By 
It's been 2 weeks since our last post. I was working on another branch, and everything has now been merged and published.

Let's take a look 👇
We decided to rework how rounds are handled in Monkey Fortress. We noticed that having both an attack AND defense phase at the same time was hard to manage ; it felt chaotic.

So, we’ve changed it : rounds are now split into phases. A team will attack in one round, then switch to defense in the next.


This means a team will prepare its defense for one round, and then prepare its attack for the next.
If there's a draw, we go back to the combined attack/defense round… for those who enjoy a bit of chaos 🐒

Following the new attack/defense round structure, I've made several UI updates :
  •  Updated attack/defense HUD icons and panels (added a protection wall) 

  • Added an MVP panel during interlude rounds
  • Updated the killstreak panel
  • Improved shop menu : edit tooltip and now shows how many weapons per category you can carry
  • Updated team and role selection screens
  • Updated the emote menu
  • Constructron elements now react differently when taking damage
  • Added a teleporter gadget 
  • Build resources can be bought in the shop
  • Each player can now place a team respawner (instead of 2 per team previously)
  • Grenade walls now align with the player's view angle
  • Added build and resource delivery statistics
  • Bots no longer keep running when they spot another player ; they now stop for a few seconds before shooting
  • Only the defense team now receives the resource quest (both teams during the final BO round)

 Added a new gadget: The Teleporter
It is available in the shop menu for 750 gold
Place the entrance and exit to allow your team to teleport to the enemy base
people
Log in to reply
You can't reply if you're not logged in. That would be crazy.