Alpha 12 is here! After two months of extra hard work, alpha 12 is ready and brings with it some great changes to Judgment. Try it out in the beta branch and let us know what you think.
Our main focus in alpha 12 was split between remaking the world exploration mechanic, and rebalancing the entire game. These two changes alone have a huge impact on the gameplay, but are not the only ones in alpha 12. A few other of the larger changes include redoing food bonuses and adding a management window for food, redoing our research tree and splitting it into categories, giving armor a whole new meaning, improved base visuals, and new audio tracks.
Reminder: To play on the beta branch, right click the game in the steam client, select properties, and then select "beta" from the betas tab.
World exploration has been completely remade. The world map has new visuals, and consists of several biomes. You now create teams of survivors called "Taskforces", and directly control them as they explore the map, searching for rare scavenge and biomes containing those much needed materials.
We've also added random encounters, so exploring the map is no longer safe, be sure to arm your teams well, and do not enter areas (biomes) that are crowded with tougher demons before you are ready to take them on.
Balancing
The balance changes encompass pretty much the entire game, but I'll try to list a few of the principal changes.
Enemies and equipment are now divided to tiers. The difference between enemies or equipment of different tiers is much larger than it used to be (around 2x stronger).
Armor has become a very important part, and now determines not only damage mitigation, but also your evasion and hitpoints.
Research has been divided into categories, and is now more vertical and less spread around. In each category there is a clear progress path, with a few side branches to spend your spare resource points for an additional edge.
Difficulty and pacing of missions, defense, events, etc have all been redone based on the new guidelines.
These are a few of the changes, but there are many more. We wrote all the numbers in the game from scratch, so pretty much nothing has been left unchanged.
Feedback
As always, we're looking forward to hearing your feedback on these latest changes.
Now more than ever, we'd love to hear your feedback about the new balance. Is it more predictable? Not too punishing but not too easy? Let us know what you think!
We also improved pathfinding and enemy AI performance, which fixes the performance issue with late game attacks in maze-like bases. Please try it out and let us know.
Once we are sure this alpha is stable and well balanced, we will make it available in the main branch.
Previous Saves
Due to the major changes in both the generated map and the balancing, playing old saved games would be completely different than the experience we had in mind. So saves from alpha 11 and earlier can not be loaded in alpha 12.
Alpha 12 is here! After two months of extra hard work, alpha 12 is ready and brings with it some great changes to Judgment. Try it out in the beta branch and let us know what you think.
Our main focus in alpha 12 was split between remaking the world exploration mechanic, and rebalancing the entire game. These two changes alone have a huge impact on the gameplay, but are not the only ones in alpha 12. A few other of the larger changes include redoing food bonuses and adding a management window for food, redoing our research tree and splitting it into categories, giving armor a whole new meaning, improved base visuals, and new audio tracks.
Reminder: To play on the beta branch, right click the game in the steam client, select properties, and then select "beta" from the betas tab.
World exploration has been completely remade. The world map has new visuals, and consists of several biomes. You now create teams of survivors called "Taskforces", and directly control them as they explore the map, searching for rare scavenge and biomes containing those much needed materials.
We've also added random encounters, so exploring the map is no longer safe, be sure to arm your teams well, and do not enter areas (biomes) that are crowded with tougher demons before you are ready to take them on.
Balancing
The balance changes encompass pretty much the entire game, but I'll try to list a few of the principal changes.
Enemies and equipment are now divided to tiers. The difference between enemies or equipment of different tiers is much larger than it used to be (around 2x stronger).
Armor has become a very important part, and now determines not only damage mitigation, but also your evasion and hitpoints.
Research has been divided into categories, and is now more vertical and less spread around. In each category there is a clear progress path, with a few side branches to spend your spare resource points for an additional edge.
Difficulty and pacing of missions, defense, events, etc have all been redone based on the new guidelines.
These are a few of the changes, but there are many more. We wrote all the numbers in the game from scratch, so pretty much nothing has been left unchanged.
Feedback
As always, we're looking forward to hearing your feedback on these latest changes.
