Today, we want discuss possible changes to the damage and unit restoration mechanics in Ground Vehicle Realistic Battles. As you know, currently, repairs of several units and aggregates without the parts modification can be done just by being located at a point you control. If a damaged tank does not get help from friends, it will remain immobile or weaponless until the end of the battle. However, a tank with the researched parts modification can repair damage in 10-30 seconds (depending on the severity of the damage, any crew losses and crew skill level). This is a game feature.
After recent discussions regarding modifications and all the changes made in relation to them, we decided to rework this feature in order to take the following considerations into account:
Reduce differences in capabilities for restoring combat readiness between upgraded and non-upgraded vehicles.
Preserve the current gameplay in Ground Realistic Battles in terms of the importance of damage dealt.
Make the game more interesting for non-upgraded vehicles.
Accordingly, we plan to change the critical damage mechanics by adding quick field repair, available at all times for all vehicles. It will work in the following way:
A disabled engine entirely blocks a vehicle’s movement for 20 seconds, after which 40% of its original function is restored.
A disabled transmission entirely blocks the vehicle’s movement for 20 seconds, after which the gear shift range is reduced by half.
A disabled traverse gear blocks turrets or guns from rotating(traversing) for 15 seconds, after which their rotation speed is limited to 3 degrees/sec.
A disabled elevation gear limits the gun elevation range to ±1.5 degrees from the position the gun was in when it was damaged.
A destroyed barrel inflicts significant penalties when fired: a 20-fold increase in shot dispersion and shells have 2 times less armour piercing and muzzle velocity.
If a ground vehicle is equipped with the parts modification, a player can use it to begin repairs at any time and restore a unit to full combat readiness. But without this modification, it will have to reach a secured point and perform a full repair there. Meanwhile, the option of getting repair assistance from party members or allies for light equipment has been entirely preserved. The processes of automatic partial unit recovery and manually activated repairs occur in parallel and do not influence each other in any way.
We think these changes will produce a positive effect on gameplay for stock ground vehicles and will simplify their function without changing the general mechanics of fighting in Realistic Battles. We invite all players to take part in a constructive dialogue about this and look forward to your discussion comments.
We would like to add a small explanation and emphasize, once again that the purpose of the changes is to make the game in vehicles with unresearched modifications more enjoyable.
We do not plan to change the basics of the gameplay in RB with these changes nor how any damage caused affects the game situation. Now, if you have caused functional damage to an enemy, you have some time to destroy him fully but if you did not succeed in doing this the enemy will be able to repair after some time and become dangerous to you again. You still cannot count on the absence of the modification "parts" from the enemy when you fight them. This will remain in the new mechanics, only that those who have not researched the modification will have an improved chance, for example, to get to a capture point and fix it there or approach an ally who can help with the repair and sometimes cover you in a hopeless situation.
We are ready to consider various options for these mechanics based on the results of discussions, for example, to do something with damaged gun barrels for a period of time (comparable to the repair kit/parts) in complete disabling of firing, or not to change the mechanics of damaged weapons at all and return only mobility. In our experience the designated critical damage to a gun is serious enough so we decided that it was possible to implement it for RB in this way. But a significant amount of criticism in the mechanics associated with weapons makes us think about other options. Therefore, we expect practical constructive proposals and dialogue from you.
Refreshed Brush Audio: We created new sounds for the 48 brushes. Each of them is now unique, and delightfully reacts to the way you are painting.
Flip Selection: You can now get a mirrored version of your selection thanks to the Flip Selection feature. Long press on the Selection tool to access it.
Video Recording Bugfixes: Some users were experiencing tearing and flickering in recorded videos. This has been fixed for both live and offline video rendering.
Polish: A bunch of under the hood maintenance that you don’t need to care about but will make your experience better in the long run. Trust us!
Welcome! The UDCE page is now on Steam! The official release date is set for November 27th. Before that, you can visit our Steam community. Ask questions, or suggest new features: https://steamcommunity.com/app/979010/discussions/
I have remade the textures of all the animals and modified some models. Although they are not yet at the level of quality that I intend for the game. Now they are more in line with the idea I intend for it. I hope you like it! Thanks for playing EONIA!
MAIN CHANGES & ADDITIONS - ALL ANIMALS, CREATURES & BEASTS REVAMPED!!! - LOT OF IMPROVEMENTS!!! - Spelling corrections. - Improvements and fixes. - Quest fixes and improvements. - And much more!!!
I really appreciate your feedback! If you would find any issue, please don’t hesitate to let me know as soon as possible so that I can fix it. Thanks for all the support!
Firstly, we apologize for the lack of updates recently; we’ve been hard at work building some of the end-game content related to the Colonial Union. It will ultimately be a way for Colonial Union crews to get ahold of a Lost Colony data fragment and will hopefully be a climatic moment within their faction!
