Templar Battleforce - Trese Brothers


Welcome new players! After the Steam Summer Sale, we've had a big influx of new Templar Captains on the ground and fighting for the cause. That always brings out some new and helpful balancing discussions and finds a few more bugs that had still been hiding in the shadows. This week's release is out to address those!

Turns out the amazing Strikepoint Kit Relic (which doubles Fire/Plasma Damage if your attack is Penetrating) was not working on Overwatch. Now fixed!

Another good discussion about Supply Boosters on the Steam boards has helped us tweak the RIO rate for these Tact Point upgrades. They now pay for themselves in 8 turns instead of 10, which is a small tweak, but also means that once they are paid off you are earning faster. They are still clearly intended for extended levels in which you're squad is planning to stick around for well more than 8 turns.

Another round of scrubbing on the combat log has fixed a few text generation issues there. As with the bugs before, these were simply misprints in the log, and not issues with the actual combat system.

Thanks to our players who reported some issues with the Power Relay Grid! We fixed a few node connections that were giving incorrect dialog or prompts about the direction of the flow of power.

And finally, we fixed the end turn confirmation prompt. It was popping up a lot more than it needed to, because it was counting Templars who were in Overwatch mode as 6 MP and 5 AP. That makes your team look like its standing around doing nothing! Not so, busy shooting xeno here!

Please leave a review to help us spread the word about Battleforce!

v2.6.33 - 7/22/2017
- Strikepoint Kit Relic deals double Fire/Plasma Damage in Overwatch
- Reduced RIO rate on Tact Point Supply Boosters to 8 turns
- Fixed issues with combat log - monster level and Templar defensive dice
- Fixed minor bugs with connections in Power Relay grid
- End Turn confirmation no longer miscounts Overwatched Templars
- Fixed bug with overflowing level squad cap in some circumstances
Templar Battleforce - Trese Brothers


Welcome new players! After the Steam Summer Sale, we've had a big influx of new Templar Captains on the ground and fighting for the cause. That always brings out some new and helpful balancing discussions and finds a few more bugs that had still been hiding in the shadows. This week's release is out to address those!

Turns out the amazing Strikepoint Kit Relic (which doubles Fire/Plasma Damage if your attack is Penetrating) was not working on Overwatch. Now fixed!

Another good discussion about Supply Boosters on the Steam boards has helped us tweak the RIO rate for these Tact Point upgrades. They now pay for themselves in 8 turns instead of 10, which is a small tweak, but also means that once they are paid off you are earning faster. They are still clearly intended for extended levels in which you're squad is planning to stick around for well more than 8 turns.

Another round of scrubbing on the combat log has fixed a few text generation issues there. As with the bugs before, these were simply misprints in the log, and not issues with the actual combat system.

Thanks to our players who reported some issues with the Power Relay Grid! We fixed a few node connections that were giving incorrect dialog or prompts about the direction of the flow of power.

And finally, we fixed the end turn confirmation prompt. It was popping up a lot more than it needed to, because it was counting Templars who were in Overwatch mode as 6 MP and 5 AP. That makes your team look like its standing around doing nothing! Not so, busy shooting xeno here!

Please leave a review to help us spread the word about Battleforce!

v2.6.33 - 7/22/2017
- Strikepoint Kit Relic deals double Fire/Plasma Damage in Overwatch
- Reduced RIO rate on Tact Point Supply Boosters to 8 turns
- Fixed issues with combat log - monster level and Templar defensive dice
- Fixed minor bugs with connections in Power Relay grid
- End Turn confirmation no longer miscounts Overwatched Templars
- Fixed bug with overflowing level squad cap in some circumstances
Chroma Squad - Mark Venturelli
It’s finally here!

We’d like to thank you for your patience and support through all these years. To all the fans and backers: this game is not ours, it is yours!

The "Director's Cut" free update to Chroma Squad brings long-awaited new features and improvements to the game. Let's go through each one of them!

The adventure no longer ends after the credits roll - with the "New Game+" and "New Game++" features you can keep playing with your current party, facing randomized enemies and goals on the episodes, crafting new items, and perhaps making different story choices that could lead you to unexplored paths!

The Mecha Fights have been completely revamped to be faster and more fun, and the random chances were replaced by new reflex mini-games!

