Garrison: Archangel - Indigo Entertainment


After 3 years in development, Garrison: Archangel is finally fully released!

The epic, high-speed, customizable mecha fighting game Garrison: Archangel launches today!

We'd like to thank all our supporters and players who've stuck with us up until this point. We couldn't have come this far without all of you!

As a special bonus, we'll be having a special 25% OFF Launch Discount!

We hope you enjoy the game. If you do, please tell your friends and Family about Garrison: Archangel!


What Now?

Though any major developments and updates will cease in the foreseeable future, our Development Team will continue to fix remaining bugs and adjust any mechanics that aren't working as designed. We will be around to listen to feedback and any bug reports from our player and community, just like we had been doing in Early Access.

We suggest joining our community Discord where you can talk with the devs and other players of the game. This will also help you find other players to fight in multiplayer via steam remote play. Occasionally, community activities like design contests and content creation drives are also hosted there, so don't miss out on the fun!

For any further news and announcements, we also have social media channels such as Facebook and Twitter accounts. Where we also share interesting videos, articles and content about the game.

Our YouTube channel hosts videos of our game's development, as well as trailers and recordings of prior contests and tournaments.

Once again, thank you for supporting Garrison: Archangel, and see you in the Arena!
Garrison: Archangel - Indigo Entertainment
We hope everyone is doing well with the current events going on around the world. Despite the quarantines, our small team has been hard at work updating and developing Garrison : Archangel. Lots of big updates are coming your way!


PUBLIC RELEASE
A major public update to the game will be released tomorrow, May 1st. It will be the culmination of two months' worth of updates and opt-in testing on our preview branch of the game. The many features below are what you all can expect when it drops!


OFFICIAL SOUNDTRACK


This was repeatedly requested, and finally it's here!

The Garrison: Archangel Official Soundtrack will be up for sale tomorrow, May 1st! It features all the songs in the game composed by Richard "RE:CHARRED" Nicolas. Enjoy the beats and rhythms of fast-paced, customizable, mecha combat! The OST includes 18 special non-looped versions of tracks used in-game plus a special bonus!

You can even buy Garrison: Archangel and the OST as a single bundle for some savings! Check the DLC section of the Garrison: Archangel store page for more details.



SIX ALL NEW WEAPONS
You heard that right! Six new weapons have been added to the game in the last two months. These are brand new weapons with new mechanics (or new combinations of existing mechanics) not seen before in the game.

Sunshooter Railgun


Powered by Shenji. The Sunshooter, so aptly named, was a secret weapon used against the Solar Empire during the Tian Annexation Conflict. It is a handheld railgun that fires special guided ricochet projectiles. The weapon can be easily identified by its distinctive bow-shaped cooling fins.

An alternate fire mode converts the special ammunition into a disruptive shot called 'Crowbiter', which temporarily slows the enemy down by 50% on hit.

Brahmastra Laser Cannon


The Brahmastra Mega-Laser Cannon is a huge, complex energy projector array mounted on the back of the Archangel. When deployed, it fires a powerful, continuous beam that is strong enough to cut open the hulls of large warships. One can only imagine the damage it could inflict unto smaller craft... such as other Archangels. This massive weapon is a product of Astra Solutions.

Daga Parry Dagger


A lightweight dagger developed by Maaga Manufacturing, using special movement data from an ancient fencing style for its agile maneuvers and attacks. The weapon lives up to its name due to its capacity to parry melee attacks, opening enemies up for counterattack.

Trifoil Thrusters


These thrusters are straightforward in function. They provide powerful boost bonuses while the Archangel is in the air. Its activated ability is called "High Speed Hover." It pushes the Archangel upward and temporarily gives it a flat mobility bonus. For the same duration, the mode also allows them to float (negate gravity), which usually means they'll also retain the benefits of the passive aerial boost bonuses. It was made by Montaglione.

Tomoe Reflectors


Shoulder-mounted Archangel Equipment that Yoshikawa kept secret due to the proprietary 'Mitama' reflector technology utilized in its construction. The weapon is capable of absorbing and redirecting attacks directed at the Archangel, later releasing it as an orb-shaped explosion centered on the user.

Shikigami Sword Drones


A shoulder-mounted weapon commonly used by Yoshikawa as a force multiplier for their security forces. The Shikigami Sword Drones deploy to rapidly orbit around the Archangel, damaging enemies who come too close. When wielded alongside other Yoshikawa products, their sword-master Archangels are a sight to behold on the battlefield.

ALTERNATES FOR EXISTING WEAPONS
We also added new alternative versions of existing weapons! Unlock these in Missions Mode to see what they're all about!

- Chrysomallos - Alternate of the Flanker Thrusters.
- Astrape H.S.T.A - Alternate of the Astrape Laser Cannons.
- Gram Railgun type-S - Alternate of the Gram Railgun.


