This update includes some really great improvements that will help speed up the pace of play and actions. We've found and squeezed out some delays in the game loop to reduce wait time between attacks and other Talent use.
We've continued the fight to improve the maps, and have now completed a sweet of every map in the game for spawn points to ensure they are marked. We've also marked all secondary objectives and interactive map elements (control panels, etc) with the blue highlight tile. If you see any that are missing, please don't hesitate to report them!
On top of that, we've fixed a pile of bugs and cleared the space for the next update to be a bigger and more exciting one!
Again, we want to extend a huge thanks to everyone who has been posting, sharing feedback, advice, bug reports, and thoughts on game balance.
Please leave a review to help support more updates and improvements!
v1.1.11 - 10/5/2015 - Corrected display of Counter-attack on character status to include Quickness - Reduced wait time between attacks - Increased new Templar recruit levels - Added missing Xeno spawning indicators to several levels - Fixed Obliterator RELIC Armor to work on Neptunes - Fixed dialog bugs in story events - Fixed bugs with display of dead Templars - Better display of "Strong Dice" attributes - Performance optimization and SFX updates
This update includes some really great improvements that will help speed up the pace of play and actions. We've found and squeezed out some delays in the game loop to reduce wait time between attacks and other Talent use.
We've continued the fight to improve the maps, and have now completed a sweet of every map in the game for spawn points to ensure they are marked. We've also marked all secondary objectives and interactive map elements (control panels, etc) with the blue highlight tile. If you see any that are missing, please don't hesitate to report them!
On top of that, we've fixed a pile of bugs and cleared the space for the next update to be a bigger and more exciting one!
Again, we want to extend a huge thanks to everyone who has been posting, sharing feedback, advice, bug reports, and thoughts on game balance.
Please leave a review to help support more updates and improvements!
v1.1.11 - 10/5/2015 - Corrected display of Counter-attack on character status to include Quickness - Reduced wait time between attacks - Increased new Templar recruit levels - Added missing Xeno spawning indicators to several levels - Fixed Obliterator RELIC Armor to work on Neptunes - Fixed dialog bugs in story events - Fixed bugs with display of dead Templars - Better display of "Strong Dice" attributes - Performance optimization and SFX updates
Hey folks! What a pleasure to give you this update 1.072. The game was incredible well received by the community, with more than 50 thousand downloads and 97% positive user ratings. This is awesome! We're really glad that you all liked the game.
But we want to go further with it. We've fixed every bug that annoyed the community and we also added some new things, like partial Controller Support, so you can enjoy playing the game in Big Picture mode. _o\ \o/ /o_
Here is the list of fixes and improvements:
- Now in Unity 5! Everything working smoothly \o/ - Hid mouse cursor when not in players round and character is acting - Fixed same character appearing on studio's background - Fixed invisibility attack bonus - Fixed unwanted white cells staying in the scene - Health percentage on HUD - Better feedback for fast forwarding - Performance Optimization and better Loading time - Removed fps hiccup when creating a new game - Load balloon texts on loading screen, improved loading time and reduce hiccups during episode - Localization fixed and updated - Touch Input improvements - Fixed problem on missing buttons for Mobile (touch based input) - Removed resolutions configs in Settings Screen for Mobile platforms -------------------- Joystick support (fixes in beta version) - Questions dialog fixed for Joystick input - Joystick sensitivity increased a little bit - Cancel Skill by choosing Joystick Back button - Hide cursor with joystick when on Story Mode - Any joystick button pressed skips Cinematics - Challenge Screen before combat also has joystick input now - In-Combat Menu button hidden for joystick input - Fix bug when closing popup Menu with joystick, that made the cursor disappear in battle
Hey folks! What a pleasure to give you this update 1.072. The game was incredible well received by the community, with more than 50 thousand downloads and 97% positive user ratings. This is awesome! We're really glad that you all liked the game.
