1. Invasion UPDATE Part 1 Arrives
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  3. Message from the Mothership
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  5. It’s time to deck the headquarter halls with grenade garlands, Digestor choirs, and adorably adorned aliens! That’s right, Part 1 of Alien Hominid Invasion Update 1.2.0 has finally arrived to Steam!
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  7. Along with plenty of bug squishing that we were able to implement thanks to YOU sending us your feedback, this update is loaded with alien gifts for all! Update Part 1 will be focusing on adding 23 new achievements, a more interesting map algorithm that forces harder choices, giving players larger pools of starter equipment for more interesting re-plays, boss tuning and a good number of bug fixes. Go get those new achievements and show us what you're made of!
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  9. Coming soon… Update Part 2 will be the largest update we've had yet, focusing on variety and player feedback that will make level-to-level gameplay more different -- featuring new hazards, vehicle usage, adjustments to objectives, some new enemies & more dropping next year
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  11. Happy Holidays, from our team to yours!
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  13. More Achievements, Cosmetics, and CHOICES
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  15. 1. 23 New Achievements
  16. A whole new set of achievements have arrived! Time to show us what you've got. Again.
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  18. 2. Updated Map Algorithm
  19. What's that you say? You like making more meaningful decisions in your invasion paths? We have great news for you, then!
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  21. There are more deliberate pathways in the generated mission maps, making it more common to have hard choices! Uh oh! Overall Danger-Per-Level added per block has been lowered to compensate for the longer pathways that can appear.
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  23. 3. Mutations Galore?
  24. When you defeat a boss at their HQ, you can now select from a wider initial pool of Mutations, increasing randomness and making playthroughs more curious!
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  26. 4. New November AND Winter Seasonal Attire
  27. The aliens have observed us and increased the discoverable alien head pool with November-esque and Winter cosmetics!
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  29. Balance Pass
  30. 1. Alien Irradiator
  31. This weapon now takes 0.3 seconds longer to reach ultra-white-hot-melting on targets.
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  33. 2. Enemy Danger Level Behavior
  34. We've tuned the Agency's scaling to work differently. In later Danger Levels, enemies won't fire bullets with as much boosted velocity as before, meaning the cloud of green death will approach you a bit slower and give you a better chance to dodge!
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  36. 3. Agency Grunt Standard Issue Blaster
  37. Grunts are massacring invaders, and still will, though their damage per-bullet output has been lowered, along with a longer time to reach maximum velocity for more of a "tell."
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  39. 4. Agency Mini-Mech Attack
  40. Damage per-bullet output is lowered when Agents are operating the Mini-Mech. They don't know how to use them as effectively as you!
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  42. 5. Installball 2.0, Spinner of Fists
  43. Installball’s Megaflight ability now tracks players better - "Injustice rains from above!” Stationary tantrums hurt less, because stationary tantrums shouldn't hurt that much.
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  45. 6. Lozenge Man Attack
  46. Damage per-bullet output lowered for Lozenge Man, whose main job is supposed to be more "slowing aliens down" and less "mowing aliens down like he's holding four blasters at once.”
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  48. 7. Hunterbot Attack
  49. Speed, range, and follow time on the Hunterbot's projectiles have been slightly reduced, but their homing has been increased. Hunterbot attacks should still be spooky, but are now a bit more satisfying to dodge.
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  51. Other Changes
  52. 1. Update to Maximum # of Enemies, Part 2
  53. Previously, we lowered the number of enemies that spawned per player. Now, we've tweaked the solo experience as well. The overall number of enemies should look less like a flood and more like a... slightly smaller flood.
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  55. 2. Update to Objective Placement
  56. Objective objects (fishbowls, ice cream, etc.) now have a greater chance of spawning lower in the level. Aliens are great climbers (and flyers!), but repeatedly needing to get to the tops of tall buildings could be especially rough on new invaders.
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  58. Bug Fixes
  59. Compat - Fixed a bug where setting the max framerate caused issues on high framerate monitors
  60. Input - fixed several analogue issues with Pro Controllers
  61. Input - fixed button icon orientation for Joy-Cons when Steam Input is enabled
  62. Input - added additional controller configurations
  63. UI - Fixed bug where Claim All was awarding additional loot
  64. Gameplay - Dispatcher aliens now inherit damage boost
  65. Gameplay - Fixed bug where enemies were spawning inside the jungle gym frog
  66. Level - Fixed various art sorting bugs
  67. Level - Fixed bug where quickly moving through the Pre-HQ doorway affected guard animations
  68. Level - Fixed camera bug with the 3rd Pre-HQ doorman
  69. Enemies - Fixed bug with Installball_b getting stuck on objects
  70. Enemies - W.A.S.P. and Hunters now take damage from deflected turret bullets
  71. Checkpoint - Fixed bug where 2 keys would sometimes appear during Checkpoint levels
  72. Online - Fixed a visual delay that occurred when changing pigments in the hideout
  73. Online - Fixed bug where Hunter death particle effects were sometimes missing for clients
  74. Online - Fixed a desync that occurred when a player enters the hideout while a mutation is already activated
  75. General - Various Local and Online QOL bug fixes
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  77. Part 2 Coming Soon…
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