Don't want to see articles from a certain category? When logged in, go to your User Settings and adjust your feed in the Content Preferences section where you can block tags!
We do often include affiliate links to earn us some pennies. See more here.

Revenge of the Titans v1.80

By - | Views: 5,745
A new update is now available from Puppy Games for Revenge of the Titans, if you bought this game via the Humble Indie bundle it is also available to download from there.

Below is a list of changes
QuoteBugs 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 doesn’t 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

      Don’t 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 shouldn’t 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: it’s 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



YouTube Thumbnail
YouTube videos require cookies, you must accept their cookies to view. View cookie preferences.
Accept Cookies & Show   Direct Link

Website links:-
Puppy Games

http://www.puppygames.net/
Humble Indie Bundle
http://www.humblebundle.com/ Article taken from GamingOnLinux.com.
Tags: Misc
0 Likes
The comments on this article are closed.
1 comment

Liam Dawe Feb 1, 2011
Not sure if it was this update or the latest ATI drivers but the game finally works for me :D
While you're here, please consider supporting GamingOnLinux on:

Reward Tiers: Patreon. Plain Donations: PayPal.

This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!

You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
The comments on this article are closed.