v2.0-alpha.1 is out!

v2.0-alpha.0
Another style of Bestagon Defense Wordmark
Well, I can't believe it's taken me over a year and a half to actually release another alpha version. There's not as much as I'd like for that long, but life gets in the way sometimes. Most of all, I hope you enjoy the new look!
- Greenfoot5

Super Significants

New Art

New turret art, new enemy art and even some new UI! Turrets now have brand new designs based on sketches from BLOODWIING, with some also gaining new effects. Projectiles have also been slightly updated to match. Enemies have been redesigned to make them different in shape rather than just colour and size for many. The second "level" of an enemy is now called the "evolved" variant. The bosses have also been given a new look, even if two aren't visible in the new version.
The UI has been overhauled as well, granting a better (and scrollable) inventory, more information on a turret, an enemy counter & timer along with a new look for the shop button. However, I'm not sure I've setup certain behaviors correctly. As it's a tabbed UI, only one (or none) is shown at a time, which means knowing when to change the selected tab was problematic for just me to decide how it should behave. Make sure to share if you expected something else when you did something so I can make the experience as smooth as possible!
The game's also now got a brand new icon!

Energy and Powercells

Coins are a thing of the past! When you kill enemies, you now collect bits, nibbles & bytes - collectively known as energy. When you collect enough energy you can earn a "Powercell". It costs one powercell to open the shop. The shop button shows your progress to opening the shop. It's not as clear as we'd like it on the UI side, but changing to energy will clear up misunderstandings on why the shop price increases and uncertainty about how many times the shop can be opened.

Reduction Rebalance

I have yet to hit the sweet spot yet in balance, but I feel this is a significant step in the right direction. Previously opening the shop wasn't feeling that meaningful, so we're reducing the amount of times you can open the shop. Reroll was useful for when you got unlucky but it didn't quite feel right nor encouraging choosing different strategies so was removed. Revitalise was always there, so if there was a good option in the shop, you could just get more lives next time. This is no longer the case, instead it's an option that can show up in the shop like anything else. I'm not sure if the lives are still a good offer with the reduction in the shop costs, but I think this behaviour is a lot better. Refund however will stay as anti-bad luck, there's still a cost however as it doesn't reduce the energy required for the next powercell and on Upgrade it's only 95% of the cost refunded. The last change for the shop itself was to significantly increase how much energy/coins was required to open the shop each time.
When you're opening the shop less modules will need to be stronger, right? Yes, but not just stronger. I wanted to increase the difference modules and also better clarify their behaviour as it wasn't clear in the shop and past alphas have only made them more complicated. So modules will be grouped into three types:
  • Primary - The module has only one purpose, for example Damage increases damage, or Tracker increasing rotation speed with a bit of damage.
  • Hybrid - These modules have a dual purpose. Typically affects two groups of modules in a similar yet different way. A good example would be bombs which affects shooter & gunner by having projectiles target a location and explode. The second group is just smasher where the attacks are more "explosive".
  • Rare - These modules will affect every turret differently and the changes will be significant. The only example of this currently is Sniper which generally will increase damage and reduce fire rate, but it will affect other stats to make the turret more in line with a sniper.
We're still in the process of categorising and tweaking the stats on modules so this may take a while to finish. To help do this, we've reduced the playable levels to just one (Upgrade) while we refine exactly how this works. What we need now is to see how this affects the game, so only the most basic of modules exist (sadly not allowing much replayability) so we can get feedback to make sure this is the correct direction and to carefully look at how modules will change to help make this better.
The turrets themselves haven't changed much, some good tweaks to help separate them. They may need further tweaks to better separate them, which will also be helped when more turrets are added. The most significant change is for laser. Rather than firing a laser when there is an enemy in range, it will instead "turn on" the laser for 2 seconds before it overheats and turns off the laser for 1 second before it's turned back on if there are enemies in range.
You can find the full list of changes at the bottom of this page

Other Changes

Some bug fixes.

As it's been so long I have very little interest in going through and working out what bugs I've fixed. However there are some noticable ones:
  • Turrets now rotate the correct part
  • Privacy Policy button in settings now correctly says "Privacy Policy"
  • The tutorial content is no longer bigger than your screen

Reduction Rebalance

Please note that not all modules have been changed in code yet, but they will be change and stats released as they're added back to levels. The current aim is to just get the latest nightly into players hands as it's stable, then release supplementary updated far more regularly.