NEW FEATURES
Lots of new features have been introduced since the last public update! Here are the newer ones below:

GIF Recording


This new feature allows you to record highlights of your fights in the form of 6 second GIFs! Recorded GIFs are put into the Garrison: Archangel Folder where your garage mechs are saved.

Simply make sure the GIF recording function is set to 'Manual' in the Game Options, then press F2 / Back / Select to instantly record the previous 6 seconds (from when you pressed the record function) of a match.

There is also an option to automatically record the final 6 seconds/finishing blows of your matches! This can be achieved by setting the GIF recording option to 'Auto' instead.

Archangel Sharing Codes
It is now possible to share your Archangels by using an in-game code generator in the garage. With a click, the new feature allows you generate a code you can copy-paste.

Simply put these codes into the new 'import' feature to instantly create a copy of your Archangels!

Combat Slow Motion Toggle
We know there are players who don't appreciate the slow motion effects that occur during battle so we put an option to turn it off in the game options. Said effects are triggered when an Archangel is stunned from vulnerability, parry or guard break... which may happen often depending on the match and the players involved.

Shared Keyboard Controls
Another requested feature for couch players, and one that fills the developers' hearts with nostalgia. We've added a rudimentary 'Player 2' command list tied to the unused side of the keyboard, allowing two players to play split screen with just one keyboard and mouse.

However, this mode does not account for the second player's camera controls and will only work reasonably well in a 1v1 duel setting. Check the controls panel of the options screen to see these commands.

Multiplayer : Ease of Access for Steam Remote Play
We're aware of everyone's desire for improvements to our existing multiplayer function, and given the limited resources we have, we've decided to focus our multiplayer development efforts to Steam Remote Play.

We've put in-game tutorial and adding features like the above Archangel sharing codes and shared keyboard controls to facilitate ease of use. We also put in game links to our discord channel, as well as links below, so you can search for players and friends to set up games.

Steam Remote Play even allows friends to share one copy of Garrison: Archangel, so we highly recommend it!

The previously existing peer-to-peer multiplayer lobbies will remain in the game, though any further development to these functionalities, if any, will be very minimal.

Updated Codex, Messages and Lore
Lots of lore, codex entries and messages from the different factions now flesh out the universe of Garrison: Archangel! Some weapons and parts also have updated descriptions, and shed some light on the different Manufacturers' background.

Jockeys and Ghosts also have their own sections, which unlock when they are encountered in the Arcade and Missions modes. These entries also track kills, victories, deaths and losses against the player.

On top of the music player, we also included a cutscene viewer for endings unlocked. There are several endings you can get in Missions mode, so make sure to give it a try!

Steam Achievements
We've added Steam Achievements to the game! In addition, there will soon be Trading Cards and other community collectibles coming out!



COMBAT SYSTEM OVERHAULS
In our quest to refine and balance the game, we've applied some hefty changes to existing global mechanics!

Stability, Vulnerability and Stunning
The stability system was changed significantly by increasing base vulnerability to 800 and applying 'stun' on the first hit that puts the Archangel into the vulnerable state.

Stun is a state that is applied on parries and guard breaks, which prevents the Archangel from being able to dodge cancel out for the duration. This means that staggering enemies by putting them in the red allows for a free followup hit from which they cannot cancel out. The system change also keeps an enemy vulnerable for longer and allows for more hits before they are destabilized.

This change has allowed melee weapons with weaker damage to shine, especially those which have higher armor to stability damage ratios. Weapons like fusion blade and the newly introduced Daga can make full use of the extended vulnerability for longer combos.

Deflection
As part of the new stability system, we've introduced a global armor deflection bonus that scales off your Archangel's Armor stat. This bonus removes a portion of all incoming armor damage.

However, all deflection is nullified while an Archangel is put in the vulnerable state. This all goes back to the update regarding the extended vulnerability described above. Stagger an enemy Archangel and capitalize on its vulnerability to win!

With the introduction of this global deflection buff, some existing weapons have been given the armor-piercing tag, which allows them to bypass a portion of the enemy's deflection values. Weapons like the Wespe Assault Rifle, Schafer Flamethrower and the Homing Lasers have this ability.

Dash Speed / Distance
The Strength value of an Archangel now also modifies the 'Dash Speed' and 'Dash Distance' stat. Dash Speed refers to an abstracted speed the Archangel travels when using actions that use a quick burst of power. These actions include dodging, attacking with melee weapons, and using thruster maneuvers. Dash Distance refers to the estimated distance (using in-game meters) traveled when dodging, which can be used as a metric with which to compare the other movements (such as melee attacks).

These stats are also derived from an Archangel's base mobility value, which is its natural movement speed. Several weapons and circumstances may further increase this value, such as the Assault Drive mechanic we previously introduced.

Underload and Overweight
Underload bonuses and Overweight penalties have been standardized and reduced overall. Bonuses before could go up to 25% for being under the weight limit, now the maximum has been set to a scale of up to 20% for all affected stats. The penalties for being overweight have also been similarly reduced to a 40% factor rather than the previous 50%.


