Wave defense with infinite scaling and lots of settings. Tower defense! Available in freeplay mode and as scenario.
Mods introducing new content into the game.
0.18.30 - Fixed a graphics path for the new game version (0.18.27) 0.18.29 - Fixed the minable result of the scenario gun turret 0.18.28 - Fixed some bugs with "mining drones" in the scenario 0.18.27 - Added tint and scale for freeplay biters (compatible with 0.16 graphics) - Clipped max health to 2.147.483.648 if you selected too many waves... Let me know if you actually made it so far, then i'll give those units additional armor.. - Any "tint out of range" errors should be fixed now - Early game multiplier shouldnt crash the game anymore now 0.18.26 - Fixed mined result of scenario gun turret - Changed spawn range of wave defense units in freeplay (you shouldn't see them until 0.99 evolution anymore) - Fixed money penalty when starting freeplay wave-defense mid-game 0.18.25 - Fixed a scenario crash after rocket launch 0.18.24 - Updated construction robot prototypes to the new format 0.18.23 - Updated to the new sounds - Fixed a scenario satellite launch error when playing with certain mods - Fixed spitter tints and removed acid splashes (behemoth+) 0.17.22 - When a mod calls "reset technology effects", you'll keep your upgrades 0.17.21 - Updated code to match 0.17.35's change: "Removed LuaStyle::title_top_padding, title_right_padding, title_bottom_padding and title_left_padding." - Made the upgrade gui a bit more beautiful 0.xx.20 - Increased Laser turret input flow limit, allowing it to shoot up to 60 times per second (the actual engine limit) 0.17.19 - Stronger Explosives now gets applied to rocket damage - Added support for my "Turret Shields" mod, the upgrades can be bought with wave defense credits 0.xx.19 - Fixed biters sometimes not attacking in freeplay - Fixed Spitter Corpses 0.xx.18 - Fixed that skipping the timer in late game gave ridiculous amounts of bonus money 0.17.17 - Improved 0.17 support 0.xx.16 - Reduced recipe costs 0.16.14 - Improved construction robot appearance - Fixed the mining result of the robot and the take result of the roboport - Almost all items are now affected by the start items multiplier, at least if it's <1 - Added icons on the map where the enemies are 0.16.12 - Added freeplay-mode - Added new craftable start-items for freeplay - You can now right- and shift-click to buy upgrades 0.16.11 (YOU NEED TO UPDATE YOUR WAVE DEFENSE SAVEGAME) - This now should really be the last time you need to update your savegame - Fixed the multiplayer problems of version 0.16.9 0.16.9 (YOU NEED TO UPDATE YOUR WAVE DEFENSE SAVEGAME) - This is the last time you need to update your savegame, 99% of the code is now executed by the mod files - When a satellite is launched, all living biters loose 1% health per second and yield 50% cash - All settings except "final enemy health multiplier", "pre-generated waves" and "ammo magazine size multiplier" can now be changed ingame 0.16.8 (please update your savegame) - Recommended setting for constant health multiplier is now 100, exponential health multiplier 1.06 and ammo size multiplier 3 - Added a scenario-specific gun-turret with stats similar to the Long Range Turret mod (full savegame migration) - Flamethrower damage is reduced by 35%, explosion damage by 50% and poison damage is increased for behemoths (btw the poison capsules stack) - Uranium ammo now has 100% bigger magazines - Much steeper rising difficulty in the satellite round https://www.dropbox.com/s/ywltwr7xpi49j01/graph.png?raw=1 - Added a countdown that shows when the difficulty rises in the satellite round - The fraction of behemoth biters per wave increases gradually in the first satellite round so it doesn't jump from 50% to 100% at wave 23 anymore - After each satellite round, the current wave gets set to 5 waves after the beginning of last satellite round. (25, 45, 65..) 0.16.7 (PLEASE UPDATE YOUR SAVEGAME !IMPORTANT!) - Nerfed Behemoth Biters to their vanilla HP and also reduced their physical armor a bit - Rebalancing of most units' damage resistances - Added "preparation time" setting - Changed the influence of the "start items multiplier" setting on less important items - Solo mode gets power armor Mk2, an additional fusion reactor and a battery Mk2 - Replaced the setting "Max health you expect to see" with a more intuitive "Pre-generated waves" setting - Fixed that units didn't spawn after wave ~91 0.16.6 (Savegame update not required) - "Final enemy health multiplier" now affects the first 16 waves (again) - Added the setting "Start items multiplier" 0.16.5 (Savegame update not required) - Better algorithm for seperating ore patches 0.16.4 - Oil yield is now influenced by both patch size and extra yield - Lowered satellite cost and cost scaling - Adjusted Multiplayer difficulty formula (making it also a bit harder) - Crafting speed in solo mode is increased by 150% - Added a gap between ore patches when using the bigger ore patches setting - Added settings for wave size multiplier, wave spawning duration and time between waves 0.16.3 - Fixed a crash from 0.16.2 when buying a satellite without enough money - Fixed some spitter running animations (showed the wrong model before) - Now migrates (reduces) flamethrower research when updating a savegame from 0.16.1 0.16.2 - Multiplayer difficulty scaling by players - Fixed wrong tinting of many biters - Satellite round level grows 4 seconds faster every level (so no infinite money farming possible anymore) (but the current wave resets to 21, 41, ... when the satellite is launched) - Satellite cost scales more - First behemoth biters are weaker - Increased Flame Thrower research cost 0.16.1 - Initial release featuring: - Procedurally generated enemies for infinite scaling - Difficulty settings, also affecting enemy armor - Balancing, especially the overpowered flamethrower turrets - Wave hitpoints display (wave 20+) - Solo mode with more starting items - Ammo tweak that doesn't affect the vanilla game - Ore-yield and -patch-size settings - "Send satellite"-round doesn't pause the wave progress - Satellite gets more expensive every "satellite round"