But we want to go further with it. We've fixed every bug that annoyed the community and we also added some new things, like partial Controller Support, so you can enjoy playing the game in Big Picture mode. _o\ \o/ /o_
Here is the list of fixes and improvements:
- Now in Unity 5! Everything working smoothly \o/ - Hid mouse cursor when not in players round and character is acting - Fixed same character appearing on studio's background - Fixed invisibility attack bonus - Fixed unwanted white cells staying in the scene - Health percentage on HUD - Better feedback for fast forwarding - Performance Optimization and better Loading time - Removed fps hiccup when creating a new game - Load balloon texts on loading screen, improved loading time and reduce hiccups during episode - Localization fixed and updated - Touch Input improvements - Fixed problem on missing buttons for Mobile (touch based input) - Removed resolutions configs in Settings Screen for Mobile platforms -------------------- Joystick support (fixes in beta version) - Questions dialog fixed for Joystick input - Joystick sensitivity increased a little bit - Cancel Skill by choosing Joystick Back button - Hide cursor with joystick when on Story Mode - Any joystick button pressed skips Cinematics - Challenge Screen before combat also has joystick input now - In-Combat Menu button hidden for joystick input - Fix bug when closing popup Menu with joystick, that made the cursor disappear in battle
Our fourth update is improving the game across the board.
Most notably, it includes "Weapon Pack Delta" which contains a nice set of improvements and fixes to the weapon list, RP costs, RQ tree, adding some missing weapons, and giving a pistoleer Captain some new options. This is part of an on-going program of expanding and improving the RQ tree - so look forward to more, and thanks for all the feedback.
We've also added a new an exciting rule to help melee Templars. Your Quickness stat is now added to your Counter-attack %. Especially for a pistoleer Captain, this will be of interest.
Across the game, we've put the screws to unmarked spawning points. We've marked over 70 of them, sweeping entire levels and fixing authoring bugs. I think you'll see the improvements! ... but watch out for those xeno!
We've improved some keyboard support on some platform and added a new hotkey function for the number keys 1-0.
We also fixed a couple of levels that were either annoying or broken.
Check the change log for all the details!
Please leave a review on the game to help support more updates and improvements!
v1.1.9 - 10/02/2015 - Quickness is added to melee Templar's counter-attack % (Captain, Paladin, Berserk) - Weapons Pack Delta - Switched final Relic Sniper Rifle and Relic Needler - Reduced RP cost of early game relics (Behemoth Rifle and Hellsight Rifle) - Added missing weapons for Neptune (Mk18 Dominant) - Added Battalion Rifle for Soldier, filling in the Gear Level gaps - Added Needler Sidearm for Captain at end of tree - Increased Evasion for under Assault armor types - Improved visual queues on over 70+ spawning points in the game - Improved Talent bonuses (Consecreated Defense, Power Field) - Adjust rules for level of new recruits - now based on Captain's level (fixed Dismiss exploit) - Keyboard shortcut: use number keys to select AND deselect Talents - Fixed issues with Detonation Site level - Bunker Level: final target is now accessible to melee attacks, improved story description - Improved balance of late game monsters - Improved UI display of Experience to Level - now showing XP neeeded for current level only - Rebuilt HQ UI for easier use - Fixed multi-reinforcement bug in Infiltration Site - Fixed bug allowing new recruits to pick up Relics - Fixed issue with Tact Points upgrading too many times - Fixed issues with Mac and Linux keyboards
Our fourth update is improving the game across the board.
Most notably, it includes "Weapon Pack Delta" which contains a nice set of improvements and fixes to the weapon list, RP costs, RQ tree, adding some missing weapons, and giving a pistoleer Captain some new options. This is part of an on-going program of expanding and improving the RQ tree - so look forward to more, and thanks for all the feedback.
We've also added a new an exciting rule to help melee Templars. Your Quickness stat is now added to your Counter-attack %. Especially for a pistoleer Captain, this will be of interest.
Across the game, we've put the screws to unmarked spawning points. We've marked over 70 of them, sweeping entire levels and fixing authoring bugs. I think you'll see the improvements! ... but watch out for those xeno!
We've improved some keyboard support on some platform and added a new hotkey function for the number keys 1-0.
We also fixed a couple of levels that were either annoying or broken.
Check the change log for all the details!
