Isomer is an isometric realtime strategy game with world exploration and survival elements, where the player controls alien forces hell-bent on conquering human worlds for their resources.
The worlds are large, teeming with catacombs and life, procedurally generated with gameplay inspired by classic XCOM and dwarf fortress style games. Each play through is unique presenting different challenges and requiring different tactics.
Hot from the build script is a new build which is now available for download via the Isomer launcher. It wasn't until I compiled the changes list that I realised how much has actually gone into this, so without further ado - here's the run down.
Firstly, a big change. There is a new block type called the portable power core, as the name suggests this is a mini version of the important block in the middle of your dropship that you need to guard. There are some structures now that can only be built on top of one of these: the healing totem, mutation pad and transporter pads. Any existing healing totems you have in any existing worlds will continue to work normally, but you won't be able to build any others unless they are on top of a portable power core. Another change - you can now only mutate your workers when they are sat on top of a mutation pad. This feels more realistic as it never felt right to me that you could perform a mutation anywhere in the world no matter how far you were from your nearest base, although all distance is now relative thanks to the next big change which is .. transporter pads!!
Yes! Transport pads, something that has been requested on the forum for a while now make an appearance. These useful items can be built anywhere (as long as they are on top of a portable power core) and allow you to beam your units around the world quickly and easily. Warping to the nearest healing totem or throwing reinforcements to the site of a enemy building assault has never been easier!
There are also a large number of minor changes like new glass blocks for both aliens and enemies, a number of new building types to encounter in the world (twenty in total now!) as well as new world items. Enemy AI has received some attention also to make it less consistently aggressive and reduce the number of units assaulting player bases (I made things too hard accidentally in the last build).
Lastly a cautionary word - guard your portable power cores
Here's the complete list of changes:
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