BFGA2 Game Director Romain Clavier here. It’s been three days now since the release of the beta. We’re delighted to see thousands of players jumping into games and providing feedback on everything from faction balance to the campaign flow, and much more.
The Tyranid invasion and the green Krusade may seem unstoppable but do not abandon hope and praise the Emperor, for he is the salvation of mankind. Here’s what we’re currently planning to do in response to all the feedback and data we’ve received during the week.
Campaign update:
Let’s start with the two most common pieces of feedback regarding the campaign gameplay.
“I don’t like the domination mode in campaign.”
Well, It will be pretty easy for us to add a game option that allows the player to remove capture zones during campaign battles in order to play with just the “extermination” win condition. We still believe that domination mode provides a better in-game experience, as it adds a tactical layer to battle as well as improving the game balance, but we understand the desire to annihilate your enemies.
We’ll do our best to deliver this change for the release. If we cannot, it will be implemented with the first patch shortly after launch. We will keep you updated on this as regularly as possible.
“I feel under pressure from the urgency gauge”.
Fair enough, we don’t want anyone to feel anxious during their solo game experience of the grim dark future. We will be adding an option at the start of the campaign that will disable the urgency gauge. For clarity, we would advise against disabling this feature, as we think it provides incentive and pressure for pushing forward as well as offering a good representation of the critical situation in the Cadian Gate, and being part of our difficulty balancing. However, we’d rather it was your choice.
It’s possible we will have this implemented by release, but more likely it will be a part of the first patch.
Skirmish:
The main feedback we’ve received here is that you would all like to be able to level up factions in Skirmish. Well, we don’t see any good arguments that go against this request. We will implement this for release! Portrait rewards will still be exclusive to ranked matches, as they’re purely cosmetic.
We’re also looking at ways to continue to improve the skirmish game in post-release content. We’ll talk more about this in the near future as we start to explain our plans regarding post launch content.
Balancing:
Well, balancing is still not perfect but it’s better than ever. With thousands upon thousands of battles concluded (and with mirror matches excluded), let’s check the stats up to now:
First to talk about this data a bit. Clearly there are two major outliers in Corsairs and Tyranids, which we’ll discuss in a moment, alongside the higher-than-perfect Ork winrate. However, we’re very happy that 10 of our 12 factions are relatively well balanced, especially given we’ve yet to release. Obviously, it’s currently imperfect, so here are our goals going forward.
At first we want to get everyone between 40% and 60% global winrate. Of course the closer to 50% the better, and we’ll continue tweaking beyond that, but it’s our initial aim. It’s important to note these numbers do not represent with perfect accuracy how balanced factions are. For example, some factions may perform better or worse depending on the skill level of the players, the exact fleet compositions being used, and so on. However, we’re happy to use this data alongside your continued feedback to improve things.
As mentioned, the most problematic factions are the Corsairs and Tyranids. Orks are borderline. Therefore, you should expect in a patch on launch day:
A nerf for the Tyranids. Should be mostly based on ship point cost.
A buff for the Corsairs. Ships will be cheaper and will have access to the shroud hull attribute, which cloaks ships at the start of battle.
A very slight nerf for the Orks.
A lot of small adjustments to make the battle experience less frustrating in some cases or with some factions.
Of course, we’re still finalising the specifics here, and will keep you updated with full patch notes once the patch is ready. We hope to continue sharing matchup data with you in future, and are looking into ways to split the data by league to make sure we’re using it in the best way possible.
Multiplayer:
We have found a way to improve classification of players in the leaderboard, as it’s currently very hard to get out of Bronze league. This update is now live, so please let us know if it seems better and fairer to you (or not!)
Bug:
Ouch! A nasty bug regarding weapon stats modifiers bypassed our vigilance and is present in the beta. A few bonuses are not being applied properly. We will be fixing it for release - we’d like to do it sooner, but ensuring that our release build is as good as possible is our current priority. Post-launch, we hope to patch issues such as this (or, hopefully, more minor ones) quicker. It’s important to note this particular issue will likely have a positive impact on the game balance, also.
Thanks for all the feedback, positive and negative! Continue to help us in making the best game possible for the 24th!
Patch 1034 addresses a critical bug identified with the previous patch (#1024) where in with the system panel while viewing an unclaimed system. The bug could cause build buttons to be disabled when they should be active thus preventing players from claiming the world.
A hot fix has been built, internally tested and released to both Beta and Default targets. We will continue to iterate with frequent small patches over the coming weeks with Steam Announcements reserved for hot fixes and major patches.
For the latest view of whats being worked on head over the Terran Roadmap on Trello ... find it here.
Hello Wanderers! Update 0.9.9.3 is very close to being released and I just wanted to let you all know whats coming. The ETA for this update is < 25th of Jan.
