Waves 2 Alpha 5.2 Patch Notes

These changes should be live right now!

New Enemy!

Introducing the Tiny Cube (Better names on the forums please).

Currently only spawning in Survival Mode as they are something of an experiment the Tiny Cube is the first of many new eneemies to go in the game. I’m planning on rolling them out one or two at a time so I can gather feedback on each one as I balance them.

Tiny Cubes are slightly faster than their larger cousin but cannot Charge and are not guarenteed to kill the player on touch. They have a large health pool and high armour with a slow regeneration. They explode on death damaging enemies within 500 units. They sometimes get stuck in walls when they spawn (known issue).

There will be more forms of Cube enemy being added to the game in the future with the Tiny Cube being the smallest, least dangerous and cutest.

GRID Changes

This update will invalidate GRID save games as the new data structure isn’t compatible with the old one.

The Administrator AI has a new ICE deeck to play with. This version is more modular with more low-cost cards for it to play. This should mean that there is more variety in the exact kind of enemies that get spawned on each Server. This will be a constantly changing process over the rest of development so is by no means final.

Bonus Objectives

Each Server now has 3 Bonus Objectives to be achieved. Similar to the very first version of GRID that ever existed theese objectives are currently stat driven although I have plans for more complex objectives later on.

Whenever a Server is generated the Admin will play 3 unique Objective cards on it to create that servers Objectives. There are currently only 4 possible objectives available but this number will increease in the future. Ideas for future objectives are welcomed so please post them in the forums.

Progress towards an objective is saved so you don’t have to complete them in a single run.

Wanted Level

GRID mode no longer uses the same dynamic difficulty system as Arcade mode and instead now uses a Wanted Level system.

At Wanted Level 0 only Passive enemies will spawn representing the Server at rest. Once you start damaging subsystems however they will send out a call for help pumping the Wanted Level up to one and allowing the AI to start spawning more aggressive enemies.

If you don’t attack any Subsystems for a while your wanted level will decrease and it can eventually return to zero. This is unrelated to the Trace mechanic which can only be halted by disconnecting.

Wanted Levels are reduced by:

  • Player Death
  • Building Control Nodes
  • If 20 seconds has passed without an increase to Wanted Level.



  • Camera now tries to keep important actors on screen such as Subsystems and Triggers.
  • All Enemies that follow the player can now use Navmesh Pathfinding if they cannot reach the players location.
  • Cube Avoidance has been improved.

Arcade Mode

  • Can now choose which type of Arena to play in on the Arcade mode screen.
  • Added new “Tiny Cube” enemy to Survival Arcade mode (experimental).


  • GRID now uses a “Wanted Level” system for controlling Enemy Spawning.
  • All Servers in GRID now have Bonus Objectives that can be attempted.
  • Server ICE has been rebalanced.


  • Time Extend message now correctly displays the time.
  • Keybinds settings screen added for keyboard and controller.
  • Added on-screen prompt for triggers that need to be “used” to activate.
  • Objective tracker added to GRID HUD.
  • Controllers now use a virtual Cursor to interact with the menus.

Bug Fixes

  • Fix for potential crash when using Emergency Teleport when being Charged by a Cube.

These are things that look like bugs but in fact need to be implemented (usually because the UI already has space for the feature).

  • Upgrades display not currently functioning.
  • No Gameover when fatal brain damage incurred during GRID.
  • Attached Hardware display not functioning.
  • Clicking on Installed ICE doesn’t do anything.
  • Nothing is awarded for clearing Servers.
  • Dive mode doesn’t use Harder Room Styles as Player gets Deeper.
Known Issues
  • Some AMD Graphics cards crash on Startup. This is related to UE-51650[issues.unrealengine.com] There is nothing I can do about this at this time.

Waves² Alpha 5 Patch Notes

These changes will be live at 18:00 hours on Feb 2nd 2018.

Gameplay Changes

The most significant changes can be seen in Dive and GRID.

Starting a Run (GRID)

Running a Server in the GRID is no longer a linear experience. When you open a Servers Info screen a Scan will be started (if needed) during which the internal Network gets generated.

You only need to scan a Server once and while you can rescan as much as you want nothing will change when you do.

On the Server Info screen you will be shown the Servers Internal Network but you will not be able to see details about any of the Rooms inside except for the Router which will form your starting location. It is from this screen that you begin your Run.

