AI Director Faction Limits Some players were taking advantage of 'averaging' down in certain sectors to make the AI director send lower tier ships to defend the region. -8 faction sectors will now send a minimum class4 (frigate) ship to defend the sector -10+ faction sectors will now send a minimum class5 (destroyer) ship to defend the sector -Shipyard (spawn sectors) will now send a minimum class8 (heavy cruiser) ship to defend the sector
3-Race Victory Condition The new Ma'Alaketh race, now playable, can win only by taking out both the Sol and Genari homeworlds. Same goes for Sol/Genari, they have to take two homeworlds to proceed to victory.
Ma'Alaketh: AI ships now have 10% base evasion instead of 25%
https://www.youtube.com/watch?v=iKAVySvtjfs Riders of the Apocalypse! We welcome you beneath the dome of Youtube, to our weekly Show, made so that you - the Waste’s best mechanics and riders can win the Prize! New episodes every Friday! Anyone willing to submit a video, must send a letter to CrossoutShow@Gaijin.ru containing the link to your video, your in-game nickname and the email address registered with your game account, so we can send you the Prize should your video win!
The Demoboy carries a remote detonating grenade launcher. Shoot up to 10 grenades, then detonate them all at once to inflict massive explosive damage. Leave grenades lying around capture points or doorways to create traps for unsuspecting enemies.
The Demoboy's grenade launcher must be charged up before each shot. The longer you hold down the shoot button, the further your grenade will be launched.
The Demoboy can jump above his own exploding grenades to launch himself up or across the map. The more grenades you detonate under your feet, the further you will fly!
Hello Everyone, I hope you are all having a wonderful day. I've been working hard on the game, We are including some extremely detailed levels, and I gotta say, It is really coming along. I am extremely happy with what we have so far.
We are working on cutscenes, rather than the ( Quite frankly terrible ) radio messages that are included currently, We are upgrading all of the weapons to more enhanced weapons.
We are outsourcing our scripting which allows us to include a wider range of mechanics.
But I've got to say, As my hours developing Games goes up, I am getting better with every click, and this being my first large project, I think its going well. We have sold nearly 300 copies, which is to me, quite staggering. Just the thought that people actually sit at home playing something I made, and I don't want to be like those developers who just make something and abandon it.
Woody is going to help out with the creation of the Zombies minigames, which will be included in our new launcher, so thats coming along great!
I gotta say, I am mind-blown with how good this is coming along as we approach our first year.
There was no update last week, so you'll get all that in this weeks update. The most important one comes first though. *drumroll* We have a new co-worker! The office is getting crowded now. :)
Now, the update from the last two weeks:
2019-08-05 - 2019-08-18
General We have a new person working with us from TODAY! Welcome Jorb(Discord)/Björn(IRL) who will do game design and scripting, mostly.
Code Worked on a generic key-value system, to be able to store values and stats for each entity. Biome color grading is now up and running, giving each biome custom feel, but it still needs some artist love. Data scripting improvements Overworld location spawning Overworld location window (WIP) Overworld missions (WIP) Movement related refactoring Enabled hotreloading of game data Loads of hotreload fixes Changed data format for various game data Biome generation, first pass
Content New character window, now with tab icons Overworld missions drafted Overworld locations (WIP) Tutorial fixes
Art Created some icons for the Overworld map Working on Background Caves, which will help in creating more depth in the game Completed the first icons for currency Worked on some more locations and also revisited some old locations Started to work on location banner art Made concept art for pick axes Finalized Overworld map background Dire tunnels biome iteration 1 complete. Most vegetation complete, needs optimizations Grottos work in progress
We are currently working on the day and night cycle. The visuals are close to the final version as can be seen here:
The shops close at night and open in the morning as you would expect. Some missions are time dependant as well.
We still need to adjust the traffic and crowd density based on the time of day and optimize the whole system for performance - hopefully, we will be able to do that before the next week's update.
Atmorph (Game Designer) and Languste (Quality Assurance Specialists) will go through the following topics, will enter the new dungeon and fight their way through it! And of course, we’ll have various free item codes prepared for you to submit!