Now more than ever, we'd love to hear your feedback about the new balance. Is it more predictable? Not too punishing but not too easy? Let us know what you think!
We also improved pathfinding and enemy AI performance, which fixes the performance issue with late game attacks in maze-like bases. Please try it out and let us know.
Once we are sure this alpha is stable and well balanced, we will make it available in the main branch.
Previous Saves
Due to the major changes in both the generated map and the balancing, playing old saved games would be completely different than the experience we had in mind. So saves from alpha 11 and earlier can not be loaded in alpha 12.
Survivors, it’s been a while since you’ve last heard from us (unless you follow our social channels), so we’d like to give a small update on what’s going on.
As a means of getting more structured information about our players and their preferences, we recently introduced the voting system where players can vote on the features they’d like to see added to Judgment. We’re happy with it’s reception, with over 100 unique voters, these are the 4 most wanted features:
Improved world exploration
Equipment upgrade
Interaction with other colonies
Scrap unused items
We're already working on #1! More on this below.
Parallel work on full version
Most of our efforts are working on Alpha 12, but in parallel, we’re slowly starting to work on some full release content. This content will not be available until we release the full version of the game. Since we plan for the full release update to be a huge one compared to previous updates, we have to work on it in parallel to the regular updates, to prevent a situation where there are many months without any releases.
We started working with Rick Gush, who will be writing the awesome storyline for Judgment’s full version. We are also creating new game content such as items and creatures that will not be added to Alpha 12 despite being ready.
Alpha 12 Progress
Down to business, here are the two biggest changes that we’ve been working on for alpha 12. Both these features are a result of much feedback from you, our Early Access players.
World Exploration - The highest voted feature in the voting system also happens to be our next big feature. A brand new, much larger, more colorful, and more diverse world map is being added. This new world will consist of several biomes, each with it’s own unique locations and resources. An overhaul to how you explore the map is also included, in which you create taskforces and can directly control them on the world map, instead of going back and forth. You provide them with supplies, and go in search for technology and treasure. But beware, strolling around during the apocalypse is not as safe as it used to be; sending a lone explorer is no longer a smart choice. Enemies are abound, and you never know what will happen as you travel around...
Complete Re-balance - There have been a lot of issues around balancing and the difficulty curve. Up until now the game’s balance has been mostly intuition, trial and error, and iteration. It wasn’t very structured, and even though it achieved it’s goal, it had many issues, and fixing each one created new ones. Now, we have a much more organized system, with formulas and a clear progression graph that guides us. It’s easier to add new stuff and make sure they don’t break the game, because we have guidelines that connect an item’s benefit, it’s costs and research availability. It’s easier to add new enemies, because we have a guideline to connect the enemy’s difficulty, to when it should appear and how many of it. Bottom line, we changed almost all the numbers in the game to create a smoother, frustration free (well as much as possible, it is still tough surviving the apocalypse…) experience. We also tweaked the lower difficulties so that casual difficulty is much easier.
These two are the main changes, there are many other smaller changes accompanying them, some related some not. These two changes are so big that there is no part of the game that is not affected by them, base economy, combat, exploration…
The bad news are that these two changes, being as big as they are (there is no part of the game that is not affected by them; base economy, combat, exploration…), are taking longer than expected, and we still have our work ahead of us before we are able to release alpha 12. We plan to release it in May, but it’s probably going to be later in May than we hoped.
We appreciate your support and your patience, and we hope you’ll be happy with all these upcoming changes!
Fort Triumph is a tactical RPG, X-com style, taking place in a fantasy world with emphasis on environment interaction. The game is already far in development, with a demo available, and knowing the team personally, we believe they are capable of creating a great product.
Survivors, it’s been a while since you’ve last heard from us (unless you follow our social channels), so we’d like to give a small update on what’s going on.
As a means of getting more structured information about our players and their preferences, we recently introduced the voting system where players can vote on the features they’d like to see added to Judgment. We’re happy with it’s reception, with over 100 unique voters, these are the 4 most wanted features:
Improved world exploration
Equipment upgrade
Interaction with other colonies
Scrap unused items
We're already working on #1! More on this below.
