End of week two and the feedback continues to be awesome - thank you all. We've made some big changes this update, based on that feedback, and we're anxious to see people give them a whirl.
Here is an overview of the fixes and changes made to the build;
Fixes:
Units supporting an attack can now take damage.
Units take damage if outside of attack range.
Units can move multiple times until all move points are consumed.
Can now select a new unit when a unit already selected.
No longer able to give air units more readiness then they can allow.
Changes and Additions:
Added more info to back of unit card (can flip cards over).
Added phase stage icons that show the color of the current phase (to help with card understanding).
Can now create a transport daisy chain (can link transports to carry supply to a logistics unit).
Reactionary attack is random and free dice as well as it stops movement.
Display card effects on player.
Display a "ruler" for determining if a unit is in supply or not and how far out (supply line link is based in "hexes").
Supply zones have ranges, anything within the range gets supplied for free.
Supporting an attack causes reduced strength for non artillery and air units.
Better user feedback for highlighting/clicking hexes/units tutorial.
Current turn displayed.
Added button to toggle objectives list on/off.
Added ability to inspect units in wait phase.
Added combat layer cycling using '[' and ']' keys.
End of week two and the feedback continues to be awesome - thank you all. We've made some big changes this update, based on that feedback, and we're anxious to see people give them a whirl.
Here is an overview of the fixes and changes made to the build;
Fixes:
Units supporting an attack can now take damage.
Units take damage if outside of attack range.
Units can move multiple times until all move points are consumed.
Can now select a new unit when a unit already selected.
No longer able to give air units more readiness then they can allow.
Changes and Additions:
Added more info to back of unit card (can flip cards over).
Added phase stage icons that show the color of the current phase (to help with card understanding).
Can now create a transport daisy chain (can link transports to carry supply to a logistics unit).
Reactionary attack is random and free dice as well as it stops movement.
Display card effects on player.
Display a "ruler" for determining if a unit is in supply or not and how far out (supply line link is based in "hexes").
Supply zones have ranges, anything within the range gets supplied for free.
Supporting an attack causes reduced strength for non artillery and air units.
Better user feedback for highlighting/clicking hexes/units tutorial.
Current turn displayed.
Added button to toggle objectives list on/off.
Added ability to inspect units in wait phase.
Added combat layer cycling using '[' and ']' keys.
The moment you've all been waiting for here at Code}{atch! v0.5.5 is live and ready for your downloading pleasure.
We worked pretty hard on this release, and spent a lot of time cleaning up bugs, optimizing the code and clearing up technical debt. This isn't just a back-end update however,
We've also designed and implemented some new content for you to enjoy.
We have included:
The New Tileset: It's sleek, mysterious, monolithic and practically iridescent, it's the "Alien Hull" tileset.
The New Utility: Colonists on Atlas are now fitted with Paint Lasers and are able to demarcate their bases, vehicles, other players, themselves and other non-block objects.
The New Monster: What mysteries does Atlas hold? Many, and one has been discovered by colonists recently that is as ferocious as it is fast! The Flying Eyeball, so known by many colonists, flaps its bat-like wings and is able to heat up the air between the colonist and itself, forming a ray of heat scorching its target alive. Be wary, while they may be small, they are often numerous, and quite pesky.
Several other changes have been made to the game as well, including refactoring a few systems, tweaks to the terrain and menus.
A lot of time this month was spent on chasing down memory leaks, and beefing up multiplayer performance and other serious performance issues. We here at Code}{atch want to give everyone an awesome experience playing our games, and strive to deliver as smooth of a product as possible.
Another thing we've spent a lot of time on is reintegrating QA and the reorganizing of our release schedule, so we can do more quality releases for you, more often.
Read more about the game's changes here:
When the player joins a game, the game data should be streamed over time instead of sent all at once. -This allows smoother handling of larger batches of data
Added the ability when starting a new game, the player can define what seed will be used to generate terrain. -This allows popular seeds to be saved and regenerated elsewhere and shared.
