They Are Billions Update: Something Giant is coming!

They Are Billions Update Infected Giant

Greetings!

While we are working hard developing the Campaign of They Are Billions we would like to add some more spice to the current Survival Mode:

The Infected Giant

Infected Giant Stats They Are Billions

The Infected Giant is a very special enemy with some specific features. The Giant is a mutated infected that has grown without limit for years and years. It is so huge that the earth trembles under its passage.

Infected Giant in Zombie Swarm

When does the beast appear in the game?

From the beginning… They start roaming the outer border of the map, nevertheless, the Giants are so huge that you will always know where they are as their position will be marked on the minimap with a small icon. This is a great clue so you know where you shouldn’t expand your colony or move your units, at least not until you have a very powerful army to fight them.

They Are Billions Minimap with Infected Giant

The Giant(s) appear on the maps with the Infected Population set at “Challenging” difficulty or above. So, new players don’t worry, you won’t need to face this beast during your first playthroughs.

The Tiny Brain of the Giant

Giants are huge and powerful but with a tiny brain. They cannot hear so they are not attracted by nearby activity. Also, they are almost blind, they react slowly to your actions, but be careful, once it detects a target it will chase it with terrifying speed and there are no walls in the world that can stop them!

Their Deadly Attack

Infected Giant in They Are Billions

The Giant has the most powerful attack in They Are Billions. They have a very long reach and they hit everything in a 120º arc. Nothing can escape their attack, even other infected can be destroyed if they are within the Giants attack range.

I’m scared… What can I do?

Nothing. We recommend you avoid the Giants and don’t annoy them under any circumstance. But you can’t avoid them all game, you should kill them before the final horde comes for your colony, because they will join them as any other infected on the map. Believe us, last thing you want is to fight the final swarm and the Giants at the same time…

Version 0.9: More Features

New Difficulty Mode: Nightmare!

Are you one of the pro-players that think TAB is a piece of cake? Congratulations and welcome to your worst nightmare!

They Are Billions Nightmare Mode 800%

This is a new value for the Infected Population, which increases the huge population of Brutal mode by 30%!!! And it also includes a gift of three Giants on the same map. We think it is almost impossible to beat the game on this mode but it will be great fun to try. If you can beat it in the desert, you will get a score factor of 800%!! Good luck!

Some technical info about this mode: We have optimized TAB even more in the 0.9 version, allowing the engine to move more and more units. That being said, this mode requires a good computer with many cores and a high speed. Using a lower spec computer can cause the game to suffer, dropping frames and running slowly when the big swarm heads towards the colony. However, the game will continue to be playable.

Armor System Refactored

In previous versions of TAB, the Armor value of the units are subtracted from the damage, for example, an attack of 8 against an armor of 3, deals 5 life points of damage.

Now the Armor decreases the damage as a percentage instead of an absolute value. For example, an attack of 8 against a 25% armor deals 6 life points of damage. This means that now, small damage attacks like the weak infected are not as reduced by the armor as before, but the deadlier attacks (Harpies, Chubies, Giants….) are much more reduced. Also, with the new armour values, Soldiers and Titans are much more resistant to damage than the Rangers and Snipers, which is more realistic.

  • Ranger and Sniper: 5%
  • Soldier and Titan: 40%
  • Lucifer and Thanatos: 25%

New Map Features

They Are Billions Map feature batteries food crates

You can find on the maps new elements to loot, food crates that add food to the Command Center and old batteries that provide extra energy to the colony. Also, we have added some more decorative elements.

Some more Balancing

  • Traps life increased.
  • Soldier and Titan damage increased.
  • Veteran Soldier and Veteran Ranger attack range increased.

New Achievements
Four new achievements:

  • Giant Slayer Level 1: When you kill your first Giant.
  • Giant Slayer Level 2: When you kill your two Giants on the same map.
  • Giant Slayer Level 3: When you kill your three Giants on the same map.
  • The Most Wonderful Colony: When you build all the Six Wonders in your colony.

And that’s all for the moment, we hope you to enjoy this new update. In the next one we will talk and show more screenshots from the Campaign.

See you soon!