Difficulty levels have been completely rebalanced to offer a more customizable experience, including a new super-hard mode called "Heroic Difficulty"!

We have also tweaked a few encounters in the game that were famously unfair or long (*cough cough* Mini-Kaiju Squad *cough cough*)!

And that's not all - we also fixed some bugs and the game should be running smoother and faster overall!

**IMPORTANT: If you don't like the changes, the previous version of Chroma Squad will be forever available in the "Legacy" branch on Steam.**


And that's it! Oh, and if you like Chroma Squad, maybe you'll be happy to know that Behold Studio's new game, "Galaxy of Pen and Paper" is releasing this month, on July 27th. It already has a Steam Page:

http://store.steampowered.com/app/349790/

Cheers,

~Mark and the Chroma Squad team


===


**Full patch notes:**

*Interface/Combat*
- Full Controller support;
- Drastically improved performance on combat, removed lag spikes that would occur in large maps;

*Mecha Fights*
- Random chance removed, replaced with reflex-based mini-game;
- “Hit Chance %” now represented as the difficulty of the mini-game (as Hit Chance gets smaller, click area diminishes and cursor speed increases);
- Old Defense mini-game replaced with a different one with new "Shield" art;
- Buff/heal skills now have a unique mini-game involving holding down and releasing the button;
- All animation times and intervals between actions reduced by 50%;
- “Defense” mini-game is now played only once per turn, instead of 3 times;
- Director’s Instructions have been implementend for Mecha Fights;
- New surprise features on Mecha Fights depending on the story branch you take (wink,wink);

*New Difficulty: Heroic*
- Enemies have slightly increased Health and Damage over previous Challenging difficulty;
- Enemies no longer try to “spread” their attacks across multiple Actors;
- Enemies focus their attacks on the weakest Actors;

*NewGame+*
- After completing Season 6, players can Load the save file to start over with the same party;
- It is possible to play the whole game 3 times (Regular, New Game+ and New Game++);
- All Studio Upgrades and access to Marketing agencies go back to Season 1 status;
- Studio Upgrades have increased acquisition and maintenance costs;
- Marketing agencies have increased hiring costs;
- Players keep their Income and Fans, but Shop and Fan Power costs scale up;
- Players keep all their Actors, Skills, Materials and Items (yes, even that bike you may or may not have!);
- All enemies are randomized on the episodes (except the Bosses);
- Director’s Instructions are randomized on the episodes;
- Enemy health and damage gain a base increase per Season;
- Items are only updated twice on the campaign (Season 1 and Season 4), have higher costs;
- New Item Rarity Tiers: Legendary+ (white), Legendary++ (green) and Heroic (red);
- 80 new items to buy and Craft;

*Difficulty and Game Rebalance*
- Mecha Fight Kaiju Life reduced by 25% across the board;
- Mecha Fight Kaiju Damage increased by 20% across the board;
- Challenging Difficulty Enemy HP reduced from 1.7 to 1.5;
- Challenging Difficulty Enemy Damage reduced from 1.65 to 1.4;
- Heroic Difficulty Enemy HP set to 1.7;
- Heroic Difficulty Enemy Defense set to 1.2;
- Heroic Difficulty Enemy Damage set to 1.7;
- Heroic Difficulty Kaiju HP set to 1.2;
- Heroic Difficulty Kaiju Damage set to 1.7;
- Transitmancer HP reduced from 1500 to 1100;
- Transitmancer Dodge reduced from 0.05 to 0.02;
- Transitmancer Damage reduced from 30-35 to 25-30;
- Transitmancer no longer summons Ranged minions, only Melee ones;
- Huengel The Devourer's HP reduced from 3000 to 2225;
- Huengel The Devourer's damage reduced from 72-80 to 54-60;
- Sewer Turtle damage reduced from 80-120 to 60-90;
- Sewer Turtle HP reduced from 1900 to 1500;
- Grimmgarl damage reduced from 150-190 to 112-142;
- Grimmgarl HP reduced from 1500 to 1200;
- Muligahn damage reduced from 250-300 to 190-225;
- Muligahn HP reduced from 1200 to 1000;
- Degijon damage reduced from 70-82 to 52-62;
- Degijon HP reduced from 1500 to 1200;
- Villain X's HP reduced from 9000 to 6200;
- Villain X's Teleport cooldown increased from 4 to 6 turns;
- Villain X's Bring Me A Weapon cooldown increased from 1 to 2 turns;
- "Colin's Bear" HP on the Night Rider's story path reduced from 4000 to 2400;
- "Colin's Bear" damage on the Night Rider's story path reduced from 120-150 to 85-100;
- Sewer Turtle's Damage on the Night Rider's story path reduced from 60-80 to 42-56;
- Muligahn's Damage on the Night Rider's story path reduced from 150-170 to 100-120;
- Grimmgarl's Damage on the Night Rider's story path reduced from 75-90 to 52-62;
- Degijon's Damage on the Night Rider's story path reduced from 50-62 to 35-45;
- Starting income on Season 2 reduced from 2000 to 1000;
- Starting income on Season 3 reduced from 4000 to 2000;
- Starting income on Season 4 reduced from 6500 to 3200;
- Starting income on Season 5 reduced from 9500 to 5000;
- Base Income Conversion Rate increased from .25 to .40;
- Starting Skill Regen increased from 10 to 16;
- Skill Regen scaling from Gear decreased from 3,6,6,6,6,6,6 to 3,5,5,5,5,5,5,5;