MISSION MODE : KILLTEAM SYSTEM REWORK
The ghost Killteam system has been reworked after much feedback from players of Missions mode. Killteams will no longer create their own phases and prolong missions; They will now be merely introduced as additional enemy forces without affecting the mission objective and timer tracking.

This means it is now possible to pursue mission goals while ignoring the Ghosts sent to kill you... but multiple ghosts from different factions may team up to get the bounty on your head!


WEAPON REWORKS AND BALANCING
A lot of weapons were reworked for the sake of balance, and many more had small value adjustments. The actual list of overall balance changes is really long, so we only included weapons here with significant changes.

Homing Lasers
The Homing lasers now use a charge-to-fire function similar to the Gram Railgun and the Labrys Gigantas special. The longer it is held, more lasers will fire. Individual laser power may also increase.

Tatzelwurm / Bushwhacker Cannons
Instead of rapid alternating shots, the cannons now fire paired shots and push the archangel back with massive recoil. The reload cooldown for ammunition has been lessened, however.

Thrusters
All thrusters now provide passive dash distance bonuses on top of their boosted speed bonus. Most thruster maneuvers save for the charge and sidewinder thrusters also now function as cancels. They immediately end your current action and perform the maneuver.

Held Weapons
Held rapid fire weapons and most charge weapons now allow the use of boosted movement to increase one's speed. Certain held weapons will not allow this movement due to the powerful nature of their capabilities (such as the brahmastra and the railgun).

Non-reloadable Weapons : Molniya SMG and Dragoon SG
These weapons were designed to have limited use in a 1v1 PVP setting due to their powerful stability damage, large ammo count and other features like the capacity to move while rapidly firing or having a cancel window on projectile hit.

But given the existence of missions mode and player feedback, we've decided to give these weapons an 'emergency' reload function when their ammo pool has been completely emptied. However, this reload only grants a few bullets after a long cooldown period, rather than the whole count.



LOTS AND LOTS OF BUGFIXES
As always, we've been working with the community's bug reporting to quash any bugs we've found. Quite a lot of them have been addressed over the course of two months! We'll continue to keep our bug reports channels open and address any player reports that come.


EARLY ACCESS DEVELOPMENT IS OVER!
Surprised?

This is our FINAL EARLY ACCESS BUILD. The changes you are seeing above will be our last update - and the first version of a fully realized Garrison: Archangel.

We will be launching Garrison: Archangel as a full release game on May 15th, 2020!

We'd like to thank all our supporters who have helped and guided us on this long and winding road. We couldn't reach this goal without all of you.



_________________________________________________

As usual, make sure to like/follow us on Facebook and Twitter for news and updates!
We also have a YouTube channel where we posted videos of our game's development.
You can also visit our Discord and talk with the devs and players of the game!
Garrison: Archangel - Indigo Entertainment
As we approach the end of our early access development for Garrison: Archangel, we're very excited to give you all a glimpse of what's to come!

Project GA is proud to present our coming visual novel in development, GAL-SAN ARCHANGEL!



Set in an alternate universe not too far off from Garrison: Archangel, you are put in the shoes of a young man who has just transferred into the prestigious SAINT ARCHANGEL HIGH SCHOOL.

There, you will experience a new kind of adventure : the trials and travails of youth!



... And maybe, just maybe... the blush of First Love?




Live (or relive) those romantic high school days! Meet new friends and potential partners in this one-of-a-kind school life and dating sim by the team that brought you GARRISON: ARCHANGEL!











"See you at school, SENPAI."






COMING SOON™
Mar 27, 2020
Garrison: Archangel - sleipnir
The available Free Demo version of the game in the store front received an update after a long while. This is to match the recent major changes that have been made in the last year. These updates include a lot of engine optimizations, better visuals, and new gameplay elements.

As it is just a demo, there are still only limited parts and modes to play with, but these will give you a taste of the content available in the full version. You should be able to play with a friend with Steam Remote Play Together too.

Join the Early Access to enjoy the Single Player campaign, more unique Archangel Frames, more unique Weapons, alternate skins for Frames and Weapons, more Stages, and more Custom Game Modes. We also have a Preview branch that offers weekly updates for testing.
Garrison: Archangel - Indigo Entertainment
January was a very busy month for us, and we put out weekly preview updates in anticipation of this major update! 2020 is going to be an exciting year!

PUBLIC RELEASE : IMPERIAL LEGION, PIEDRANA SEPARATIST ROUTES AND ENDINGS

The last two story routes for Missions mode are now in the preview mode of the game, with a new threat to uncover!



The other two factions complete the story of the Baja Secunda conflict. This new storyline comes with new endings and new missions. The real reason for this conflict is unearthed!

Will the people of the planet survive the consequences of its revelation?



On top of that, new missions have been made for the Du Couronne and Sunfield Frontier factions as well! This means that the main routes should have 4 special missions at different points of positive prestige ratings!