  • Posted by Julie
  • On August 6, 2018
  • 10 Comments
Tags: infected giant, new content, numantian games, Steam Early Access, they are billions

10 Comments

Shane Clark
Finally! I've been waiting for a new update. It's been pretty quiet for a while now...was starting to panic... Let's go kill the dead!
Felipe DiSouza
Greetings, Numatian Games, I'm Felipe DiSouza, hailing from Brazil, a.k.a DeltaCadimus on Steam, with a brief review, praise, criticism and some suggestions. I've been accompanying your game ever since it's initial trailer and I must outright say that I've never seen such dedication and earned reputation as what's maybe the first true Zombie RTS of our time - because Plants vs Zombies, at best, still remains a Tower Defense game and even the famed 'Infested' maps from StarCraft II are simply modifications on an existing game, and both being arbitrarily timed and ruled. This one however, I liked the idea that not only you must think on being defensive, but also as much aggressive as possible to increase your survival chances. Pushing against the stereotyped Romeo zombie mods, defending against runners, special types, and even assaulting zombie nests for plunder, it really looks like you people really did your homework, going so far as taking influence not only from World War Z, but also Land of the Dead (Which also covered a human colony 'prospering' amidst a zombie apocalypse). My biggest praises about this game is that, for starters, not only is it entirely gorgeous in visual and aesthetics, reminding a more Victorian Gears of War, but it's gameplay, despite criticism, is very akin to what Studio MDHR did to Cuphead - where you succeed or fail by YOUR actions, not because the map had more or less resources, enemies, etc. In many ways, it is fair - you have to adapt, you have to expand and you must always be racing the clock, hoping you can get enough to build and hold the next tide, and the hybrid style you arranged between games like StarCraft itself, Age of Empires, the Anno series and other similar game strongly works in the game's context. But the best part is when you lose the game - you don't feel angry about it. You know you screwed it, and you alone, and even encourages you to browse other players in YouTube (Such as AznElite, highly recommended) so you can learn more and more, and thus sharp your skills exactly like a knifle with a whetstone. This is a game which you intially don't expect much, but after it, you don't want to quit. No wonder this one made me spending hours sanding cars, just to purchase it's early edition, all worth it! However, while you do deserve credit, not everything is peachy, and while some flaws can be overlooked, there are three that somewhat harm it and might drive away interest. The very first is that the zombie variations, while you covered the most basic parts, still remain limited. Yes, yes, you've just introduced your 'mega' boss type and there is balance to consider, but most of the part, your enemies are already known and you know what to expect every game. Perhaps two or three more types could help upscale things a bit more and potentially help counter what is the second issue, which of course, is the Snipers. While you did nerf it, sadly enough, Snipers still remain the strongest unit in-game, even more than Thanatos or Titans, and about twenty of them can single-handledly clear a map at 370% difficulty before day 60, especially Villages of Doom, whose houses are, I suppose, expected to withstand more against what's practically hunting rifles. In order to counter this, I could suggest perhaps a type of flying Infected, one which the Snipers can't target, but Soldiers or Titans can, which will have players consider variety in their groups. This and make Villages more resistant to Soldier's Quarters units, but leave them vulnerable to Lucifers, Thanatos and Titans Finally, the final criticism is that, while gameplay is interesting, the intensity in middle to late game doesn't pick up. You'll notice that, in many missions, players whom've virtually cleaned the map and are expanding are simply waiting for the clock to run out and fight the final horde without a single worry. Any gameplay, I believe, should act like a crescendo in an orchestra, where it, in the end, picks up into full intensity, and not just in infected waves. One of the things you could consider doing is, as the clock ticks further and further (Past Day 40), start spawning more and more slower zombies that crawl towards the player's colony, stressing defenses up to the point players might have to go overkill on static defenses or have at least a few Snipers in towers watching each breach. Well, with that finished - whew! - let's get to some other suggestions to make TAB all the more complete, and that, of course, is multiplayer! Now, while this game type does limit things a lot, there are few modes that can make it quite creative, and I have at least two ideas for this - Colony Rivalry and Back to Back. Colony Rivalry should go that up to four players share the center of the map, divided by thick, strong walls, and that the last standing Command Center wins. Players can consider whether to invest in destroying these walls (Which will take a LOT of firepower) or having to fight through a sea of zombies to reach each player's base. On the other hand, Back to Back is the more friendly version, with the difference the zombie population is even larger per player and space might be too limited, and resource sharing is a MUST for all to survive. On this one, if one goes down, the rest can easily go along. The second suggestion - now more of a wet dream - is doing to your community challenge what StarCraft II did with it's Coop mode and add 'mutators' that can add extra challenges beyond normal gameplay. A few ideas could be the Wood Crawler (Infected can travel through forests with -75% speed), Flying Wights (Wights can jump up and down mountain cliffs), Executive Decision (Executives, when attack, draw all the infected at a greater range), Kick the Anthill (Destroyed VoD buildings spawn a throng of infected, all at once), among others. And, lastly achievement suggestions that reward players for winning games without using certain types of units, or using a single type of unit, etc. :) Well, that's about it, I'm not going to write a book. Good luck, looking forward to a 'Story Trailer' in the future, and keep up the good work!