Traces (GRID & Dive)

During GRID and Dive the server will be running a Trace algorithm to try and locate you. This is shown by a countdown until the Trace is completed (just like Rush and Crunch Time). The speed of a Trace depends on the number of Control Nodes the Server has in a Room. Destroying Control Nodes and erecting your own will slow down the Trace.

If a Trace completes your Avatar will be destroyed and you will lose a Proxy (life) in GRID mode or the game will end in Dive.

In GRID mode if you lose a Proxy (life) then the Trace will start over rather than resume (as the Proxy you were using has already been compromised).

Controlling Rooms (GRID & Dive)

To take Control of a Room you must first destroy the Control Nodes in each room and then replacing them with your own by Uploading a Virus. To upload (or download) any file you must first touch the trigger left by a destroyed structure, once a File Operation has begun you must stay within the Trigger for it to continue. Leaving the trigger will pause the process and returning will resume it.

If you leave a Trigger for more than 10 seconds it will time out and either disappear or respawn the original Structure.

When all the Control Nodes in a Room are under your Control (as indicated by their colour) the Level Exit will open. When this happens all existing enemies will be destroyed and new ones cannot spawn.

Level Exits (GRID & Dive)

To leave a Room you must enter the Level Exit and hold down your Use key (E for Keyboard and A for Controllers). Your Avatar will despawn and what hapens next depends on the mode you are playing.

In Dive mode you will proceed to the next room automatically and this will continue until you eventually die.

In GRID mode you will return to the Network screen where you can choose a new destination.

Controlling Server (GRID)

To take control of a Server requires that you take control of the “Core” which can be found in the Servers “Root”.

The Core is protected by a Shield making it invulnerable. To disable the shield you must destroy the Shield Regulator strcutures. Once all of the Shield Regulators are destroyed the Core will be vulnerable.

Shoot The Core to take control of the server.

Shield Regulators do respawn so you may have to repeat this process a couple of times.

Once a Server has been taken over the Run will automatically end and you will be returned to the GRID screen.

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Unreal Engine 4 – Sorting by Arbitrary Properties

When creating the File Manager and Inventory screens for Waves² I found myself needing to sort lots of arrays of various types by largely arbitrary properties. I adapted this snippet to be able to sort arrays of either objects or structs by almost any UProperty within them. You’ll have to implement sorting by structures yourself but this took care of sorting tables full of strings or numerical values. Continue reading

Waves² – Items and Files

Disclaimer: This topic has nothing to do with Arcade (soon to be renamed to “Arena”).

In case the giant “Coming in Alpha 5” on the Inventory screen wasn’t a big clue I’m working on the Inventory and RPG parts of GRID for the next update.

I just today got the Shop fully functional and wanted to solicit some opinions on the bit that comes next.

The Marketplace

The Marketplace is where Items of all kinds are sold to aspiring Hackers. The primary Physical items are Hardware and Boosters and the Digital Items are Scripts and eBooks.

Physical Items must be delivered before they can be used while Digital items are added to your Purchased Files instantly.

Whenever you sell anything (be it physical or digital) you will instantly receive payment and the Item or File will be removed.

Continue reading

Alpha 4 Is Live (Patch Notes)

Leaderboards have been reset for all game modes.

Major Changes

  • Complete overhaul of enemy spawning AI.
  • Complete overhaul of GRID mode.
  • Dive Mode Added.
  • Chase Mode has been Redesigned.
  • Gauss Rifle Direct damage improved.
  • MALLARD Direct damage improved significantly.
  • Enemy balance has been adjusted.

Minor Updates

Too many to list. This update includes A LOT of small changes and I honestly can’t list all of them.

Spawning AI Overhaul

The spawning AI has changed significantly although I have attempted to keep the overall difficulty the same. The AI now combines different Tactics (a bit like Patterns) with different Enemies as if it is playing a Card game. It earns Mana as a result of the Player’s actions and by playing “easy” cards and then spends that Mana on “hard” cards.

This AI is also at the core of how the Administrator AI in the GRID works (see below).

The overall result is that Enemy types are no longer limited by the players level and the Ambushes are no longer limited by time. This should result in a faster ramp-up for good players with more ambushes occurring more frequently and in combinations previously not seen.