With these secrets unearthed, the fate of Baja Secunda is now truly in your hands!



These new missions will go into the public build on Wednesday, February 12th!


GAME MECHANICS BALANCING : DODGE AND MOBILITY



A major update to mobility and movement is here! As described in previous updates to the preview build and wednesday warzones, we increased base movement speeds across the board, while also lessening the mobility differences between different speed types.

To coincide with this, however, we reduced base dodge distances for all units. This is in addition to the changes discussed in the last Archangel Announcement, in which we increased or applied uniform pauses before refresh.

We also applied the directional movement penalties of locked on movement to both lock-on modes. You will now only receive full mobility bonuses when unlocked.

We did this to balance the speed stat, which had come to affect too many important aspects of Archangel movement. This change also highlights boosted movement/flight as a cost effective alternative to the exclusive use of dodge and dodge cancel.


WEAPON OVERHAUL : BALANG ARAW





The Balang Araw Large Missile has been drastically reworked. It comes with a new, modified model, animation and mechanics! The missile will now fly at a reduced arc towards the target and can now detonate prematurely!

We hope this makes the weapon more viable for its weight and risk.


BUFFS FOR MANY, MANY WEAPONS

We have applied many powerful buffs for weapons we felt were underrepresented and/or underpowered. We want to make competitive PVP more and more diverse in terms of strategies and loadouts, so we decided to power up a lot of existing weapons!

Melee Weapons (and other weapons with melee attacks) like the Blutreiter, Mugenzakura, Sytekh, Shenqiang, Strelka and Nere Crucis have received increased base damage to some or all of their attacks. Even the melee attacks of non-melee weapons like the Dragoon SG and Molniya SMG have received hefty buffs to their bash attacks. Several melee attacks also had their animation speeds and dash distances raised.

In addition, charging weapons like the Mugenzakura and Charge Thrusters have had their charging attacks modified to become instantaneous hits upon touching the enemy, rather than having delays before the actual hits.

Ranged Weapons are more of a mixed bag, since some of them have received penalties and reductions rather than straight upgrades. For example, the Linear Missiles (Uhlan and Kopeyschik), Emancipator and Dragoon Shotguns received some damage increases, while the Schafer Flamethrower and Balang Araw received reductions to damage.

However, the most significant improvement that affects a lot of them is the capability to boost while holding down the weapon. This ability affects held weapons like the shoulder and back missiles, rapid-fire weapons like the vindicators and handheld machine guns like the Wespe and Molniya, and other similar equipment (like the Schafer Flamethrower and Astrape Dual Lasers). Some back-mounted weapons still do not receive this benefit for the sake of balance (like the Tatzelwurm Dual Cannons).

In addition, handheld ranged weapons like the Burst Rifle, Vajra Cannon, Emancipator, Magnum Barrette now enjoy slightly reduced recovery time between shots, allowing you to fire them faster than before.

Thrusters have had their weights reduced by 250 points across the board. This allows them to become low-weight options and frees up load from existing builds that use them, giving them some small benefits such as reduced dodge costs and slightly increased MDM on top of the Thruster's bonuses and abilities.


NEW GARAGE TEST MODE FEATURES



We added several new features in Garage Test mode, such as visible enemy boost, enemy stability, and command input tracking.

This should help more people practice with more precision and detail!


OTHER MECHANICS TWEAKS AND FIXES

Other game mechanics tweaks that are relatively minor and do not fit in previous categories involve fixes to archangel alignments during attacks, predictive aiming with ranged weapons, X/Y target-changing fixes, and several AI behavior adjustments (particularly for missions mode grunts after the boost/mobility changes).



METRO MANILA MINI-TOURNAMENT

Another splitscreen PVP duel tournament will be held on February 22 at the Spawn Point Game Lounge! We will be playing the game and participating as part of The D.A.R.K. Tournament Full Boost: Hard Rock Save the Space! Click the link to get all the necessary information!

Like previously, the grand champion of this tournament will be added to the community character roster, an encounter in the Arcade as an enemy jockey. (and/or as a Ghost in Missions mode, if the winner so chooses!)


DEVELOPMENT CONTINUES

We're getting very close to full release! The main story routes are done and all that's left are refinements and polish of existing systems. However, new features and mechanics changes are still on the table, so you can expect more from us in the future! Please continue to support us as we head for completion!


_________________________________________________

As usual, make sure to like/follow us on Facebook and Twitter for news and updates!
We also have a YouTube channel where we post videos of our game's development.
You can also visit our Discord and talk with the devs and players of the game!

Garrison: Archangel - sleipnir
For the new Public Early Access Update, this covers the major features and changes from last 4 months. To get weekly development updates, you can join our Preview branch for testing.

The full text and detailed changelog can be accessed here.