Parallel work on full version
Most of our efforts are working on Alpha 12, but in parallel, we’re slowly starting to work on some full release content. This content will not be available until we release the full version of the game. Since we plan for the full release update to be a huge one compared to previous updates, we have to work on it in parallel to the regular updates, to prevent a situation where there are many months without any releases.
We started working with Rick Gush, who will be writing the awesome storyline for Judgment’s full version. We are also creating new game content such as items and creatures that will not be added to Alpha 12 despite being ready.
Alpha 12 Progress
Down to business, here are the two biggest changes that we’ve been working on for alpha 12. Both these features are a result of much feedback from you, our Early Access players.
World Exploration - The highest voted feature in the voting system also happens to be our next big feature. A brand new, much larger, more colorful, and more diverse world map is being added. This new world will consist of several biomes, each with it’s own unique locations and resources. An overhaul to how you explore the map is also included, in which you create taskforces and can directly control them on the world map, instead of going back and forth. You provide them with supplies, and go in search for technology and treasure. But beware, strolling around during the apocalypse is not as safe as it used to be; sending a lone explorer is no longer a smart choice. Enemies are abound, and you never know what will happen as you travel around...
Complete Re-balance - There have been a lot of issues around balancing and the difficulty curve. Up until now the game’s balance has been mostly intuition, trial and error, and iteration. It wasn’t very structured, and even though it achieved it’s goal, it had many issues, and fixing each one created new ones. Now, we have a much more organized system, with formulas and a clear progression graph that guides us. It’s easier to add new stuff and make sure they don’t break the game, because we have guidelines that connect an item’s benefit, it’s costs and research availability. It’s easier to add new enemies, because we have a guideline to connect the enemy’s difficulty, to when it should appear and how many of it. Bottom line, we changed almost all the numbers in the game to create a smoother, frustration free (well as much as possible, it is still tough surviving the apocalypse…) experience. We also tweaked the lower difficulties so that casual difficulty is much easier.
These two are the main changes, there are many other smaller changes accompanying them, some related some not. These two changes are so big that there is no part of the game that is not affected by them, base economy, combat, exploration…
The bad news are that these two changes, being as big as they are (there is no part of the game that is not affected by them; base economy, combat, exploration…), are taking longer than expected, and we still have our work ahead of us before we are able to release alpha 12. We plan to release it in May, but it’s probably going to be later in May than we hoped.
We appreciate your support and your patience, and we hope you’ll be happy with all these upcoming changes!
Fort Triumph is a tactical RPG, X-com style, taking place in a fantasy world with emphasis on environment interaction. The game is already far in development, with a demo available, and knowing the team personally, we believe they are capable of creating a great product.
Early Access survivors, we want to hear from you! We created a Trello board in which you can vote for which of the major features that we are considering you'd like to see in the game.
Check out our board and vote now! We value your opinions greatly and invite you all to vote.
What is this board for?
This board is meant to provide us at Suncrash some insight into which of the ideas we have interest you, our players, most.
How do I vote?
You need a Trello account. You can create one with a single click by connecting with Facebook or Google.
Then simply open the cards you want to vote for and click the "Vote" button.
Can I vote for more than one feature?
You can vote for as many features as you like, but keep in mind that this is meant to provide us an insight into what our players want most. If you vote on all features, it will provide us very little information as to your preference, so it's best to vote on just a few of your most wanted features.
Will the highest voted feature get implemented for sure?
This board is meant to provide us information and guide us. There are many additional considerations such as technical difficulties and features interacting with each other, so we cannot promise the highest voted features will be implemented, but we do promise that we will take your votes into account when deciding.
If the feature is in this board, we are at least considering it.
Are there other things you will work on not in this board?
Yes. We only list here major features that we are seriously considering for a nearby update. There are many other ideas we are considering but for later, or smaller tweaks/changes that are not considered a major feature.
We want to keep this board small and to the point and not overload it with the hundreds of ideas we have.
