I've been doing a lot of work under the hood for turret functionality this week. They run out of ammo now and will need to be resupplied using the energy dropped by monsters. The way it works now makes turret placement fairly important because if they're too close to each other you'll waste ammo when they target the same creeps. In my play tests it seems like there's just enough dropped energy to support two turrets indefinitely against normal creeps. I expect this will change when I introduce specialists, but I'm not sure how exactly since they're harder to bring down but will drop more energy. Ultimately I want any real advantage the player has to come from gathering extra resources during the day, though. Mining a couple thousand extra units of energy should make the real difference.
The turrets are getting a cosmetic upgrade too.
original:<img src="http://imageshack.us/a/img821/7812/fqj0.png" border="0" />
new: <img src="http://imageshack.us/a/img580/1713/hu7q.png" border="0" />
I'll texture them eventually too but that can wait until my final spit and polish pass. Same goes for the monsters, including this new one which I've been calling the Bruiser:
<img src="http://img43.imageshack.us/img43/5361/omkz.png" border="0" />
He'll be the anti-turret unit, I think. I'm not sure if he'll destroy them or just disable them though.