From Glory To Goo

From Glory To Goo

Crescent Mountain
Showing 1-3 of 3 entries
Update: 21 May @ 5:28pm

Reorganized various crystal veins (most notably the ones in the spawn area) to be much less hostile to Robot-faction mining drills (which made collecting them as robots genuinely awful, and the map felt unplayable when I tried it). Playing the map as Robots is still largely untested, though I have some general expectations. I think at the least it'll be an interesting-but-different experience compared to playing the map as Humans. However, note that the Factory does nothing at all for Robots due to the difference in resource processing between the factions (the flying packets likely don't even check for factories, so they just go straight to the HQ).

Decreased the map modifier for armor from -1 to -2 due to 0.2.1 changing the armor system from a flat reduction/addition to damage to a percentage change. -2 should be more in-line with what the flat -1 used to be.

Also added 3 more waves: waves 10, 11, and 12. Wave 9 was already supposed to kill you, but I figured I should keep some parity with Volcanic Sands from feedback on that one. A small bonus is that these last few waves also make use of the unit added by Ignis Rift, so hopefully they'll do an even better job at killing the player if they haven't cleared the map yet.

Update: 14 Jan @ 9:34pm

Made water even scarcer! <3
Reworked the distribution of resources pretty much entirely; crystal is now a rare resource on this map while ore is incredibly abundant. This enables my vision of a recycling economy to work much better since ore is equal to 10 effort when recycled from overflow whereas crystal is only worth 5. It also avoids the problematic situation I found the previous version in where it was more efficient and easier to simply dump the ludicrous crystal income into the ship and get manufacturing bays + everything else, really.

Modified some of the waves to hopefully be a little more threatening (Predominately aimed at post first/second wave, since once you got that foothold it felt a little easy). Highlights are remembering Birthers exist and putting them in the list (I did that on the last map, too. Not sure why I keep forgetting about that unit). Also made Gunkers appear slightly earlier and thus they ramp in number a little faster, too.

The AoE modifier was nerfed a little more from 0.85 to 0.75. This is because Ore is now incredibly abundant and thus Mortar teams are very easy to field in mass. Here's a little reminder that there's actually two units which only use ore (and effort)- the other one is Cyborgs. (though they're still not really worth 8 ore, but electroborgs are pretty good!)

General map tweaks, like adding a little mini mountain group to the westward entrance's big field area so it's easier to claim with choke points.

Lastly, added a factory and 1 solar panel as starting structures. The factory is to enable the "recycleconomy" to ramp up more quickly, especially since you need to fill your resource storage before it takes effect. It's important to depower the factory and recycler both at the start since they do nothing for you but cost quite a lot of manpower (like 20% of your starting daily production). I included a road to them to encourage players to depower them since currently there's a bug where even if they're not connected non-lost structures still act as if they're powered when they shouldn't be (since they're not connected to the HQ). If you depower them it fixes this, but unless you know about that bug you're unlikely to bother from my PoV.

Update: 9 Jan @ 6:49pm

New workshop item