GRID Overhaul

The GRID mode as it existed previously is no more. Alpha 4 is a stepping stone to a complete overhaul of the mode into a complete Roguelike Campaign mode.

You are a Hacker working on behalf of a Benefactor whose goal is to gain Notoriety by infiltrating Networks, stealing Files and crashing Servers.

When you start a new game of the GRID you must choose a Difficulty, Character, benefactor and Rig (Currently only 1 of each is available). You can also change your starting Loadout using Items you have unlocked via Arcade modes.

You can have up to 8 GRID games in progress at a time and can load old games from the Game Manager screen.

On the main GRID Navigation screen you will see your hackers information on the left and The GRID on the right.

The layout of the Servers in the GRID is procedurally generated and there will be gaps where no Server exists. Your Hacker has a location and the Servers you can interact with are indicated by the red outline.

The AI installs ICE onto each Server that changes what kind of enemies you will encounter. Each Server additionally has a Mission to complete. Currently there are only 2 but this is set to expand during Beta.

Clicking on a Server will select it then clicking on it again will open the context menu. The top Icon is “Connect” and it will begin a “Run” on that Server. The bottom Icon is “Bypass” and will change your location to that Server assuming you have already completed it.


During a Run you will encounter Structures that look like large Towers. These are Firewalls and they prevent you from progressing to the next level. Destroying all the Firewalls in a level will open a Portal and sitting in the Portal for 3 seconds will transport you to the next Level.

Mission: Recon

During a Recon mission you will have to reach a specific Level and destroy all the Firewalls you encounter to open the Exit.

Mission: Data Theft

Depending on the Mission you are performing different Structures may appear such as a blue Database on the Data Theft Mission. Destroy this Structure and collect the File it drops to start a download from it. Once the Download is complete the Exit will open and you can Portal out of the Server with your prize.

Dive Mode

Dive Mode is an Arcade variant of the gameplay developed for the GRID. Similar to Rush you start with 60 seconds on the clock and lose 10 seconds each time you die. The only way to gain time is to destroy the Firewalls in each Level and Portal to the next Level.

Chase Mode

Chase Mode has undergone a redesign. Instead of the checkpoints resetting the timer to 5 seconds each Checkpoint now rewards you 2 seconds of additional time. This allows you to build up a reserve of time by moving between checkpoints quickly.

Alpha 4 – Soon. Also Gifs.

Assuming nothing terrible happens Alpha 4 drops next week.

I will be updating the Preview branch with an Alpha 4 RC hopefully tonight (Sunday the 12th of March) so those of you who enjoy finding crash bugs can go to town on it and do all the things I never thought to try.

Alpha 4 changes around game balance quite a bit so there will be a Leaderboard wipe to accompany it’s release.

It also looks more spiffy.

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Waves² Alpha 4 Preview and Card Game AI

The “Unstable” branch is no more! Long Live the “Preview” branch!

Since Unstable was originally created for testing the Shipping build of the game (which is now the standard version everybody uses) it has been removed and replaced with a new branch called “Preview” which is going to be used to test upcoming major updates.

Anybody can use the Preview branch and there is no password required. Just be aware that things are far more likely to not work correctly/be balanced/be fun in this version.

To kick everything off the Preview branch has been updated with the first Alpha 4 Preview build.

After many weeks of work the Card Game AI system and Modular game modes tech is in place. From the point of view of the players you won’t see any obvious differences. What you do as a player hasn’t changed AT ALL. The main difference is in how content is authored and how enemies are spawned which I will go over below. Continue reading

Waves² Alpha 4 – What is it?

Alpha 3 has had it’s final patch today bringing the total number of Items up to 36 and thee total number of Item combinations to 46,656 (not counting the ways you can distribute the Upgrade points which I don’t know how to calculate but is immense).
That means I’ve started working on the Alpha 4 update today and wanted you all to know what’s going to be in store.

Now as a quick aside I’d like to mention that there is a backstory of a sort to Waves² it’s just never really been a prominent part of the game. The idea is that the game itself is an operating system used by hackers to navigate Cyberspace. That’s why enemies are called Bugs and Viruses and why every Arena that gets generated expresses it’s seed value as an IP address (that plus they are much shorter and easier to remember than 32bit integers).

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