Please leave a review on the game to help support more updates and improvements!
v1.1.9 - 10/02/2015 - Quickness is added to melee Templar's counter-attack % (Captain, Paladin, Berserk) - Weapons Pack Delta - Switched final Relic Sniper Rifle and Relic Needler - Reduced RP cost of early game relics (Behemoth Rifle and Hellsight Rifle) - Added missing weapons for Neptune (Mk18 Dominant) - Added Battalion Rifle for Soldier, filling in the Gear Level gaps - Added Needler Sidearm for Captain at end of tree - Increased Evasion for under Assault armor types - Improved visual queues on over 70+ spawning points in the game - Improved Talent bonuses (Consecreated Defense, Power Field) - Adjust rules for level of new recruits - now based on Captain's level (fixed Dismiss exploit) - Keyboard shortcut: use number keys to select AND deselect Talents - Fixed issues with Detonation Site level - Bunker Level: final target is now accessible to melee attacks, improved story description - Improved balance of late game monsters - Improved UI display of Experience to Level - now showing XP neeeded for current level only - Rebuilt HQ UI for easier use - Fixed multi-reinforcement bug in Infiltration Site - Fixed bug allowing new recruits to pick up Relics - Fixed issue with Tact Points upgrading too many times - Fixed issues with Mac and Linux keyboards
Our third update is another hefty one. We've had such a wonderful stream of feedback from the discussion boards and a solid pile of bug reports -- and Update #3 address those head on.
This update will help anyone who is stuck with crashes in later levels of the game, and fixed a few levels that had lingering issues with Swap.
From a balance stand-point, we've also ironed out a few things n the Requisition Tree. We've added a new starter Targeting System for Soldiers, and move some of the Hydra's Talents to an easier-to-reach location, closer to the top of their class tree. We've also made improvements to the bonuses of a number of Talents -- they are all minor, but they are all better for it.
Thanks to everyone for the amazing reviews, supporting us, and for so much discussion about the game. We're excited for the next steps, which will include adding some more branches and more optional levels for you to enjoy (but never chargeable DLCs).
Please leave a review to support your devs and further updates!!
v1.1.7 - 9/28/2015 - Fixed crashes in Moklumnue Orbital Gun Battery levels - Fixed crashes with Rubicon Needler (RELIC) and Roavin MK9 (RELIC) - Fixed crashes with Tact Point upgrades - Added more cut-scenes between levels, improved story events - Added new starting Targeting System war gear for Soldiers - Minor improvements to Talent bonuses (Precision Fire, Overwatch, Full-Vent, Inferno Seal, Calling Shots, Shredding Fire, Lock-Down) - Moved early Hydra talents closer to the root of the Hydra Req Tree (Napalm Charge 3-4, Hellstorm 3-4) - Fixed map issues with Traitor's Bunker, Great Pipeline and others - Added visual spawn locations to first level - Scouts with Needlers get improved model - Fixed issues with Secondary Objective for human survivors - Fixed issue with humans filling up Squad Cap - Fixed all reported swap bugs (Alien Vessel: Bomb Escort) - Made Option menu for Fullscreen / windowed mode more clear
Our third update is another hefty one. We've had such a wonderful stream of feedback from the discussion boards and a solid pile of bug reports -- and Update #3 address those head on.
This update will help anyone who is stuck with crashes in later levels of the game, and fixed a few levels that had lingering issues with Swap.
From a balance stand-point, we've also ironed out a few things n the Requisition Tree. We've added a new starter Targeting System for Soldiers, and move some of the Hydra's Talents to an easier-to-reach location, closer to the top of their class tree. We've also made improvements to the bonuses of a number of Talents -- they are all minor, but they are all better for it.
Thanks to everyone for the amazing reviews, supporting us, and for so much discussion about the game. We're excited for the next steps, which will include adding some more branches and more optional levels for you to enjoy (but never chargeable DLCs).
Please leave a review to support your devs and further updates!!
v1.1.7 - 9/28/2015 - Fixed crashes in Moklumnue Orbital Gun Battery levels - Fixed crashes with Rubicon Needler (RELIC) and Roavin MK9 (RELIC) - Fixed crashes with Tact Point upgrades - Added more cut-scenes between levels, improved story events - Added new starting Targeting System war gear for Soldiers - Minor improvements to Talent bonuses (Precision Fire, Overwatch, Full-Vent, Inferno Seal, Calling Shots, Shredding Fire, Lock-Down) - Moved early Hydra talents closer to the root of the Hydra Req Tree (Napalm Charge 3-4, Hellstorm 3-4) - Fixed map issues with Traitor's Bunker, Great Pipeline and others - Added visual spawn locations to first level - Scouts with Needlers get improved model - Fixed issues with Secondary Objective for human survivors - Fixed issue with humans filling up Squad Cap - Fixed all reported swap bugs (Alien Vessel: Bomb Escort) - Made Option menu for Fullscreen / windowed mode more clear
Our second update is a big one. We're very excited to deliver a highly requested feature -- the ability to change the Templars you are deploying into a level.