Chroma Squad - Mark-
It’s finally here!

We’d like to thank you for your patience and support through all these years. To all the fans and backers: this game is not ours, it is yours!

The "Director's Cut" free update to Chroma Squad brings long-awaited new features and improvements to the game. Let's go through each one of them!

The adventure no longer ends after the credits roll - with the "New Game+" and "New Game++" features you can keep playing with your current party, facing randomized enemies and goals on the episodes, crafting new items, and perhaps making different story choices that could lead you to unexplored paths!

The Mecha Fights have been completely revamped to be faster and more fun, and the random chances were replaced by new reflex mini-games!

Difficulty levels have been completely rebalanced to offer a more customizable experience, including a new super-hard mode called "Heroic Difficulty"!

We have also tweaked a few encounters in the game that were famously unfair or long (*cough cough* Mini-Kaiju Squad *cough cough*)!

And that's not all - we also fixed some bugs and the game should be running smoother and faster overall!

**IMPORTANT: If you don't like the changes, the previous version of Chroma Squad will be forever available in the "Legacy" branch on Steam.**


And that's it! Oh, and if you like Chroma Squad, maybe you'll be happy to know that Behold Studio's new game, "Galaxy of Pen and Paper" is releasing this month, on July 27th. It already has a Steam Page:

http://store.steampowered.com/app/349790/

Cheers,

~Mark and the Chroma Squad team


===


**Full patch notes:**

*Interface/Combat*
- Full Controller support;
- Drastically improved performance on combat, removed lag spikes that would occur in large maps;

*Mecha Fights*
- Random chance removed, replaced with reflex-based mini-game;
- “Hit Chance %” now represented as the difficulty of the mini-game (as Hit Chance gets smaller, click area diminishes and cursor speed increases);
- Old Defense mini-game replaced with a different one with new "Shield" art;
- Buff/heal skills now have a unique mini-game involving holding down and releasing the button;
- All animation times and intervals between actions reduced by 50%;
- “Defense” mini-game is now played only once per turn, instead of 3 times;
- Director’s Instructions have been implementend for Mecha Fights;
- New surprise features on Mecha Fights depending on the story branch you take (wink,wink);

*New Difficulty: Heroic*
- Enemies have slightly increased Health and Damage over previous Challenging difficulty;
- Enemies no longer try to “spread” their attacks across multiple Actors;
- Enemies focus their attacks on the weakest Actors;

*NewGame+*
- After completing Season 6, players can Load the save file to start over with the same party;
- It is possible to play the whole game 3 times (Regular, New Game+ and New Game++);
- All Studio Upgrades and access to Marketing agencies go back to Season 1 status;
- Studio Upgrades have increased acquisition and maintenance costs;
- Marketing agencies have increased hiring costs;
- Players keep their Income and Fans, but Shop and Fan Power costs scale up;
- Players keep all their Actors, Skills, Materials and Items (yes, even that bike you may or may not have!);
- All enemies are randomized on the episodes (except the Bosses);
- Director’s Instructions are randomized on the episodes;
- Enemy health and damage gain a base increase per Season;
- Items are only updated twice on the campaign (Season 1 and Season 4), have higher costs;
- New Item Rarity Tiers: Legendary+ (white), Legendary++ (green) and Heroic (red);
- 80 new items to buy and Craft;

