We couldn't let you go to court (or shop for a diamond or two) without some new outfits and weapons! You can now find the trailers live on YouTube, and for easy access, below⬇
Weapon Pack Trailer
Tailor Pack Trailer
These will be added with Houston Breakout, coming August 19th!
We will be exhibiting All Quiet in the Trenches at the Indie Arena at Gamescom from next week. So with 0.7.3, we are now bringing a few improvements to the battle, as well as the first two tutorial levels, in addition to further bug fixes.
We wish you a continued good experience!
Improvements / Changes:
Added a new UI element that shows the danger of rifle fire when changing troop actions or providing cover fire
Improved system for determining whether a soldier is on an area or the open field
New tasks are now slightly highlighted until you click on them
Several balancing and display changes in the tutorial levels
Removed the requirement to exceed a certain danger level for cover fire
Allowed 'Tactical Movement' in addition to 'Retreat' when flanked
Prevented 'panic' when troops are in melee or flank positions (too many sources of error for now)
Increased aggressiveness of the French NPC troops in the 'Defence into Attack' battle
Some minor NPC behaviour balancing in battles
Some minor map adjustments regarding movement paths
Improvements to highlight camera
Increased turn rates for soldiers by a bit
Increased fire rate for suppression and flanking
Adjusted rifle fire target positions
Added a small trail for rifle fire
Changed professions for Kohn and Mencke (we went over the information of all the soldiers, as we are printing small cards with the soldiers for Gamescom)
Increased Pedersen starting fitness
Bugfixes:
Hotfix for the possibility of getting stuck when forced to move (we'll think of a better solution at some point)
Fixed a rare occasion where NPC troops would get stuck in an area and never move
Fixed inability to loot in a specific area
Fixed problem where separated soldiers would sometimes be shown in wrong areas
Fixed weird camera behaviour when all currently moving soldiers become separated or wounded
Fixed display of wrong attributes when troop position changes due to having no active soldiers
Fixed grenades sometimes rotate when still hold in hand
Fixed new soldiers not appearing in project detail window when acquired via Karrsbruck favor
Fixed wrong text when hovering over flanking action
Fixed that the tutorial window overlaps the notification for a task
Fixed soldier name not being displayed correctly in 'Eating Rats' story (EN)
We received your feedback, and taking into consideration the online sign-up statistics, we've decided to make the Hard PvE scenario, Manibus, available earlier. In the future, we will also arrange scenarios on different difficulty levels according to our players’needs.
For North America, we added PVE01-X0023 PvE: Voidbringer, Balance, and Hard Schedule (PDT): Available on August 21, 2024 at 07:30
For Europe, we added PVE01-X0025 PvE: Voidbringer, Balance, and Hard Schedule (UTC): Available on August 21, 2024 at 07:30
For Japan, we added PVE01-X0006 PvE: Voidbringer, Balance, and Hard Schedule (JST): Available on August 20, 2024 at 07:30
For South Korea, we added PVE01-X0007 PvE: Voidbringer, Balance, and Hard Schedule (KST): Available on August 20, 2024 at 07:30
For Southeast Asia, we added PVE01-X0015 PvE: Voidbringer, Balance, and Hard Schedule (SGT): Available on August 21, 2024 at 07:30
For Hong Kong, Macao, and Taiwan, we added PVE01-X0006 PvE: Voidbringer, Balance, and Hard Schedule (CST): Available on August 20, 2024 at 07:30
There are differences between scenarios on different difficulty levels. Here's a breakdown of how it is.
Compared to the Normal Difficulty, the Manibus and Evolution's Call scenarios on Hard Difficulty differ in these ways: 1. Survival Challenges: The Pollution Zone in the open world is larger, and all Pollution Zones have significantly higher Contamination. Players lose Energy and Hydration twice as fast, and the duration of Full Energy and Hydration is shortened. 2. Combat Environments: Monsters' stats, sensitivity, movement speed, and attack frequency are increased. The monsters that spawn in the Territory Purification mode will be changed, with the difficulty raised. 3. Rewards: The number of Starchroms you can obtain within a season is slightly raised (by about 8% to 9%). ①The number of Starchroms you can obtain by completing the seasonal objectives of each chapter is raised by 20%. ②The number of Starchroms you can obtain by purifying Eclipse Cortexes and Chaotic Cortexes is slightly raised (each Whisper Purification reward yields 10 more Starchroms, but the total cap remains unchanged). *Other than that, the number of Starchroms you can obtain elsewhere remains the same as that on Normal Difficulty.