Modules

Bombs - Hybrid

This module is currently unavailable as it has not been added to any levels

For Shooter & Gunner it remains mostly the same, however range would no longer be reduced.

For Smasher will mostly remain the same, increasing range and damage.

Laser & Lancer cannot use this module.

Damage - Primary

Any Stats
Damage
T1+15% +45%
T2+29% +90%
T3+59% +180%
T4+115% +365%
T5+228% +740%
T6+450% +1390%
T7+1000% +2000%

Fire Rate - Primary

With Laser's new attack pattern, it may be possible in a future update to add this module.

Shooter, Gunner, Smasher & Lancer Stats
Fire Rate
T1+10% +43%
T2+19% +86%
T3+37% +172%
T4+55% +350%
T5160% +710%
T6+296% +1420%
T7+590% +2500%

Instakill - Primary

Shooter, Gunner, Smasher & Lancer Stats
Chance
T1+0.5% +1.5% ÷ fire rate
T2+1% +3% ÷ fire rate
T3+1.97% +5.5% ÷ fire rate
T4+3.9% +10% ÷ fire rate

Missiles - Hybrid

This module is currently unavailable as it has not been added to any levels

For Shooter & Gunner it remains mostly the same.

For Lancer It would not explode on this as it hits each enemy, instead knocking them back with increased force, exploding at the end of it's path

Laser & Smasher cannot use this module.

Range - Primary

Any Stats
Range
T1+10% +20%
T2+19% +40%
T3+42% +77.5%
T4+90% +155%
T5+200% +310%

Slow - Primary

It's back to basics with this module, just a slow percentage and duration. If this is unbalanced it may become rare, but hybrid is too confusing.

Shooter, Lancer, Gunner & Smasher Stats
Slow PercentageDuration
T1+7.5% +15%2s
T2+10% +25%3s
T3+15% +28%3.5s
T4+20% +33%4s

Sniper - Rare

This module is currently unavailable as it has not been added to any levels.

For Shooter, a more extreme version of it's current behaviour. Slow attack speed and easily overwhelmed, but devastating damage when it hits.

For Gunner, slower rotation speed, fire rate and max fire rate, so very similar to shooter, but if you can get the fire rate going it may not be overwhelmed quite so easily.

For Laser, lasers last about half as long and the cooldown between each one is longer, but damage and range is significantly enhanced.

For Lancer, the shot travels much further and knockback is much greater, but at the cost of range and fire rate

Smasher cannot use this module.

Tracker - Primary

With rotation speed being constant, this module is now much more useful, and will go back to basics with just two stat changes.

Shooter, Laser & Gunner Stats
Rotation SpeedDamage
T1+40% +5%+15% +30%
T2+85% +10%+25% +60%
T3+160% +18%+50% +120%
T4+300% +30%+100% +200%

Awaiting Rebalance

These modules haven't been updated through the reduction rebalance (categorised into Primary, Hybrid or Rare) and won't be obtained in levels until that happens.

  • Burn
  • Critical
  • Execute
  • Ghost
  • Giantslayer
  • Poison
  • Reload
  • Stun
  • Surge
  • Velocity

Turrets

Gunner

Gunner Stats
DamageRangeFire RateRotation SpeedSpin MultiplierSpin CooldownMax Fire RatePellet Speed
45 702.5 31.57.5 851.1 1.031.08 1.026.5 715 10

Lancer

Lancer Stats
DamageRangeFire RateBullet RangeKnockbackBullet Speed
150 1352 1.50.44 32 35 7

Laser

Laser now attacks with a laser, then has a cooldown before it can fire again rather than the constant laser previously.

Laser Stats
Damage

Per Second

RangeRotation SpeedLaser DurationLaser Cooldown
180 2504 3.57 702s1s

Shooter

Shooter Stats
DamageRangeFire RateRotation SpeedBullet Speed
400 50031.1 0.658 705

Smasher

Smasher Stats
DamageRangeFire Rate
250 1201.51 0.8

Enemies

Summoner

Summoner Stats
Knockback Modifier
0 0.2

Summoned

Summoned Stats
HealthLife Cost
1000 8502 1