*Difficulty and Game Rebalance*
- Mecha Fight Kaiju Life reduced by 25% across the board;
- Mecha Fight Kaiju Damage increased by 20% across the board;
- Challenging Difficulty Enemy HP reduced from 1.7 to 1.5;
- Challenging Difficulty Enemy Damage reduced from 1.65 to 1.4;
- Heroic Difficulty Enemy HP set to 1.7;
- Heroic Difficulty Enemy Defense set to 1.2;
- Heroic Difficulty Enemy Damage set to 1.7;
- Heroic Difficulty Kaiju HP set to 1.2;
- Heroic Difficulty Kaiju Damage set to 1.7;
- Transitmancer HP reduced from 1500 to 1100;
- Transitmancer Dodge reduced from 0.05 to 0.02;
- Transitmancer Damage reduced from 30-35 to 25-30;
- Transitmancer no longer summons Ranged minions, only Melee ones;
- Huengel The Devourer's HP reduced from 3000 to 2225;
- Huengel The Devourer's damage reduced from 72-80 to 54-60;
- Sewer Turtle damage reduced from 80-120 to 60-90;
- Sewer Turtle HP reduced from 1900 to 1500;
- Grimmgarl damage reduced from 150-190 to 112-142;
- Grimmgarl HP reduced from 1500 to 1200;
- Muligahn damage reduced from 250-300 to 190-225;
- Muligahn HP reduced from 1200 to 1000;
- Degijon damage reduced from 70-82 to 52-62;
- Degijon HP reduced from 1500 to 1200;
- Villain X's HP reduced from 9000 to 6200;
- Villain X's Teleport cooldown increased from 4 to 6 turns;
- Villain X's Bring Me A Weapon cooldown increased from 1 to 2 turns;
- "Colin's Bear" HP on the Night Rider's story path reduced from 4000 to 2400;
- "Colin's Bear" damage on the Night Rider's story path reduced from 120-150 to 85-100;
- Sewer Turtle's Damage on the Night Rider's story path reduced from 60-80 to 42-56;
- Muligahn's Damage on the Night Rider's story path reduced from 150-170 to 100-120;
- Grimmgarl's Damage on the Night Rider's story path reduced from 75-90 to 52-62;
- Degijon's Damage on the Night Rider's story path reduced from 50-62 to 35-45;
- Starting income on Season 2 reduced from 2000 to 1000;
- Starting income on Season 3 reduced from 4000 to 2000;
- Starting income on Season 4 reduced from 6500 to 3200;
- Starting income on Season 5 reduced from 9500 to 5000;
- Base Income Conversion Rate increased from .25 to .40;
- Starting Skill Regen increased from 10 to 16;
- Skill Regen scaling from Gear decreased from 3,6,6,6,6,6,6 to 3,5,5,5,5,5,5,5;

Templar Battleforce - Trese Brothers


First, we fixed the low damage bug on Critical Hits. They have been restored to their deserved glory, and your Templars can once again hope to see Critical! flash across the screen.

Second, this week, we've knocked off a number of patches and RFEs based on player feedback. We've added the count of secondary objectives to the objective list so that you can see how many SOs are present while you are playing the level, not only afterwards.

The combat log was dropping damage rolls that turned up 0 -- where the armor out-rolled the damage. But, these were some of the most interesting rolls in the game, so we've corrected that issue.

We've improved the display of many AoE Talents that were failing to list the Skill used to determine their max targets (Medic, Engineer, Tactics). Also, we've put in a max targets number for grenade attack Talents to make it clear that grenades always have a chance to hit any enemies under the AoE template.

For debuffing accuracy and defense, if you over-curse a target's strong dice, the remaining negative points transfers down to their standard dice. This gives high level debuffing a definite boost.