Campaign Updates
- Sunfield Frontier Final Paragon Mission, Ending Cutscenes.
- Ducouronne Final Paragon Mission, Ending Cutscenes.
- Improved Missions Squad AI.
- Multi-targeting on some Missile weapons upgrades.

New Melee-oriented Internals
- Fine Manipulators - Reload & Trick speed +30%
- Assault Condensers - Trick Charge Rate +20%
- Melee Overdrive - Melee attack speed +15%

New: Assault Drive
- Melee Dash Bonus
- While Boosting, accumulates up to 30% increased dash speed for melee attacks.
- After Dodging, instantly gains 30% increased dash speed for melee attacks.
- Dash speed bonus decays over 2s.

New: Assault Reload
- Reload Speed Bonus
- For WESPE AR, EMANCIPATOR SG
- After projectiles hit, instantly gains 30% increased Reload speed.
- Reload speed bonus decays over 2s.

Boost Regen
- Boost cooldown (instant) no longer overrides Dodge cooldown (0.9s) when used in sequence.
- Overload regeneration decreased to 3s.
- Dodge regen delay increased to 0.9s.
- Boost regen delay increased to 0.3s.

Weapons Changes
- Rapid Missiles - Increased missile lifetime from 1.5s to 3s.
- Fusion Blade - Added 2 Burning stacks on melee and projectile hit in Charged mode.
- Liberator - Cooldown reduced from 2s to 1s.
- Hawkeye Sensors - Cooldown bonus increased from 10% to 20%.
- Blutreiter - Transform speed increased by 20%.
- Nere Crucis - Transform speed increased by 20%.
- Peacemaker - Increased Special shot startup from 0.15s to 0.2s.
- Peacemaker - Incresed Special shot intervals from 0.05 to 0.07s.
- Cannons, Dual Lasers, Railgun - Added Hyperarmor to ready Frames.
- ICBM - Lowered cooldown to 12s.
- Barrier, Aurora, Hata Jirushi, Hawkeye - Increased startup animation duration to 0.5s.
- Barrier, Aurora, Hata Jirushi, Hawkeye - Buffs activation is now earlier, animation duration is unchanged.

Fixed: Unintended Input interruption from taking damage ticks, causing attacks to be buffered.
- Was more apparent in fast DPS ticks.
- The 'Damage Cancel' penalty was intended
- for escaping damage immediately, but not to delay incoming counter-attacks.

Garage Pattern Texture Scaling
Improved Camera re/locking.
Improved performance for Physics updates .
Improved AI attack and reaction timings for fair play.
Garrison: Archangel - Indigo Entertainment
PUBLIC RELEASE : SUNFIELD FRONTIER AND DU COURONNE ROUTES AND ENDINGS

Finally, it's here! We'll be releasing the long awaited Du Couronne and Sunfield Frontier final missions and endings for public testing this friday, December 20!



The two major belligerents of this wartorn planet can now be supported toward their ultimate victory! Will you choose the energy-mining conglomerate or the military aristocracy? The fate of Baja Secunda is in your hands!



Depending on which side you support, the war will eventually bring you to the orbit of the planet, where you will lead raids on their flagships!

There are still two more main routes we aim to complete in Q1 of 2020 : The Imperial Legion and the Piedrana Separatists. They will also reveal more about the nature of the conflict surrounding the wartorn planet and tell sides of the story that remain unexplained.

Also, another huge enemy!?




NEW MAP : ASTRAL VOID



To coincide with all these epic space battles, we released the Astral Void map! Set in the unforgiving vacuum of space, with space battle explosions in the background... Surely this will bring up some nostalgic memories from our older mecha fans!


NEW INTERNALS

Three new internal parts have been added to the game, giving people more options to customize and power up their Archangels!
- Augmented Fine Manipulators - Increase the animation speed of all hand weapons' 'Special Attack' and 'Reload' functions.
- Overclocked Melee Subsystems - Increase the animation speed of all melee attacks.
- Kinetic Assault Condensers - Increase the charge rate of all weapons with the 'charge' system. (Dominus, Star Gauntlet, etc)


BALANCING AND NEW MECHANICS

With last month's introduction of Steam Remote Play and our recent live tournament (Clashpoint Paradox), we were able to gather updated PVP data. This led us to revisit some systems and review our game's balance (in terms of arena battles). For this month of December until January, we may be introducing new mechanics and adjusting weapons in the preview branch of the game to experiment with new systems and tweak stats for existing weapons.

Some of these new systems will make their way into the Public Update described above.


NEW UNIVERSAL MECHANIC : ASSAULT DRIVE

The mysterious Archon Helix equipped on all Ghost Archangels give it strange and powerful abilities. With it, they enjoy much greater power output, gain the ability to absorb energy from destroyed enemies, and benefit from an invisible field that lessens incoming damage. However, another interesting capability this strange device grants them is the ability to store excess inertial force from thruster-propelled movement to later redirect them into the thrust of their melee attacks!