To be specific, after a level starts and the introductory scene has complete you have the option to "swap a Templar". This allows you to see the layout of the level and the position of your Templars so you can make the perfect swaps. I've included the three screenshots showing the process below!
You may swap the Templar on the map for any living veteran in your roster.
To complete a swap, you must pay the difference in Supply Points (SP) between the two Templars. A starting Scout costs 350 SP, a starting Soldier costs 400, and a starting Neptune costs 500 SP. To swap a Soldier for a Neptune, you'll need 100 SP. If you swapped a Soldier for a Scout, you'd gain 50 SP. This swap rule means you won't be able to swap every Templar every time, but it established the balance of your core forces and your specialist additions.
You cannot swap your Captain or an Engineer or any other specialist who is required by the level (at times, a Hyrda). However, all other Templar types may be swapped.
You may only swap a Templar before the Templar moves or takes any action. For example, you can't cast a Soldier's buff and then swap them out.
Swapping is not permitted in the first 3 levels of the game, and the feature is explained and enabled in the fourth level.
Each level has a hard cap on how many Engineers you can swap in.
Check the library page on Swapping a Templar.
There are also other balance improvements, story and library improvements, plus a pile of bug fixes for all.
Please leave a review to support your devs and further updates!!
v1.1.5 - 9/26/2015 - New Feature: Swap out Templars at beginning of a level - Improved balance of the Power Relay level - Improved story events on Rychart Prime - Improved Windows XP Support - Improved SFX Performance - Improved Behemoth Rifle (RELIC) with +20 Fire Dmg - Added Library entry detailing Overwatch rules - Fixed bug with 5 Sentry Turrets preventing OW from working - Fixed Deployment Achievements to include Veterans - Fixed Kill Multiple Achievements to include ranged kills - Fixed Reported Crashes with 10+ MP - Fixed Reported Crashes with Overwatch - Fixed Linux Keyboard Handling - Fixed bugs with Starport Breach level
Our second update is a big one. We're very excited to deliver a highly requested feature -- the ability to change the Templars you are deploying into a level.
To be specific, after a level starts and the introductory scene has complete you have the option to "swap a Templar". This allows you to see the layout of the level and the position of your Templars so you can make the perfect swaps. I've included the three screenshots showing the process below!
You may swap the Templar on the map for any living veteran in your roster.
To complete a swap, you must pay the difference in Supply Points (SP) between the two Templars. A starting Scout costs 350 SP, a starting Soldier costs 400, and a starting Neptune costs 500 SP. To swap a Soldier for a Neptune, you'll need 100 SP. If you swapped a Soldier for a Scout, you'd gain 50 SP. This swap rule means you won't be able to swap every Templar every time, but it established the balance of your core forces and your specialist additions.
You cannot swap your Captain or an Engineer or any other specialist who is required by the level (at times, a Hyrda). However, all other Templar types may be swapped.
You may only swap a Templar before the Templar moves or takes any action. For example, you can't cast a Soldier's buff and then swap them out.
Swapping is not permitted in the first 3 levels of the game, and the feature is explained and enabled in the fourth level.
Each level has a hard cap on how many Engineers you can swap in.
Check the library page on Swapping a Templar.
There are also other balance improvements, story and library improvements, plus a pile of bug fixes for all.
Please leave a review to support your devs and further updates!!
v1.1.5 - 9/26/2015 - New Feature: Swap out Templars at beginning of a level - Improved balance of the Power Relay level - Improved story events on Rychart Prime - Improved Windows XP Support - Improved SFX Performance - Improved Behemoth Rifle (RELIC) with +20 Fire Dmg - Added Library entry detailing Overwatch rules - Fixed bug with 5 Sentry Turrets preventing OW from working - Fixed Deployment Achievements to include Veterans - Fixed Kill Multiple Achievements to include ranged kills - Fixed Reported Crashes with 10+ MP - Fixed Reported Crashes with Overwatch - Fixed Linux Keyboard Handling - Fixed bugs with Starport Breach level