At first they came from the skies. In the ensuing war, Earth was laid waste, but we had won... But that was just the first strike - now the invasion has landed! Defeat the returning Titan horde in a series of epic ground battles, save the Earth, again, and command the counterstrike against their homeworld!
Construct and command your ground defences in a series of increasingly massive battles across the solar system, in our frenetic arcade mash-up of Real Time Strategy and Tower Defence! Take a visit to R&D to discover the latest technology, then build a network of blaster turrets, rocket launchers and laser cannon, explosives, barricades and shield generators, refineries and reactors, and send forth your own droid army to battle the invading alien forces!
Changes:
#Bugs Fixed
-Fixed: if Smartbomb is selected, then another option on the build menu is selected, you lose the smartbomb
-Fixed: having an active smartbomb when you die leave the game in “smartbomb mode” so you got a free smartbomb upon restarting the level
-Fixed: divide by zero error at seriously high difficulties in Endless mode level generator
-Fixed: endless level 51 and above became suddenly insanely difficult
-Fixed: level generator never ends if it generates a duff level
-Fixed: clicking generate new easier level on wasn’t having any effect
-Fixed: spider droids and ticks unable to squeeze through some gaps, so they refused to move and the level never ended
#Balance
-More mines!
-More barricades!
-Difficulty eased on later levels
-Brought crystals a little closer to the base
-Disruptors buffed to 32pts damage
-Lasers nerfed to 1-8pts damage / tick
-Crystal scavenging nerfed to 10%, which should encourage use of refineries a little more eh?
-Reduced agitation caused by use of droids and heavy weapons by a factor of 2 (and also, the effect of decoys)
-New Features and Enhancements
-Mod support using the mods= commandline parameter! Separate jar file paths with system path separators.
-Using mods segrates you on the survival hiscore table
-Crystal scavenge rate boosted to 15% then 20% if you choose one or both refinery permabuffs (in any order)
-You can hover over a crystal now to get the amount of money left in it (reprocessors etc. notwithstanding)
#Internal
-Game now uses Java 6 and is no longer Moleboxed. No more virus warnings! But we’ll have lost a tiny bit of performance and startup will be a bit slower.
-Increased memory parameters to -Xms64m -Xmx375m for 64-bit VMs
-Removed AdaptiveSizePolicy VM parameter
-Split up sound and graphics jars each into 3 smaller jars
-Games now look for a patch.jar in the game directory which is used in preference to the contents of the rest of the jars
-One nice big MSVC solution to build all the launchers executable using the same code
-Dug up some license documentation
-Did the code for the Scarecrow and Cloaking Device
-Moved loads of static final constants into XML so they can be modded
-Multiple mods loaded in order on the commandline
-Gidrahs that fail to find a route five consecutive times are killed (cause of death: grid bug)
-Diagonally moving gidrahs were allowed to plot horizontal and vertical routes but then prevented from actually executing them
-Increased hint duration from 7 to 10 seconds
System requirements:
• Windows XP/Vista/7
• DirectX 9
• 800 MHz
• 256 MB RAM
Download Portable Revenge of the Titans v1.80.11
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