Mechanically, the Assault Drive is triggered whenever you use your boost/flight or dodge command. A small halo of energy will appear around your mech to signify it is active. Any melee attack activated during this period will have its dash range increased significantly. This new system gives all melee attacks a greater reach potential at the cost of some boost.

Very useful for melee-type units who have trouble catching up with mobile opponents with ranged weapons!


NEW WESPE MECHANIC : ASSAULT RELOAD

The reload mechanic of the Wespe Assault Rifle has been modified to give it a leg up over other ranged weapon options.

The aptly named "Assault Reload" triggers whenever an enemy is hit by the wespe's projectile. For a short period after the hit, the weapon will glow. While it is glowing, its reload speed is increased significantly, allowing you to quickly rearm the weapon.


NEW FUSION BLADE MECHANIC : BURNING MODE

The powered up mode of the Fusion Blade will not only fire off waves, but add a stack of the burning status effect to anyone damaged by its slashes.


DODGE AND BOOST REGEN PAUSE



The regeneration of boost pauses whenever one does an action, uses boost, or dodges.
The pause time for doing a dodge is increased to 0.9.
Boosting previously did not have a pause, and is now set to 0.3.


WEAPON TIMING TWEAKS AND ADJUSTMENTS

Several weapons have had their startup timings increased, such as the Agimat Barrier, Hata-jirushi, Hawkeye Sensor Suite and Aurora Field Generator - all of which previously did not have startup for their effects. Peacemaker's fan shot interval was also similarly increased.

Other weapons like the Liberator and the Balang Araw had the cooldowns on weapon recharge times decreased.

Some weapons had their transform animations sped up, such as the Nere Crucis and Blutreiter.

Expect more minor tweaks to weapon stats and timing until January!


VISUAL UPDATES : HUD, STATE PARTICLES, AND MORE!

As we develop the game, we've continually refined the graphics and visuals as we introduced new systems and content. Of particular note is the combo counter which now also indicates the enemy's state on hit and actually calculates how much of your final damage went through to their Hull after deflection and barrier considerations.

We've also been adding new effects for enemy destruction; some of them will now sometimes leave scorch marks on the ground. Effects for existing states such as overload, blocks, flinches, knockdowns, and burning have also been updated! It's best to see these for yourselves on the latest build!


NEW CHAMP PRESET : SHOUTOUTS TO ASH

The grand prize winner of the Clashpoint Paradox is now in the game as a preset character! Despite wielding only the flamethrower, homing lasers and the peacemaker, its high mobility and armor scores allow it to survive and win most encounters with its enemies!


DEVELOPMENT CONTINUES

As usual, even when we're approaching the end goal, we still have bugs to hunt down and parts of the game to polish! We'll be relying on our community more than ever to help us with reports and suggestions!


_________________________________________________

As usual, make sure to like/follow us on Facebook and Twitter for news and updates!
We also have a YouTube channel where we post videos of our game's development.
You can also visit our Discord and talk with the devs and players of the game!

Nov 20, 2019
Garrison: Archangel - sleipnir
Updates to improve PvE combat cameras in Campaign mode,
New Movement options, Weapon mechanics fixes,
And a new map to as a sneak peek at the upcoming space battles.

v0.24.3 PUBLIC

Updated: New Map - Astral Void.
Updated: Missile launch vectors. Tracking and lifetimes are unchanged.
Updated: Space and Sky maps now have more leveled floors.
Fixed: Camera mouse control sometimes not responding.

~
v0.24.2 PREVIEW

Updated: Added Idle and Wakeup states to Perfect Dodge conditions.
Updated: Reduced Perfect Dodge detection range.
Updated: Hit Counter now shows Missed melee attacks.
Updated: Hit Counter now shows Blocked attacks and reduced damage.

Fixed: Star Gauntlet level 3 collider size.
Fixed: Dominus level 3 collider refresh issues.
- Not being able to hit the same target more than twice.
- Not refreshing across match rounds.

~
v0.24.1 PREVIEW

Updated: Quick Boost Option Only - New Boost Jump
- Using the Boost button while grounded with any direction will have a short jump at startup.

Updated: New Quick Dodge Option
- Separated from Quick Boost.
- Double tapping movement then releasing keys/direction now directly activates Dodge

Updated: Cruise Flight movement
- Unlocked Camera - Now has Free Movement, indepenent of Camera direction.
- Soft-Lock - Now has Free Movement, not toward the Target.
- Hard-Lock - Now has controlled Horizontal movement while moving toward the Target.

Updated: Lock Toggles
- Toggle Type - Mouse 3, Analog R3
- Switches between Soft-Lock and Hard-Lock types.
- Toggle State - V, Dpad Down
- Switches between Lock On or Off.

Updated: Adjusted Unlocked and Softlocked camera offsets and rotations.
Updated: Added minimum range to target auto-switching.