Please be sure to post on the discussion boards with your feedback or suggestions to see improvements to the game. And, remember to leave a review!

v2.6.31 - 7/5/2017
- Added count of Secondary Objectives to the Objectives screen during levels
- Improved combat log to show damage and armor rolls even when final damage is 0
- Fixed the issue with the extremely low Critical Damage
- Overflow from debuffs on strong dice reduce weak dice
- Clarified "max targets" in all Talent displays
- Fixed issue with AoE attacks treating ties as misses, fixed related log issues
Templar Battleforce - Trese Brothers


First, we fixed the low damage bug on Critical Hits. They have been restored to their deserved glory, and your Templars can once again hope to see Critical! flash across the screen.

Second, this week, we've knocked off a number of patches and RFEs based on player feedback. We've added the count of secondary objectives to the objective list so that you can see how many SOs are present while you are playing the level, not only afterwards.

The combat log was dropping damage rolls that turned up 0 -- where the armor out-rolled the damage. But, these were some of the most interesting rolls in the game, so we've corrected that issue.

We've improved the display of many AoE Talents that were failing to list the Skill used to determine their max targets (Medic, Engineer, Tactics). Also, we've put in a max targets number for grenade attack Talents to make it clear that grenades always have a chance to hit any enemies under the AoE template.

For debuffing accuracy and defense, if you over-curse a target's strong dice, the remaining negative points transfers down to their standard dice. This gives high level debuffing a definite boost.

Please be sure to post on the discussion boards with your feedback or suggestions to see improvements to the game. And, remember to leave a review!

v2.6.31 - 7/5/2017
- Added count of Secondary Objectives to the Objectives screen during levels
- Improved combat log to show damage and armor rolls even when final damage is 0
- Fixed the issue with the extremely low Critical Damage
- Overflow from debuffs on strong dice reduce weak dice
- Clarified "max targets" in all Talent displays
- Fixed issue with AoE attacks treating ties as misses, fixed related log issues
Chroma Squad - Mark Venturelli
Hi everyone,

We're very excited to finally have you play our biggest patch ever - the "Director's Cut" update!

**Major Features**
- Full Controller Support;
- New Game+ and NewGame++;
- New "Mecha Fight" system;
- New Difficulty: Heroic;
- Gameplay and difficulty rebalancing;
- Performance improvements and bug fixes;

If you want to help us test it and squash some more bugs before the patch goes live to everyone else, please follow the instructions below:



1. Right-click "Chroma Squad" in your Steam library;
2. Select "Properties";
3. On the new window that will appear, click the small arrow where it reads "default" and change it to "public-beta";
4. Close the window and wait for the update to download;

Please note that this *Beta version is Windows-only* at the moment!

Also, please report bugs using the in-game tool. It is located at the top-right corner of your screen!

Also, rest assured that this update will be completely free to everyone :)

Thanks a lot for all the love <3

_o\ \o\ |o| /o/ /o_

~Mark and the Chroma Squad team

**UPDATE**: Known issues for the patch:
- The game crashes when you leave it;
- Enemy info is not appearing during battle;
Chroma Squad - Mark-
Hi everyone,

We're very excited to finally have you play our biggest patch ever - the "Director's Cut" update!

**Major Features**
- Full Controller Support;
- New Game+ and NewGame++;
- New "Mecha Fight" system;
- New Difficulty: Heroic;
- Gameplay and difficulty rebalancing;
- Performance improvements and bug fixes;

If you want to help us test it and squash some more bugs before the patch goes live to everyone else, please follow the instructions below:



1. Right-click "Chroma Squad" in your Steam library;
2. Select "Properties";
3. On the new window that will appear, click the small arrow where it reads "default" and change it to "public-beta";
4. Close the window and wait for the update to download;

Please note that this *Beta version is Windows-only* at the moment!

Also, please report bugs using the in-game tool. It is located at the top-right corner of your screen!

Also, rest assured that this update will be completely free to everyone :)

Thanks a lot for all the love <3

_o\ \o\ |o| /o/ /o_

~Mark and the Chroma Squad team

**UPDATE**: Known issues for the patch:
- The game crashes when you leave it;
- Enemy info is not appearing during battle;
Dungeon Rushers - Goblinz Studio
Dungeon Rushers - Goblinz Studio
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