Early Access survivors, we want to hear from you! We created a Trello board in which you can vote for which of the major features that we are considering you'd like to see in the game.
Check out our board and vote now! We value your opinions greatly and invite you all to vote.
What is this board for?
This board is meant to provide us at Suncrash some insight into which of the ideas we have interest you, our players, most.
How do I vote?
You need a Trello account. You can create one with a single click by connecting with Facebook or Google.
Then simply open the cards you want to vote for and click the "Vote" button.
Can I vote for more than one feature?
You can vote for as many features as you like, but keep in mind that this is meant to provide us an insight into what our players want most. If you vote on all features, it will provide us very little information as to your preference, so it's best to vote on just a few of your most wanted features.
Will the highest voted feature get implemented for sure?
This board is meant to provide us information and guide us. There are many additional considerations such as technical difficulties and features interacting with each other, so we cannot promise the highest voted features will be implemented, but we do promise that we will take your votes into account when deciding.
If the feature is in this board, we are at least considering it.
Are there other things you will work on not in this board?
Yes. We only list here major features that we are seriously considering for a nearby update. There are many other ideas we are considering but for later, or smaller tweaks/changes that are not considered a major feature.
We want to keep this board small and to the point and not overload it with the hundreds of ideas we have.
In the apocalypse, you either adapt or you perish. Everything changes, and so does Judgment. The Scavengers are here, with a bunch of new mechanics, improvements, content and much more.
Alpha 11 - “The Scavengers” is now available on the main branch. The main focus of this update was combat missions. There are two new modes, and several other improvements around this.
Here are the main changes. You can see the full list of changes in the bottom of the post.
Scavenge missions have been overhauled, and a proper scavenge experience has replaced the generic “Find and kill all enemies” that was previously used when scavenging for supplies.
In alpha 11, loot crates are scattered across the battlefield, and demons patrol the area. The demons will no longer attack as soon as you spot them. Instead, every creature and survivor have their own “vision range”, and an enemy group will only become aggressive if they spot a survivor.
Equip your survivors with binoculars and grant them skills in scouting to increase their vision range, and you can sneak around and collect scavenge without engaging the enemies. But some enemies are very perceptive, and you may prefer to take them out before venturing too far from your escape route.
Rescue Missions
Another new type of combat is the rescue mission. In these missions, you need to find and rescue a trapped refugee, then escort them back to safety.
Clear the area first, then find a good defensive position, as you will need to defend the survivor that attempts to release the refugee, demons will become aware of your presence and attack relentlessly until you finish the rescue attempt and escape.
Alchemy
To survive the apocalypse, your team can now research and make use of Alchemy. Alchemy adds new workstations, rituals, resources and equipment.
Scavenge Aether, and craft the legendary Prima Materia, the base of all matter, that can be used by alchemists in their Alchemy Table to create powerful equipment. Build a philosopher’s stone, and perform weird rituals to transform the base matter into more useful substances.
The Priest
A new profession of survivors is introduced - the priest. Some priests are good at farming, some knowledgable in the occult, others are good builders. There are devout priests that are sworn enemies of demons, dealing huge amounts of damage, but also more vulnerable to their attacks. Others are corrupt, they take the apocalypse more lightly, dealing and receiving less damage from the damned.
As priests gain experience, they can craft powerful defensive crosses, but their most important skill, they can conduct last rites, and bury their dead friends. At their graves, strange new rituals can be performed to harvest some of their essence and allow them, in their own way, to aid the cause even after death.
But in the time of the apocalypse, dead spirits are restless, and they attract each other. Building an entire graveyard so close to home, while important for morale, may prove fatal…
Visuals
Several visual improvements have been introduced, such as a new dynamic title screen and combat summary. If all your survivors die horribly and your colony is overrun, you will now see a neat new game over screen with some interesting stats about your time in the world.
There’s also a brand new Urban combat biome. You will now be fighting demons in an urban environment, amidst abandoned apartment buildings and a sea of concrete
Previous saves and mods
Previous saves are supported, but due to map generation, content and balancing changes, we strongly recommend to start a new game.