We’ve also taken some time to see family and do some research about future goals for the project. While the majority of that work will be coming in a few weeks (we’re doing some final testing and waiting for the sound effects) we thought we’d spend some time and put together a different update since it’s been a while. A lot of you have been requesting a lounge activity pretty much since our first devlog and we decided now would be a good opportunity! We’ve played around with some different ideas and ultimately decided on Liar’s Dice (also known as Dudo, Pirate’s Dice, Bluff, etc.)
A few of the reasons we went with this game: -The rounds are quick and don’t involve a large time commitment so crews can pick it up when they find some free time, like while the captain is shopping for components. -The number of players can fluidly change from 2 to 5. -The mechanics are fairly simple and easy to network / build AI for. -We think it’s pretty fun!
There are a ton of different variants of Liar’s Dice, so below we’ll outline the specific rules that we went with:
Liar’s dice is a bluffing game about stating the number of dice with a specific face. Each player secretly rolls 5 dice, and then betting begins. Players place bets on how many dice of a certain face are up amongst the total pool of dice, even though they can only see 5 of them. On a player’s turn, he or she can choose to raise the current bid or challenge it (if they think it’s false).
When raising a bid, players must either raise the face value or the number of dice, or both. For example, if the current bid is 4 x [3]s you can raise the bid to 5 x [3]s or 2 x [4]s. As long as either the die count or face value is raised, the other can be lowered.
Players win points through challenges. If the bid was true, the player who placed the bid receives a point. If it was false, then the challenger receives a point.
The first player to reach 5 points wins the game, and a new game will start 20 seconds later!
It can be a strange game to get used to at first, but we’ve had a lot of fun with it and we hope you all will too! A few extra things to be mindful about: the number of dice in the pool changes based on how many players are playing. For example, the odds of 7 x [6]s are far less likely to happen in a 2 player game than a 5 player game. Also, since points are only awarded during challenges, you want to make bets that others may want to challenge.
In addition to this, we’ve also build a new ship class for the W.D. Corporation: the W.D. Annihilator! The recurring theme for this ship was “advanced prototype”. Crews manning this ship are on the bleeding edge of W.D. technology. This ship is unique in its starting configuration of components. It begins the game with numerous experimental ship components that may drastically change how crews normally operate.
- Its reactor’s output is tied to the overall ship system health. - Its hull is layered and increases armor when integrity falls - Its warp drive gives each and every installed program / virus a single charge per jump. - Its shield generator has a fast charge rate but a very high minimum shield integrity - Its main turret deals fire damage to enemy ships (starting fires), but also heats up the Annihilator’s reactor faster. - It starts with 0 credits but 20 processed scrap. - Its basic turrets are designed to cut pieces of hull off of enemy ships, producing extra scrap
Among those starting features, it possesses two new attributes innate to the ship itself: - It has proprietary shield stealing technology that saps enemy shields when turrets damage them. It converts 20% of damage to an enemy ship’s shields to your own shields immediately. - It has flaky internal systems. New technology can sometimes be unreliable, and there is a chance the ship’s systems will be damaged upon exiting warp. Crews flying this ship should pay extra attention to their ship systems.
Additions - New Ship - W.D. Annihilator - A W.D. prototype unit that’s currently being field tested in this galaxy. Equipped with multiple experimental ship components, a starting scrap pool, and shield stealing technology. It is a prototype however, which means the systems can sometimes be flaky, and exiting from warp has the chance to damage one of your ship system instances. - Liar’s Dice - Found in the lounge of each ship. Liar’s Dice is a competitive mini-game played amongst the crewmembers of your ship. Read more about it above! - New talent: Armor Boost - + 1 Armor per rank - New Talent: Armor Boost II - Can be accessed when Armor Boost is fully invested - New Talent: Health Boost II - Can be accessed when Health Boost is fully invested - New UI Addition - Crew health indicators can now be seen in the top left corner of the interface. They can be disabled in the game settings. - New Weapon: Healing Beam Rifle - The Scientist now starts with a healing beam rifle instead of a phase pistol. While it damages enemies it can also be pointed at fellow crew members to heal them! -New Crew AI behavior - At Ease - If this is the highest priority, it will prompt AI crewmembers to head to the lounge to play Liar's Dice -Crew AI should be a bit better about choosing a teleporter location closer to the captain when there are multiple options to choose from. -Mouse Scroll Wheel can now cycle through equipped items -New art additions to lounge areas -New Ship Component: Strong Point Reactor - Starting reactor for Annihilator -New Ship Component: WD XC-7 Prototype Config 4 - Starting Shield Generator for Annihilator -New Ship Component: WD XW-5 Prototype Config 1 - Starting Warp Drive for Annihilator -New Ship Component: WD Prototype “FlashFire: - Starting Main Turret for Annihilator -Captains can now issue a move order / rally point by clicking the middle mouse button / scrollwheel. To currently cancel a move order, captains can issue one into space or a place not accessible via nav-mesh. Move orders will also expire on their own after 30 seconds.
