
Just a quick update on the game development. Campaign Development
We are working now in two fronts, the Old Fortresses, where the tactic missions will be played, and the Trains system. In the next update we’ll talk more about them and we’ll publish new screenshots with new content.Trains on Survival Mode?As we said before we want to keep on trying to enrich the content of the Survival mode with elements from the campaign. Therefore we are also considering including the Trains in the Survival mode, but just as new environmental element. There will be a railway line that will cross the map and, periodically, there will be trains passing through the map. It will not only be a nice touch for the maps, but also an important strategic element. Obviously you won’t be able build over the railways so you’ll have to defend that parts in a different way (without walls). On the other hand the trains will destroy all those unlucky infected who happen to be on its way. That’ll certainly be something worth watching!

These are the new features of the 0.8.2 version, which is available now:New Army Buttons


- Blades Trap: +30% Life. + 25% damage.Pathfinding for Swarms: Improved PerformanceThere is a good reason why They Are Billions is clearly one of the games that manages more units in real time, units that are truly independent, every unit has their own AI and behaves always on their own. That's the reason why the infected swarms in They Are Billions looks so natural and organic.The game engine is ultra optimized in every aspect, especially the path finding, which is one of the most costly operations. In many other games with big armies, the paths are computed for a full group of units and generally those paths don't change with time as the environment is static and fixed. By contrast, on TAB every unit computes its own paths to reach its targets. This path is recomputed every few seconds to react to the changes of the environment (walls destroyed, structures built...). Thanks to that, the swarms can split in several paths or single units can leave the swarm if they have seen or heard something, as it would happen in real life.Although the game system is already quite optimized, we have gone further. Previously, all paths were recomputed if anything on the map changed, which could lead to some frame drops when there are big swarms running to the colony. Now, only if something that can affect the current paths is changed the path is recomputed. For example, the infected don't care about walls; they ignore them unless they are blocking their movement in which case they will try to destroy them. So now, if a wall in their path is destroyed or built the path won't be recomputed.What all of this stuff means to the player? We expect the game to run smoother, specially when big swarms are approaching the colony.Survival Challenge: Score Factor fixed
It was an issue when computing the final score of the Survival Challenge. The Score Factor relative to the map type was not incorporated to the equation, so all score factors of the Survival Mode were 100% regardless the map type. Now that bug is fixed so your score will reflect better the real difficulty of the map.And that's all for now. Thanks for your support and see you soon!