Mods from previous alpha should work fine, most of our changes are backwards compatible. You can read more about modding backwards compatibility and modding in general in our modding wiki.
Full list of changes
Mechanics: New system to support different combat types (as opposed to a single "kill all enemies" mission).
Mechanics: Loot can now be found in the combat maps, and you can scavenge and retreat instead of clearing all enemies in the map.
Mechanics: Rescue missions now require that you actually rescue a trapped survivor, protect the rescuing survivor from enemy attacks, and retreat - instead of just killing all the enemies in the map.
Mechanics: Enemies now patrol combat areas instead of standing in place.
Mechanics: Enemies now have their own vision range. They only aggro if they see survivors, making it possible to sneak around.
Mechanics: Night time now holds penalties to vision and ranged accuracy, for both survivors and enemies, making melee and sneaking more effective at night.
Mechanics: In combat, an attack now happens immediately, and the cooldown afterwards. Slow firing weapons become a more viable option, and there are less "delayed hits".
Mechanics: When the base is attacked, enemies will now only spawn in tiles at the edge of the map, or tiles within a certain travel distance from edge tiles. They are much less likely to spawn inside buildings. An exception is if the building is on the edge itself.
Mechanics: Summoning rituals now spawn the enemies near where the ritual was performed, instead of map edges.
Mechanics: It is no longer possible to earn Steam Achievements when there are any mods enabled.
Usability: Added a search option in the world map, that will highlight locations with specific items.
Usability: Final combat stats taking into account all skills, weapons and other modifiers are now displayed in the skills window, making it easier to decide on survivor equipment.
Usability: You can now name your saved games.
Usability: Autosave files are now given meaningful titles and are easier to identify.
Usability: New indication when enemies have spotted the survivors and are actively attacking them.
Usability: Cursor now changes to attack/loot/rescue when a survivor is selected in combat and the mouse hovers an enemy/loot crate/trapped survivor.
Usability: Added keyboard shortcuts for Taks Priorities window, Skills window, and Crafting Priorities window.
Usability: Survivor shortcut group numbers are now shown on their portraits.
Usability: Selecting an enemy in combat now shows more of their stats.
Usability: Enemy aggro range is now visible to the player, if the enemy itself is visible.
Usability: When customizing a survivor's appearance, the body color selector now shows the final color instead of a greyscale tint.
Usability: Now displaying the map seed in the game menu, so you can share with friends or replay the same map.
Usability: Changing survivor equipment with the skills window open will now reopen the skills window, easier to see the change in stats.
Usability: Hovering texts in the game menu now highlights the text.
Visuals: New, more dynamic, after-combat report.
Visuals: New, more dynamic, title screen.
Visuals: New game lost screen with some awesome statistics.
Visuals: Survivor eyes in portraits are no longer affected by skin tone, making them clearer in darker skin colors.
Visuals: New werewolf walking animation.
Visuals: Added rotating options to several 1x1 objects such as food table and bed (doesn't affect gameplay, only aesthetics).
Visuals: Replaced the combat retreat area with something that fits better in all biomes.
Visuals: New Save/Load window.
Content: New combat biome - Urban Area.
Content: New profession - Priest.
Content: New starting skills and levle-up skills for priest profession.
Content: New item: dead body, that is dropped when a survivor dies
Content: Survivor Graves can be built by a priest with a dead body.
Content: Perform a dark harvesting ritual in a survivor's grave to gather demonite from their spirit's essence. This ritual can only be performed every so often.
Content: New item: Cross, that can be crafted by priests with the right skill and provide a big boost in protection for a short duration.
Content: New alchemy research tree with 3 new research subjects.
Content: Alchemy Table where you can craft new alchemy-related resources and equipment.
Content: Philosopher Stone where you can perform rituals that transmute materials into other materials.
Content: 2 new alchemy-related resources, the crafted Prima Materia, and scavengable Aether.
Content: 4 new alchemy-related items - Paracelsus Sword, Transmutation Gun, Mercurial Armor and Elemental Bomb.
Content: New item and skills that affect survivor vision range.