Before I start, a massive thanks to the hundreds of you who have filled out the feedback form. A lot of this update are requested raised by you wonderful people who took the time to let me know what needs improved! I do email every single one of you individually to acknowledge the points you riased, if you haven't heard from me yet, I'm getting to you :)
Details of Update:
The most important update : THE DOT HAS BEEN CENTERED
I'll bow down in shame to everyone who was irritated about the meditation dot being 1px off center. That was shady work on my part, and I apologise. Sorry for driving you all mad with it. This has now been fixed (or has it? no jk, its been fixed).
Immersive Playne is here
You can now rotate 360 degrees and view your entire Playne.
Groundwork is being laid for VR
Groundwork is also being laid for new gameplay mechanics. Details coming soon :)
Better Streak System
The streak will now only cut off at 3am(instead of 12am) for you late nighters.
Improved Story
The entire story chapters + guide text have been fixed of typos and grammatical errors and made a little better and easier to read.
Thank you Nerrei for proofreading thousands of words of text and helping me to improve it 😄
Meditation Customisations
Night Mode : a bit easier on the eyes and a much requested feature
Remove Time : for a cleaner meditation session
View Numerical Time : If you need to know how many exact seconds you have left 😛
Thought Feedback: Add / Remove thought feedback sounds (droplets)
Less Guidance: Remove tutorial and guide text
Silence Sessions: Remove background ambiance for a silent session
Meditation Optimisations
Keyboard thought response. This is another much requested feature, you can now type space instead of using your mouse
Better, more audible, starting and ending bell
Bug Fixes/Minor Updates
Aurora Borealis now shows up correctly. :D
Revamped UI elements
Many other minor fixes
Other News
I'm working on the mobile version in tandem with updates to Playne on Steam. Its progressing well and alpha testing should commence in the next few weeks.
I'm grateful to Ubisoft for showing interest in supporting Playne. In the end it didn't pan out, but thank you Serge & Yves for taking the time.
Some of you have asked when we’ll discuss what we have planned for the rest of 2019. We are still fine-tuning some of our plans, but we’ll be able to present you with some information really soon.
Let’s start with some good news. I think it’s safe to say that we’ve made some very nice progress with fixing the ships (and even improving how they sail) and you'll be able to see the results in the 0.12 update.
We are now testing the first version of the rewritten pathfinding which, when we’re done with it, will enable us to make the Explore mode much more interesting.
As you can see, debugging a pathfinding system is a ton of fun :)
We have made a long list of features and issues which the new Ylands players find confusing or difficult to understand, and which made many leave the game without even realizing that there’s more to it than picking up stuff and crafting very primitive objects. We will be going through various actions that are not intuitive and making them more user-friendly. Also, we are making sure the radial menu becomes much more useful than it currently is.
We are further tweaking the combat based on the feedback received, so that it is faster and snappier in 0.12 while retaining some tactical elements.
More and more things are becoming accessible via Visual Scripting in the Editor, so Creators will have much more creative freedom in the upcoming update than ever before.
We also understand that GUI still needs a lot of love as well, and very soon we will be able to show you some images which we hope you’ll like.
And that isn't everything by far.
Now let's spend some time over your questions:
Are farming activities and animals planned? Chickens, cows and such.
Yes. Not before 1.0, but this is actually one of the first things we plan to add after the game is released.
Are procedural terrain brushes planned?
We are definitely not happy with the current terraforming options. The brushes we currently have don't allow the creation of natural looking terrain. Also, the newly painted terrain doesn't allow a good enough blending with the existing terrain. These things are already in our 2019 roadmap.
Any plans to make the power barriers cooperative? Can we lock them and give keys to friends for example?
Even though this is a topic for another time, I think it's quite obvious that what Ylands heavily lacks and needs before 1.0 is a better way for friends to play and communicate among themselves. Since nothing like that has ever been done in any game, let's call it - I don't know - a "friends list" (wink). We will be adding this to the game, and once we have this, various in-game features will be linked to this.
That’s it for today. Have a great weekend, ylanders, and as always - stay classy!
we are all back from holiday now and we just released the new patch 0.16. What did change?
It’s getting foggy
With the last patch we introduced regrouping with primary mouse click, which should lead to more active player control. In order to intensify the discovery aspect we added a fog of war. There are several ways how it is revealed, the most basic one is letting your survivors walk through it. The rest you have to find out yourself ;) Furthermore we added a new item which interacts with the fog - the vacuum cleaner.
Special buildings: Starting with MKing
This patch contains the first “special building”. It is a MKing burger shop. Be careful when you spot them, since they continuously spawn basic zombies. You can destroy the building and then enter it. We are planning more special buildings in the future. Do you have any cool ideas?
Run summary
We added a summary to retrospectively have a look at your run (chosen cards, found survivors and items). You can open the summary in the base screen and in the game over screen.
Back to bus in UI
We added a shortcut to the UI so you can easily jump to the bus and even start the return process. This should make your lifes a bit easier, especially on big maps.
Other changes
Improved: Clip size mod for rocket launcher definitely gives you a boost now
Improved: Regroup is disabled when returning to bus
Fixed: Lasersword could be bought in vending machine
Fixed: Spacebar triggers regroup
Fixed: Weapon level not restored when continuing run