Units will now consider if a unit is about to die before shooting more at it. This will speed up both your attacks, and enemy attacks on you!
Fixed a pair of very rare backend crashes that may have caused the build list interface to become unresponsive. Hopefully this will end this hard to reproduce bug!
Fixed a timing bug when setting game speed in the Options menu (instead of the + / - hotkeys)
CPU performance improvements in calculating "unit died here" icons in "fog of war" areas
Hello Friend! If you are reading this, then you like Oik. And I am glad of it, and it gives me motivation to work. Many of you complain that there are so many RNG in the Oik series. Unfortunately, these are engine problems in which I work. So I decided to say goodbye to Clickteam Fusion 2.5. I do not know whether there will be more parts of the OIk series, it seems to me that this series is already fed up with many. But if Oik 6 comes out, it will be done in another engine. Thank you all for your attention!
As we finish our mechanics blog series, here are a few tips and tricks on how to succeed in defeating the Cult.
How you spend your early Influence is vital. Spending it on Cell Leaders and other passive resource generators can pay off exponentially, since you can then re-invest those resources.
Don’t be afraid to convert your unused Actions into Fate points - having Fate available can make a huge difference when avoiding a negative Adventure outcome, so you always want to keep one or two points on hand. That said - if you find another source of Fate in the world, that’s very efficient compared to spending your Actions.
Time, in the form of your Action Points is your most limited resource across the game as a whole. Finding ways to save Action Points is tough, but optimizing movement is one of the most effective. Unlocking new travel routes via Townsfolk and gaining free movement points can result in a lot of “free” Actions over the course of the game. Another way to buy time is to slow down the pace of Cult Activity. Prioritize defeating Cultists and gaining Cult Resistance, and that will buy you many more turns in the end.
Nearly every game requires at least some degree of combat. The built-in abilities that your Operatives have will get your through early combats well enough, but beyond that you’ll need to have a plan. There are a lot of options but recruiting mercenaries and researching spells are usually the most consistently available and powerful. Against most enemies, using a high Physical skill Operative (like Whitefang or Onto) is a good way to post some large numbers quickly. Investing in magic can be more versatile for both combat and non-combat utility, and some enemies are very resistant to Iron dice.
Heretic Operative is a challenging game, but with some experience and insight you’ll be able to handle anything the Cult throws at you.
Have strategy insights of your own? Share them with us in the forum, or join the Discord server: https://discord.gg/KfjK973
It's been a real joy for us to hear about your experiences with the new Challange Mode. We had no idea there was such an impressive amount of skilled mechanics out there that just burned through all 40 challenges in no time!
Thankfully, those 40 were just the beginning. We've only scratched the surface of what we can do with Challange Mode and next up is the Challenge Builder that makes it easy for you and your friends to build and share your own Challange packs on the workshop.
Keep in mind that you have to beat your own challenges to get them approved for sharing on the workshop. This is so we can make sure that all challenges that get uploaded can be completed.
There are already a bunch awesome challenges on the workshop that you can download and play HERE!
While we are at it, work on Survival mode is going great. We are right now doing work on less interesting things in the background of the game that knits the Survival mode together. But we should be back soon with a new devblog with a lot of new things.
We will be back soon with more Scrap Mechanic new!