Content: Added a new very easy base defense mission right after the weapons crafting quest.
Balancing: Tweaked enemies in hellgate a little.
Balancing: Scavenge Speed bonuses now apply to speed of looting and releasing trapped survivors in combat, in addition to searching debris at the base.
Balancing: Amount of items in scavenge locations are no longer shown in advance, only which items.
Balancing: There are now more enemies in scavenge missions since you no longer have to kill them all to get the loot.
Balancing: Enemy difficulty in rescue missions is a bit lower now, to make up for enemies spawning during the rescue mission.
Balancing: Sniper rifles now increase combat vision range a bit.
Balancing: Some research materials will now spawn a bit closer to base, making them easier to find.
Balancing: Experience gained from damaging enemies was decreased a bit.
Balancing: Rescued survivors now have higher chance of having a profession that you have less of.
Balancing: Reduced the chance of getting an Occultist and Priest, and increased the chance of getting a Survivalist.
Steam: Added several new achievements and modified some of the old ones to keep up with all the latest changes.
Modding: Can now add custom audio files.
Modding: Can now add movement speed effects to items, abilities, etc.
Modding: Can now give combat abilities to Weapons and Armor, as long as they do not consume the item.
Fixed: Overall pants skinning issues.
Fixed: Incorrect phrasing confused "hellgate" and "portal".
Fixed: When sending survivors out of towers in combat they always tried to travel to the top-right of the tower before going to their destination.
Fixed: Couldn't send survivors out of towers in combat if there was another object anyhwhere near the tower.
Fixed: If a save file got corrupted somehow, it caused the game to stop working altogether.
Fixed: When enemies were targeting a survivor that retreated from combat they would become stuck.
Fixed: When a survivor had many effects in the skills window and they wouldn't all fit, it wouldn't scroll and some were not visible.
Fixed: Sometimes barrels on top of roads would not be visible.
Fixed: Level up indicators no longer appear in mission preparation (clicking them would cause the game to be stuck).
In the apocalypse, you either adapt or you perish. Everything changes, and so does Judgment. The Scavengers are here, with a bunch of new mechanics, improvements, content and much more.
Alpha 11 - “The Scavengers” is now available on the main branch. The main focus of this update was combat missions. There are two new modes, and several other improvements around this.
Here are the main changes. You can see the full list of changes in the bottom of the post.
Scavenge missions have been overhauled, and a proper scavenge experience has replaced the generic “Find and kill all enemies” that was previously used when scavenging for supplies.
In alpha 11, loot crates are scattered across the battlefield, and demons patrol the area. The demons will no longer attack as soon as you spot them. Instead, every creature and survivor have their own “vision range”, and an enemy group will only become aggressive if they spot a survivor.
Equip your survivors with binoculars and grant them skills in scouting to increase their vision range, and you can sneak around and collect scavenge without engaging the enemies. But some enemies are very perceptive, and you may prefer to take them out before venturing too far from your escape route.
Rescue Missions
Another new type of combat is the rescue mission. In these missions, you need to find and rescue a trapped refugee, then escort them back to safety.
Clear the area first, then find a good defensive position, as you will need to defend the survivor that attempts to release the refugee, demons will become aware of your presence and attack relentlessly until you finish the rescue attempt and escape.
Alchemy
To survive the apocalypse, your team can now research and make use of Alchemy. Alchemy adds new workstations, rituals, resources and equipment.
Scavenge Aether, and craft the legendary Prima Materia, the base of all matter, that can be used by alchemists in their Alchemy Table to create powerful equipment. Build a philosopher’s stone, and perform weird rituals to transform the base matter into more useful substances.
The Priest
A new profession of survivors is introduced - the priest. Some priests are good at farming, some knowledgable in the occult, others are good builders. There are devout priests that are sworn enemies of demons, dealing huge amounts of damage, but also more vulnerable to their attacks. Others are corrupt, they take the apocalypse more lightly, dealing and receiving less damage from the damned.
