timed type of games. Each mini game has a competitive leaderboard, so you can even show the world you're the fastest builder or runner out there.Streamer vs Twitch mode
Are you a streamer? Well start interacting with your viewers with the Streamer vs Twitch mode! Every 3 minutes your chat gets to vote on what enemy they would like to send you. If you defeat it you score a point but if the enemy they have sent you reaches your base, the chat scores a point! Who will win? Please note this mode is not competitive but more of a fun mode for some streamers.Completely Balanced
The game has been in development for just short of 5 years with around 150 beta testers. We have spent years perfecting the balance, how things scale over time and changing costs to ensure that there are no silly strategies such as only placing one tower or only buying one gun. You can only last so long with that arrow tower or rifle!- Processor: 2 GHz Dual Core ProcessorMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD 4000Network: Broadband Internet connection
- Storage: 500 MB available space
- Processor: 3 GHz Quad Core ProcessorMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GeForce 960 / Radeon RX 280 or equivalent with 4GB of video RAMNetwork: Broadband Internet connection
- Storage: 500 MB available space
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