Fixed: Hit lag will no longer interrupt while Hyperarmor is active.
Fixed: Afterimages not displaying the correct duration of i-frames.
- This did NOT change the duration of i-frames (remains at 0.25s), just visual issues.
Garrison: Archangel - sleipnir
For the new Public Early Access Update, this covers the major features and changes from last 4 months. To get weekly development updates, you can join our Preview branch for testing.

The full text and detailed changelog can be accessed here.

Steam Remote Play Together Beta

- An owner of the game can invite their Friends for local Split Screen.
- Other players do not need to own the game.
- Players' Steam Clients need to be opted into the beta.
- One or both players are recommended to have Gamepads.
- For more information, check the Steam Announcements.
- And this dev thread.

Mech Save File Sharing

- Copy/Paste easily without editing
- Can be loaded while the game is running

Pattern Options

- Texture, Marking, and Glow Layers
- Under the Advanced Colors in the Garage

Pattern Unlocks

- Arcade clears
- Faction prestige
- Campaign completion

Campaign Updates

- New Special Missions, Rewards
- New Paragon Missions, Rewards
- Improved Minimap
- Mission map pools adjusted
- Ghost Presets/Unlocks
- Improved Grunt Squad AI
- Tank grunts
- Helicopter grunts
- Turret placements

New Arena Maps

- Crater
- City
- Desert
- Carrier
- Lava

New Hazard Maps

- Drift
- Eternal Sky
- Flotilla
- Desert
- Abandoned City

Player Experience

- Arcade Records
- Campaign Records

Arcade Mode Updates

- Matches reduced per difficulty
- Pattern Unlocks
- Archangel Presets/Unlocks

Ghost Codex

- Includes Win/Loss records, Lore
- Arcade Jockeys (x18 Preset, x20 Champion)
- Campaign Ghosts (x24)

AI Improvements

- Movement
- Boosting, Dodging
- Weapons

Quick Boost Option

- Double tap directions & release to Dodge
- Double tap directions & Hold to Boost

Mech Combat

- Build Overweight penalties doubled
- Improved UI popups
- Improved UI Hit Counter

Melee Mechanics

- Light/Power/Bash Attacks
- Melee Clash
- Projectile Clash
- Hit-Lag advantage on the attacker
- Weapon Guard Frame stuns removed

Ranged Mechanics

- Manual Reload animations slowed down

Shield Mechanics

- Deflect
- Perfect Guard
- Parry
- Guard Break

Boost Mechanics

- Boost Regeneration is now based on Weight percentage
- Overload Recovery is now based on half of Boost Regeneration
- Attacking while in Overload applies self-Burn stacks

Defense Mechanics

- Directional Wake Up Tech
- Perfect Dodge scene
- Dodge costs 1x
- Attack Dodge-cancel costs 1.5x
- Damage Dodge-cancel costs 1.5x
- Stagger Dodge-cancel costs 3x
- Destab Dodge-cancel costs 3x

Soft-Lock Camera

- Free movement range, not relative to the target
- Melee attacks are still relative to the target
- Ranged attacks fire towards the target

Unlocked Camera

- Camera facing is independent from mech facing
- Melee Attack direction based on mech facing
- Ranged Attack direction based on mech facing
Garrison: Archangel - Indigo Entertainment
This Archangel Announcement covers the updates we've released in preview since last October that weren't covered in previous issues, and those upcoming changes in November.

_________________________________________________

PUBLIC UPDATE

We will be updating the public build of Garrison: Archangel to 0.24 this coming friday, 08/11/19! The expected changes run 4 months worth of updates and changes to the mechanics, game modes and content.

We suggest reading the list of changes in the preview thread (from 0.23.1 onward) here.

For a gist of the major changes to expect, you may also read previous issues of our Archangel Announcements :
July - August
September-October

The updates below marked 'New' will be included in this major update. ('Upcoming' is future content)


NEW MECHANIC : CLASH AND ADVANCED MELEE

Introduced last month on our preview branch, the new 'clash' mechanic was introduced to strengthen melee weapons and make play with them more interesting. This new system also includes interactions with our shield and guard frame changes introduced last month.

There are two main benefits for the new clash system.

Melee Clash : Melee Attacks that come into contact each other will be nullified and the attackers may both be pushed away by the impact.

Projectile Clash / Cut : Melee attacks can cut down and destroy projectiles. Some projectile types are unaffected by this property, particularly flames and explosions.

This video should demonstrate the new clash system's effects as well as our combat UI updates.


For our new Advanced Melee, it also now comes in three types: Light, Power, and Bash.

Light and Power attacks trigger clash effects when timed properly, while melee attacks of the bash type do not trigger any clash effect. Power attacks also have advantageous interactions against guard frames and shields which we covered previously.

To accompany this major mechanics update, we also added melee attack tags to melee weapon attacks in the garage so players can see the properties linked to each attack. These systems' explanation is also covered in depth in new Codex updates and entries.