As priests gain experience, they can craft powerful defensive crosses, but their most important skill, they can conduct last rites, and bury their dead friends. At their graves, strange new rituals can be performed to harvest some of their essence and allow them, in their own way, to aid the cause even after death.
But in the time of the apocalypse, dead spirits are restless, and they attract each other. Building an entire graveyard so close to home, while important for morale, may prove fatal…
Visuals
Several visual improvements have been introduced, such as a new dynamic title screen and combat summary. If all your survivors die horribly and your colony is overrun, you will now see a neat new game over screen with some interesting stats about your time in the world.
There’s also a brand new Urban combat biome. You will now be fighting demons in an urban environment, amidst abandoned apartment buildings and a sea of concrete
Previous saves and mods
Previous saves are supported, but due to map generation, content and balancing changes, we strongly recommend to start a new game.
Mods from previous alpha should work fine, most of our changes are backwards compatible. You can read more about modding backwards compatibility and modding in general in our modding wiki.
Full list of changes
Mechanics: New system to support different combat types (as opposed to a single "kill all enemies" mission).
Mechanics: Loot can now be found in the combat maps, and you can scavenge and retreat instead of clearing all enemies in the map.
Mechanics: Rescue missions now require that you actually rescue a trapped survivor, protect the rescuing survivor from enemy attacks, and retreat - instead of just killing all the enemies in the map.
Mechanics: Enemies now patrol combat areas instead of standing in place.
Mechanics: Enemies now have their own vision range. They only aggro if they see survivors, making it possible to sneak around.
Mechanics: Night time now holds penalties to vision and ranged accuracy, for both survivors and enemies, making melee and sneaking more effective at night.
Mechanics: In combat, an attack now happens immediately, and the cooldown afterwards. Slow firing weapons become a more viable option, and there are less "delayed hits".
Mechanics: When the base is attacked, enemies will now only spawn in tiles at the edge of the map, or tiles within a certain travel distance from edge tiles. They are much less likely to spawn inside buildings. An exception is if the building is on the edge itself.
Mechanics: Summoning rituals now spawn the enemies near where the ritual was performed, instead of map edges.
Mechanics: It is no longer possible to earn Steam Achievements when there are any mods enabled.
Usability: Added a search option in the world map, that will highlight locations with specific items.
Usability: Final combat stats taking into account all skills, weapons and other modifiers are now displayed in the skills window, making it easier to decide on survivor equipment.
Usability: You can now name your saved games.
Usability: Autosave files are now given meaningful titles and are easier to identify.
Usability: New indication when enemies have spotted the survivors and are actively attacking them.
Usability: Cursor now changes to attack/loot/rescue when a survivor is selected in combat and the mouse hovers an enemy/loot crate/trapped survivor.
Usability: Added keyboard shortcuts for Taks Priorities window, Skills window, and Crafting Priorities window.
Usability: Survivor shortcut group numbers are now shown on their portraits.
Usability: Selecting an enemy in combat now shows more of their stats.
Usability: Enemy aggro range is now visible to the player, if the enemy itself is visible.
Usability: When customizing a survivor's appearance, the body color selector now shows the final color instead of a greyscale tint.
Usability: Now displaying the map seed in the game menu, so you can share with friends or replay the same map.
Usability: Changing survivor equipment with the skills window open will now reopen the skills window, easier to see the change in stats.
Usability: Hovering texts in the game menu now highlights the text.
Visuals: New, more dynamic, after-combat report.
Visuals: New, more dynamic, title screen.
Visuals: New game lost screen with some awesome statistics.
Visuals: Survivor eyes in portraits are no longer affected by skin tone, making them clearer in darker skin colors.
Visuals: New werewolf walking animation.
Visuals: Added rotating options to several 1x1 objects such as food table and bed (doesn't affect gameplay, only aesthetics).
Visuals: Replaced the combat retreat area with something that fits better in all biomes.
Visuals: New Save/Load window.
Content: New combat biome - Urban Area.
Content: New profession - Priest.
Content: New starting skills and levle-up skills for priest profession.
Content: New item: dead body, that is dropped when a survivor dies
Content: Survivor Graves can be built by a priest with a dead body.