Victoria Bert
This makes me want to scream...this game just keeps updating to make it harder. Not everyone is a YT player or expert. Can you make it more exciting for those who can't make it to the second map. I've played over 100 games and I can win on easy mode...but trying to get past the last swarm on 22/30% is just not happening for me. I've watch others play online... but I never seem to have the winning combination of Mayor gifts or map location in the first map to get past it in the final swarm. The last 90 games I get wiped out at the last invasion. Now i'm totally frustrated and a little bored...but, I keep trying... I had hoped maybe you would give us a another mode...another map, or open up the second map to everyone, but nope...this update is about it being harder. HARDER. Please consider that I want to play even though I'm not great at it...please.
    TianRiri
    Also es auf die 2. Map (30%) zu schaffen ist mit etwas verstand und skill nun keine sooo große Herausforderung....
    Mykhaylo
    @Victoria Bert Try expanding non-stop. To protect new expansions AND to secure and free new areas for expansion try using balistas only (while using mobile units to simply lure the infected towards balistas). Just don't be afraid to build balistas everywhere. Once you gain new ground - destroy old balistas. Try building as few units as possible - just rely on balistas. How to stay alive before the final wave while mass expanding: once you see your building being infected en masse - don't panic, they are not being destroyed - they are simply being frozen. Pause the game and start building fences to create a border between the infected territory and the safe areas. Then also build a balista or two. Then wait for zombies to suicide into your fence with balistas. Then simply send out a squad to clean up the area and repair captured buildings - no need to restart the game. Yeah balistas only require like 4-5 blocks of fence (facing the attack direction) near them to basically be impenetrable. Here is a pro trick on how to survive the final wave: don't build thanatos units until day 80. Maybe build like 1 or 2 for each gate. But, you have to make sure that before day 80 arrives you have a good economy and at least 5 thanatos barracks. Spend all the resources on expanding. Then on day 80 start building thanatoses like mad. Make sure 1 new is queued up right before the previous one pumps out. Sell resources if you have to. The key advantage that you get with this tactic is that you don't pay the oil upkeep for having idle thanatoses on the map and that is a HUGE advantage. You can expand like mad and surround everything with balistas and fences with those moneys. Now after all this, here is a super-pro trick for the last wave, which, in my opinion, simply breaks the game: SELL EVERYTHING YOU CAN RIGHT BEFORE THE WAVE ARRIVES! Yep. And buy usefull stuff instead. Walls, traps, thanatoses, upgraded balistas (miniguns), shock towers. I don't think you even need food. Hope your next game would be a win!
pedro
Great addition! I like it. It will be nice to have a leaderboard on 800% score, so we can check who survive more! I hope that the campagin gets done near!
SIR.Colloseus
TAB is a very good game to play, but it raises a lot of anger because of the Infections that come out of nowhere in the village, it's very hellish! I barely escort my troops to make a sweep around the colony that suddenly happens! , please lower the% of infections in the village, I've lost about 4 Maps all from the 30th, I do not want to lose this one anymore. Thank you.
SIR.Colloseus
I've noticed that the whole Game is HardCore mode, but neither will it prevent users from backing up the saves, I usually do this, so I figured it would be possible to put a Checkpoint every 10 Days, so when I spend 10 days in the game, a Backup would be available in case something went wrong, it would be a way to preserve that all-built save with a lot of effort, another idea is to add a new map, the Black Forest, contains a lot of tree but scarce of any other resource, would be very tight to build buildings.
John
i enjoyed the game and unlocked all the maps. Spent about 50 hours on the game, purchased around late June. I think the game had great appeal but lacked depth to create a reason to come back. Raising the difficulty is not the way to gain a larger player base. The game could benefit from more variety of units and buildings. Game needs a introduction/tutorial, but i'd imagine that would be part of the campaign mode. I also think a arcade/horde (wave) mode could work well where there is no pausing. Which would also work as a multiplayer/co-op mode.
llllllllIIIlll
Would be nice to get some more updates on your progress - you don't seem to be keeping your 2-3 weeks promise at all

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