Creative mode has been reintroduced into the game! -Players will now no longer encounter enemies when playing in creative mode -Players will have infinite resources upon spawning
New Utility Introduced: The Paint Laser -Allows players to apply a custom color to various items - Blocks - Craftables - The VAT - Other Players - Themselves
-User is able to scroll through a hue slider by holding ctrl and using the mouse wheel while the paint gun is equipped
A large variety of other bug fixes have been implemented, creating a more stable release
Changes to the UI have been brought in:
- Changes include making the UI event-based, and thus allowing for faster, smoother performance - Streamlined the menus before launching into a game - Adjusted the settings menu within the game - Disabled the lobby menu temporarily
New Monster Introduced: The Flying Eyeball
- Small, agile flying monster - Fast attack, often comes in pairs or groups - Fires hot energy beam from its eye
Various optimization issues dealt with have helped increase performance
PC Gamer loves Shadowrun: Dragonfall! Read the full review here.
Rock Paper Shotgun says: Dragonfall’s a big improvement on Shadowrun Returns [...] and it pulls off the smart trick of being both a superior starting point and a more satisfying follow-up.
PC Gamer loves Shadowrun: Dragonfall! Read the full review here.
Rock Paper Shotgun says: Dragonfall’s a big improvement on Shadowrun Returns [...] and it pulls off the smart trick of being both a superior starting point and a more satisfying follow-up.
We have an exciting new feature this patch: Auto-Build. After watching many new players having too much fun blowing things up and sitting at Credit cap, we felt they would benefit from having Units automatically spawn from the Fortress with the Capture order. The way it works is if you have 10,000 more credits than the most expensive unit in your loadout, the same system that the AI uses will build things and send them out.
Moving units will get the Capture order, while turret-type units will automatically spawn on any free Sockets. Specialized units/gear will not be built at all. If you happen to be near an Outpost, Auto-built units will be presented to you so there is the option to place them yourself. If you move too far away, it will continue spawning them from the Fortress as it was planning to.
This option can be disabled in Settings.
He who controls the spice, controls the universe!
We removed Overtime damage a while back because we felt it was a bandaid to try and end games that went on too long. We wanted to be forced to focus on why games were going on that long and fix it, and we've had a lot of great feedback and been making balance changes in that direction.
Still, we've noticed that it's possible to have situations where one team becomes very entrenched at their Fortress which makes it hard to end the games. Since these cases don't present the defender any real chance to win, but they can drag the games on, it's not a great state to be in.
This leads us to Domination Damage. If one team holds all Outposts on the map, it will trigger a 30 second countdown until the enemy team's Fortress will start to take damage. But there's a catch! A team being Dominated will have their income doubled to give them a fighting chance for a comeback.
More Matchmaking choices, finally!
With the healthy number of players plus the new queue system we're finally going to open up more choices for Matchmaking. Now you can select the exact number of players you want in the game for Coop, PvP, and Survival.
Updates:
New Auto-Build feature (can be disabled in Game Settings)
Domination Damage: holding all Outposts on the map will do direct damage to the enemy Fortress
Enabled more Matchmaking Options (1v1, 2v2, or 3v3)
Individual Unit Upkeep values: indicated by number of blocks on the ingame UI
Dots shown on ground indicating how many units are carried and exactly where they will be dropped
Camera will offset in direction of shooting (can be disabled in Video Settings)
New "Window Size" video resolution, highly recommended for best visuals
Improvements to visual quality when non-fullscreen window is resized
Change font from Roboto to Exo 2 to try and find something that works better for lower resolutions (might keep trying new fonts)
Changes to a number of Challenges to make them better at teaching new players how to play
New (non-Achievement) Quest for Diamond VIPs: collect your DVIP Club Card for monthly perks
Damage number color now indicates how much damage is being done after the Armor calculation (Yellow < 40%, Orange 40-80%, Red 80-100%)
Healing numbers now sink instead of float (potentially helping with red-green colorblindness)
Reworked Secure Outpost behavior to make it more consistent
Updated Natasha art
Updated Erik art
Updated Samson art
Updated Kira art
Tweaked Raven art
Simplified Shop landing page for new players to explain Silver VIP benefits
Bug Fixes:
fix of Armor values not working on Outposts
fix bug where carry weights were not set properly for AirMech classes
multiple Tech Pods will no longer build if you repeat build a super unit
fixed an uncommon crash when changing video quality settings
can no longer rez flying uints
Balance Changes:
increase HP of Infantry when occupying Outposts
increase DPS of AirMechs on ground vs other AirMechs by approx 10%
Known Issues:
because of changes in the Queue, all Matchmaking games show as 1 star Elo games in the watch tab
3 player Coop doesn't work right, instead puts you in 2 player