In der jüngsten Version (1.80) spielt sich das Tower Defense-Spiel weniger mikro-lastig als zuvor, was vor allem daran liegt, dass Türme nun von Haus aus automatisch Munition nachladen und Raffinerien eigenständig und ohne Zusatzgebäude Geld generieren können. Das manuelle Nachladen bzw. Einsammeln per Mausklick ist jedoch nach wie vor möglich. Eine weitere zentrale Neuerung: Das Forschen kostet neuerdings nichts mehr; auch können nun 20 weitere Objekte freigeschaltet werden.
Neben diversen Verbesserungen des Interfaces hat Puppy Games auch das Balancing von Revenge of the Titans ordentlich umgebaut.
Wer das Spiel direkt bei den Entwicklern geholt hat, kann hier die neueste Version herunterladen. Käufer des zweiten Humble Indie Bundles finden v1.80 auf ihrer persönlichen Download-Seite.
Die Patchnotes:
Bugs Fixed
Fixed: Supershield collect has no sound effect
Fixed: survival mode boss crash at 5m00s
Fixed: Specify LWJGL library path to fix OpenAL problems
Fixed: Titans getting stuck on the map so the level doesnt end
New Features and Enhancements
Removed strobe from disruptor tower
Lasers fire through crystals and obstacles
Allow specifiying alternative player data location: use home=<dir> on commandline (pathnames with spaces will need quotes around them too)
Preferences now shadowed to slot.xml file inside game home to allow easily moving game between machines
Refineries now automatically generate money at a constant rate and no longer need collecting
Turrets now automatically reload
Smaller building size for reloader
Research is now free
Map size selector on survival mode
Survival hiscores now across all slots, and show the slot name with the highest score
New collector building (smaller)
New reprocessor building (smaller)
Wraiths and flying gids now get harder with difficulty
Counters on mines, barricades, and powerups panel
New building - tangleweb!
20 more things to research!
Any remaining powerups on the ground at the end of the level are automatically collected for you
Balance
Crystal scavenging now only 20% of remaining crystal value
Research no longer contributes to game difficulty
Reduced capacitor ammo slightly from 2seconds to 1.5seconds zap time - enough for wraiths but not so good for gidlets
Disruptor damage now 48, up from 36
Laser damage doubled, sweep reduced by 2 degrees
Buffed droid blaster damage to 2pts
Increased droid fire rate
Capacitors now cost $1000
Droid factories now fixed cost of $1000
Collectors now cost $250
Reloaders (were Autoloaders) now cost $250 and have a more pronounced effect on most of the heavier weapons
Cooling towers now cost $500
Scanners now cost $1000
Reprocessors now a fixed cost of $500
Speed up the rush a little
Slowed down the Behemoth a bit (and flying gids in general) during the rush
Survival mode difficulty now no longer influenced by available buildings / research etc
Tuned survival difficulty to maximum of up to $50000 in play based on world
Bezerk mode used to double weapon damage - now reverted to normal weapon damage as it made their use against bosses simply too efficacious
Bosses now have less hitpoints
Reduced turret ammunition a little
Batteries now give a little more ammo than before
More crystals, to pay for more expensive turret upgrades
Various permabuffs now contribute 0.5 generally to the upgrade
Difficulty is now open ended, and gidrah hitpoints and speed effectively now infinite
More money in survival mode to start with - plus more money per world
Rockets now take a little longer to reload
Internal
Dont let gidrahs roar more than once per second
A tiny bit more variation in gidrah roars
Gidrahs now ever so slightly cleverer at avoiding turrets
Gidrahs now only slowly begin to ignore danger after level shuts down
Gidrah speed now expressed in pixels/second instead of ticks/tile
Gidrahs stuck in the map somehow now have GRID_BUG attributed to their cause of death
No longer do angry gidrahs drop powerups when they successfully attack (and die)
Further improved gidrah AI and anti-clumping behaviour
Saved game dir now lowercased and spaces replaced with underscores to make shell twiddling a bit easier
Refactored a bunch of configurable things like building costs research data so it only needs changing in one place. Finally.
Survival mode spawn points now only 1/3rd as likely to come from the South
New Molebox shouldnt trip antivirus tools
Upgraded entire source base to JDK1.5 and sprinkled it with generics, enums, annotations, and enhanced for loops
Greatly simplified resource management: its now single threaded, always
Sprite engine is now dynamically sized, saving piles of memory
Strings now nulled after resource creation, saving another few megs of memory
Ensure the map generator tries to generate at least one road between the base and a spawnpoint