We hope this new system makes play with melee weapons more exciting and dynamic! We already had several fan videos showing off their merits, all care of ENMA.STATE! (Give him a subscribe when you all can!)
VIDEO 1 : 鍔迫~TSUBAZERI~【Garrison: Archangel】
VIDEO 2 : 魅捌~MISABAKI~【Garrison: Archangel】


NEW MAPS : ARENA MAPS

A new arena map, called 'Crater' has been added to the game. It has some narrative significance. (See below 'Upcoming Mission Content')



Arena versions of existing maps have been added to the list.

These new maps are:
- Carrier
- Lava
- City
- Ruin (Abandoned City)

In addition, certain arena maps have had their play area dimensions changed for duel mode, for a more consistent experience.


NEW PROGRESSION FEATURES

A lot of new progression features have been added in the past month! Many of there were highly requested, and we're glad to say that they were able to make it into the game.

Win/Loss and Score Tracking

The game now tracks your wins and losses, successes and failures in the codex. In addition, it even tracks wins and losses against specific Ghosts and Arena Jockeys you encounter in various game modes!

We are still exploring ways for a more specific 'leaderboard' concept, such as tying wins and losses to garage Archangels.

Levels

You can now gain levels from playing the game, with bonuses from playing Arcade and Missions Mode. Longtime players get a big boost from previous hours spent playing Garrison: Archangel!

Right now, there are no associated unlocks with the level, though this will change in the future.

Cosmetic Unlocks

When we introduced glows and patterns in our previous issue of Archangel Announcements, we tied the few patterns we had to the missions mode factions. We've actually expanded these patterns to also include non-faction 'general' designs which you can unlock by playing arcade mode in various difficulties!

Character and Lore Unlocks

You can now learn more about the Archangels you face in Mission and Arcade mode! They each have their own section that unlocks when you fight them in battle. As stated above, the codex will also track your wins and losses against these Archangels.

The character roster, with the exception of the community submissions, has been reset. You now have to unlock presets by encountering them in various game modes. However, we have expanded the roster a bit, so you may discover some new characters that were not previously in the game...


NEW MULTIPLAYER OPTION : STEAM REMOTE PLAY TOGETHER

A few weeks ago, we tried the new Steam Remote Play Beta to test its capabilities with Garrison: Archangel. We were aware of players looking for alternative multiplayer options for our game (such as parsec), so didn't pass up the opportunity to test this new feature. We are glad to say that it works! (Just make sure you have controllers for split-screen play!)

You can watch some dev test videos here and here.

We also have a guide for how to get started with this new feature in the discussion forums. Now there are more options for online play!


WEAPON AND EQUIPMENT BALANCE

All melee weapons were heavily modified and impacted by the new advanced melee system detailed above, with the new attack types and properties listed in their garage section.

Beyond these game-wide changes, the Star Gauntlet in particular has been heavily modified and powered up. It now gains charge by attacking, and the charge speed from using its secondary function has been doubled. Its special attack damages have been reduced to compensate for this newfound ease of access.

Hand ranged weapons with the manual reload secondary function (Burst Rifle, Wespe, Vajra, Emancipator) have had their reload animations slowed down considerably for balance reasons.


BUG FIXING, AI ADJUSTING AND OPTIMIZATION

Optimizations, bug fixing controller input issues and loading issues have been our primary concerns for this update. We've adjusted and fixed identified issues accordingly and will continue to work on stabilizing and polishing our existing systems.


UPCOMING MISSION CONTENT: IMPERIAL LEGION AND SEPARATISTS

In the previous Archangel Announcements, we introduced the flagships of the main belligerents of the Baja Secunda conflict that serve as their final enemy. However, we never really got down to the secrets of the planet itself.

Some who have played to the end of Missions mode have seen the mysterious enemy, but never really got an explanation to their existence. Some emails from the two belligerent factions reveal snippets of what is actually being fought over on Baja Secunda... secrets hidden beneath the craters of forgotten battlefields.

A new map (VIDEO) has been added to the game in preparation of the coming battles.

The remaining two major factions, the Imperial Legion and the Separatists, will be dealing with an ancient power as part of their narrative route.




LOCAL TOURNAMENT

For those in the Metro Manila Area, we are working once again with longtime supporters for a new tournament called CLASHPOINT PARADOX.

Come see us on November 30th at the Spawn Point Game Lounge! The link above should provide all the necessary information.

The grand champion of this tournament will be added to the community character roster, an encounter in the Arcade as an enemy jockey. (and/or as a Ghost in Missions mode, if the winner so chooses!)


DEVELOPMENT CONTINUES

This Public Update marks a significant milestone towards the completion of Garrison: Archangel. With our focus on progression unlocks and end-game content, we intend to wrap this all up or a full release soon. However, we have more surprises in store until then! Please continue to support us until we complete the game!

_________________________________________________

As usual, make sure to like/follow us on Facebook and Twitter for news and updates!
We also have a YouTube channel where we post videos of our game's development.
You can also visit our Discord and talk with the devs and players of the game!
...

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