Content: Perform a dark harvesting ritual in a survivor's grave to gather demonite from their spirit's essence. This ritual can only be performed every so often.
Content: New item: Cross, that can be crafted by priests with the right skill and provide a big boost in protection for a short duration.
Content: New alchemy research tree with 3 new research subjects.
Content: Alchemy Table where you can craft new alchemy-related resources and equipment.
Content: Philosopher Stone where you can perform rituals that transmute materials into other materials.
Content: 2 new alchemy-related resources, the crafted Prima Materia, and scavengable Aether.
Content: 4 new alchemy-related items - Paracelsus Sword, Transmutation Gun, Mercurial Armor and Elemental Bomb.
Content: New item and skills that affect survivor vision range.
Content: Added a new very easy base defense mission right after the weapons crafting quest.
Balancing: Tweaked enemies in hellgate a little.
Balancing: Scavenge Speed bonuses now apply to speed of looting and releasing trapped survivors in combat, in addition to searching debris at the base.
Balancing: Amount of items in scavenge locations are no longer shown in advance, only which items.
Balancing: There are now more enemies in scavenge missions since you no longer have to kill them all to get the loot.
Balancing: Enemy difficulty in rescue missions is a bit lower now, to make up for enemies spawning during the rescue mission.
Balancing: Sniper rifles now increase combat vision range a bit.
Balancing: Some research materials will now spawn a bit closer to base, making them easier to find.
Balancing: Experience gained from damaging enemies was decreased a bit.
Balancing: Rescued survivors now have higher chance of having a profession that you have less of.
Balancing: Reduced the chance of getting an Occultist and Priest, and increased the chance of getting a Survivalist.
Steam: Added several new achievements and modified some of the old ones to keep up with all the latest changes.
Modding: Can now add custom audio files.
Modding: Can now add movement speed effects to items, abilities, etc.
Modding: Can now give combat abilities to Weapons and Armor, as long as they do not consume the item.
Fixed: Overall pants skinning issues.
Fixed: Incorrect phrasing confused "hellgate" and "portal".
Fixed: When sending survivors out of towers in combat they always tried to travel to the top-right of the tower before going to their destination.
Fixed: Couldn't send survivors out of towers in combat if there was another object anyhwhere near the tower.
Fixed: If a save file got corrupted somehow, it caused the game to stop working altogether.
Fixed: When enemies were targeting a survivor that retreated from combat they would become stuck.
Fixed: When a survivor had many effects in the skills window and they wouldn't all fit, it wouldn't scroll and some were not visible.
Fixed: Sometimes barrels on top of roads would not be visible.
Fixed: Level up indicators no longer appear in mission preparation (clicking them would cause the game to be stuck).
Alpha 11 was released on the beta branch last week, and we got lots of good feedback from you guys. Following that feedback, we just uploaded a patch that fixed and tweaked some of the issues in alpha 11.
We still feel it needs more time in the beta branch before we make it the default version for everyone, but we encourage everyone to give it a try and let us know what you think (see how here)
Some of the things we changed since the first alpha 11 beta release:
Tweaked rescue mission, made it faster and more balanced.
We now show survivor group shortcuts on survivor portraits
The type of survivors you rescue are more balanced, there is a higher chance to rescue survivors of professions you don't have too many of. Also reduced the chance of getting an occultist or priest, and increased the chance of getting a survivalist a bit.
Alpha 11 was released on the beta branch last week, and we got lots of good feedback from you guys. Following that feedback, we just uploaded a patch that fixed and tweaked some of the issues in alpha 11.
We still feel it needs more time in the beta branch before we make it the default version for everyone, but we encourage everyone to give it a try and let us know what you think (see how here)
Some of the things we changed since the first alpha 11 beta release:
Tweaked rescue mission, made it faster and more balanced.
We now show survivor group shortcuts on survivor portraits
The type of survivors you rescue are more balanced, there is a higher chance to rescue survivors of professions you don't have too many of. Also reduced the chance of getting an occultist or priest, and increased the chance of getting a survivalist a bit.