For awhile now, our balancing has been a push-and-pull between FPS and TD. It's a fine line between guns doing decent damage to suddenly feeling like peashooters, and just throwing more health at the creeps isn't the answer. Now, you'll have multiple enemies that are your responsibility alone to take down, or they'll stun your turrets or heal the surrounding creeps!
Strike Forces are flying enemies, and stun your turrets
Enemy Medics are also high flying, and heal enemies
Mauraders are ground based and will stun your turrets for 4 seconds with each shot.
Currently there are voice callouts for when they spawn, and their path will glow red. We're planning on making the path more obvious. Strike forces and medics will fire their missiles and then leave - Mauraders will continually stun your turrets until defeated.
There’s plenty of new stuff in here as well! Other additions include an overhaul to the killstreak meter. Previously, it didn’t impart any benefit besides giving a bit of score boost – the graphics have now been updated, and the streak has been tuned to make it easier to purposefully extend the killstreak yourself. In addition, it grants orbital laser charge with each successful killstreak! The better the streak, the more orbital laser you gain. We’ll be tweaking this as we continue, and will update the voice callouts, but are happy with the direction. The orbital laser bar is now stacked on top of the city bar to better illustrate things. You can safely lose and charge your orbital laser without losing any score or points - it's your first line of defense, and you don't lose anything if it zaps a creep. Just don't let them hit your city!
A tips and tricks section has also been added! Pretty self-explanatory, you can now browse various help sections and go over controls and mechanics. There will also be help tabs for mechanics not explained properly ingame yet. Expect many more to come in the next few days as well!
Energy build has also been improved – along with a sparkly animation, your energy will rebuild much faster if you stop shooting for a few seconds. You can still do everything else – mobile gun platform, build towers, use energy specials. But when things are getting a little crazy, this will give incentive to sit back and strategize a little bit, letting you watch the board and plan ahead while your energy quickly tops up.
Lots, and I mean LOTS, of tuning adjustments. Several abilities were moved to event-based triggers, instead of cooldown-based. This removes a lot of the randomness brought on by enemy specials happening in the middle of waves. They now will start at the beginning of waves, with a clear callout to let you prepare.
Graphics have also been improved - there's a cool new metallic melting effect on stealth and invulnerability guys, as well as an improved freeze and frost effect!
Fixed splash screen and updated MindWalker logo
Energy bar now turns purple when adrenaline mode is active
Adjusted marauder hang time
Added small enemy medic
Lowered the energy generation rate of adrenaline mode. Made adrenaline mode drop explosion start killstreak, as well as other explosives
Halved creep escape damage, and capped at different levels based on size.
Changed gun tower to target furthest enemy on path.
Made in game hud draw over sniper reticle, so you can see minimap while sniping.
And tons of little fixes and optimizations per the norm. Thanks so much for reading! You can get Sentinels on steam now, and be sure to follow us on twitter!