Changes -Aux Power talent has been increased from 10% to 15%. The text description has been updated too. -Changed dialog of Ranchelle Fieaque, Weise Quel and Remhan Zesho to accommodate for changes in lore of Outpost 448 -Talents are now arranged in alphabetical order and will show unavailable talents in grey -Captain Order “Status Update” has been renamed to “At Attention” and is now the default order when starting a new game. -Captain Order “At Ease” is no longer the default option. Bots will not man stations on Green alert and will join in Liar’s Dice.
Fixes -Fixed T-pose NPC found at Outpost 448 -Fixed an incorrect character preview during class selection for factions other than Colonial Union -Fixed the descriptive text of the Aux Power Talent -Fixed Yiria Sali’s dialog to mention Alosius Grec as a Sylvassi, not a robot -Fixed Grey Huntsmen bounty missions for Striker, Drafters, and Biscuit Burners to appear through long range range comms only when players have accepted the Bounty Hunter’s Contract -Fixed Rosalia Scillo at AOG hideout to open trading window -Fixed an issue that may have sometimes prevented players from dropping items
Like we mentioned above, there is a big update arriving in a few weeks. Thanks for your patience and support and we’re hoping long pauses like this don’t happen again.
Beta 20.1 Release Notes
Fixes -Tweaked Annihilator to fix fire visibility errors
Beta 20.2 Release Notes
Beta 20.2 is out now!
It fixes a few of the issues recently reported, thanks to those who’ve sent us reports and screenshots!
Additions -New sound effect for the Healing Beam
Fixes -Experiment 72 has been contained and is no longer replacing normal slime creatures. It was not meant for this update. -Fixed a terrain error on an alien ruins planet -Fixed a collision issue regarding the science system instance on the Annihilator -Fixed a collision issue regarding the reactor on the Annihilator -Fire extinguishers should work better for the larger reactors found on the Annihilator and Roland
New week, new patch. 8185 contains stabilization fixes for a upcoming stable release.
As always, we appreciate your support in testing development patches. With the upcoming Android beta, we are looking to keep feature parity by pushing a stable release soon.
Fixes
The chat window will not capture mouse clicks anymore, only scroll events. This means you can once again click through it to action the game world.
Greater Sanctuary interacting incorrectly with True Seeing has been fixed.
A rare server hang when a relayed player suddenly regains direct connectivity has been fixed.
A bug in RetrieveCampaignObject has been fixed that resulted in a double free issue, crashing the game. This was another 1.69 issue that was unearthed by us switching to VS2017 for the Windows build.
NWSync has been sped up by avoiding yet more memory copying.
Minor shader update to remove light specularity components, as they are handled by the light diffuse uniforms.
Upcoming/Errata
We have not yet been able to work on documentation and use-cases with HOWTOs. This has not been forgotten and will be done.
Greater Sanctuary may not sync properly to clients after they re/connect.
There is a known issue where static tile lighting sometimes does not update in the toolset, and even rarer, in the game. We are looking into this as we work on the renderer.
The NWSync client part is still lacking a way to remove manifest data or expire old manifests in a more fine-grained fashion.
In the past few days we've been working hard on fixing issues that initially came up since the release. Known issues we're working on are at the bottom.
Thank you all for supporting us, and as always, send your feedback and suggestions our way on Discord or here so we can resolve issues as fast as possible!
Gameplay fixes:
Misaligned hand position compared to real life controller position fixed for certain guns [WiP] - easier to use gunstocks
Less instant death on coop missions, improved player kill zones
Weapon unlock fixes on the maps (e.g. Python)
Hail mission computer download objective fixed
Improved AI - baddies are much tougher now
'Hail' mission with better combat areas
Fixed the bugged walls in the lobby, you can’t walk through them anymore
In Co-op, players falling behind will get teleported to the actual checkpoint instead of dying
Minor dialogue adjustments
Multiplayer level selector fixes:
Previous/next arrows fixed
Locked pictures for the host fixed
Level type filter improved
Server list listing dummy servers when switching pages fixed
Sound fixes:
Last shot sound effect for the revolver/shotguns fixed
Improved explosion sounds
Graphical improvements:
Improved lighting, no darkness inside houses and warehouses
Outside lighting fine-tuned
Improved optimization for certain hardware configurations
KNOWN ISSUES
The following issues are known and are currently being worked on:
Misaligned hand position compared to real life controller position
Multiplayer server list: people from different regions might not find each other’s servers