As promised, here comes our roadmap and our plans overview for the Early Access period. We will be updating the graphic below each quarter or so and we'll try our best to keep you up to date.
(Please right click on the image and select "Open image in a new tab" to see it in the full size.)
Please note that the feature list visible on the roadmap is not exhaustive and focuses on large tasks that may affect gameplay in impactful ways.
Let's discuss planned work in detail.
Missions
We see our current sandbox and mission system as a good base for new content. Unexpected events tend to happen, and each assignment, despite similar goals, can turn out differently each time. Having said that, we're going to make some changes soon.
First, we want to start with some groundwork and rework assignment briefing. We want to add more flair to it and make all objectives visible on the map during selection. In the current version, it's often hard to tell, for example, where is the sector that needs to be visited without closing the interface first and checking that on the map manually.
To battle the repetitiveness we want to add more variation to existing missions, by providing additional, clearly described conditions to them. Your ship may be fitted with experimental gear for the mission, storms might be expected in the target area or maybe a journalist will join your crew. These are some examples of things that may be enriching assignments soon.
We also feel that assignments need to be a bit more rewarding and offer additional challenges. We modeled 17 historical medals from various sources. We are going to use them soon by awarding them to the player and officers for completing multiple challenges during the assignment.
After the groundwork is done, we will start adding more content to existing missions and add completely new ones. We will also resume work on a campaign that will span through the whole World War II.
Sandbox
We plan to add a configuration screen soon. There, each player will have the possibility to choose the starting year, exact U-Boat to be roleplayed and the starting crew.
We are already taking steps to add new units to the game. You can expect to see completely new ships types like oil tankers, enemy submarines and German surface ships along with more variety among the existing unit types.
We're also working on replacing our current tutorial with contextual hints, explanations and adding training missions in the game world.
And last, but not least, we'll add submarine pens to the game world that will be buildable in HQ. They will look like the one in the main menu.
Enhanced crew management
Crew management is going to see some changes. There is going to be a new screen where the player will be able to define various rules for the crew.
It's going to be possible to start rationing the food, order a sailor to be always ready to flood the tanks or define if the idle crew should run to the bow compartment during a crash dive.
These rules will require spending management points that will be provided to you by experienced officers who will be overseeing their implementation in life. It will simulate the effect of your crew gaining experience and working well with each other as time goes on. It will also add some automation but in a balanced way.
At the later stages of Early Access, we will be adding more crew events on board, as well as more interactions with objects in the world. It's going to be possible to take aircraft crew as captives on board or rescue survivors from a sunk ship, although that will be banned in 1942 after Laconia incident.
Modding tools
With each update, we did some small steps to add full modding capabilities to the game. We consider them now to be in pretty good shape and we'll start releasing our modding tools and guides soon. They will come with Steam Workshop support.
Although we declared this in Q4, it may start slowly rolling this month.
Remaining technical issues
Technical issues will remain our top priority.
We already solved a great deal of them by version B124, but we will continue our commitment to solve them in the future.
Communication & bug reporting
The most effective way to report bugs to us is to use the in-game bug reporting tool that, by default, is assigned to the F11 key. This tool sends us useful diagnostic data that helps to prepare proper fixes.
For general suggestion and discussion about further development, we invite everybody to visit the latest pinned topic about unstable version testing. We make a new topic with each version.
Today we are going to mark our old forum for bug reporting as deprecated. We removed the link to it from the main menu of the game a few versions back and posting on that forum will be disabled.
UPDATE More than doubled the number of different leviathan designs. UPDATE Tweaked up the odds of spawning a leviathan. UPDATE Updated game engine to fix various issues and further improve performance. UPDATE Various server system improvements to make performance better and more consistent. FIX Improved client->server connection system to help with dropped packet issues. FIX Saving settings on squad members is now working correctly. FIX Various client and server error fixes.
The Surge 2, our hardcore Action-RPG featuring brutal exo-skeleton combat on a dying earth, comes to PlayStation 4, Xbox One, and PC on September 24th!
As we draw close to the release, we’re sharing a series of devblogs that we hope will give you some insight into the creative process of The Surge 2.
Today, we’re happy to welcome back Sven Hammer, Lead Game Designer on The Surge 2, talking about the Combat System of the game!
Welcome back Sven! Let’s continue with a very important question - What’s your go-to weapon type?
That’s hard to answer to be honest because I was working on all of them and I kind of like them all. But deep in my heart I have always been a player that prefers heavy and slow hitting weapons. There is something about feeling the weight of a weapon like this and seeing the impact when it lands. And even though you might think that the Punching Gloves (one of our new weapon types) are not like this at all, because obviously they are faster than something like a Heavy Duty weapon, they still have that certain weight to them that make their punches feel impactful.
Upgrading your gear through the Exo-suit is a very important aspect of The Surge 2. How is this linked to the combat?
On the one hand you can use your gathered Tech Scrap that you get by killing enemies to increase the Core Power of your Exo-Rig, which allows you to wear better and heavier gear and equip more implants. This will also let you upgrade your base stats like health, stamina, and battery efficiency with the Module Points that you receive with each increase of your Core Power.
On the other hand combat and especially the limb targeting system is what will allow you to not only gain new weapons but also schematics of the gear that your enemies are wearing when cutting off their limbs. Cutting those limbs over and over again will also give you the needed crafting and upgrade materials that you can use to craft new or upgrade existing equipment. Gear will not only increase your defenses and make you able to withstand more hits but also influence other combat stats like your attack speed or your impact.
How do Implants work and how do they affect combat?
Implants are modifications to your Exo-Rig and can be divided into two categories: Boosters and Injectables. Boosters give you a variety of passive abilities that range from UI enhancements like displaying enemy health bars to something like restoring health when performing a finishing sequence. Injectables on the other hand give you new active abilities that are mostly centered around healing and buffing your stats for a short duration. Similar to your gear and weapons, injectables can now also be upgraded using a special material. All implants cost a certain amount of core power and need a free implant slot in your Exo-Rig. Implant slots are limited and Core Power is a shared resource also used by your other gear, so you need to choose which Boosters and Injectables you want to equip alongside your gear.
Games like this can be intimidating for newcomers. What does The Surge 2 do to ease people into the swing of things?
First of all we laid out a broad spectrum of tutorials that should help players learn all the different mechanics that they need to know to survive in the world of The Surge 2. The whole starting area and a big part of the second area is designed to ease players into the fun that the combat system and the game itself has to offer once the basics are learned. We tried to give the players enough time and room to get used to the mechanics before facing the really tough opponents.
What would you say sets combat in The Surge 2 apart from other games in the genre?
The most iconic thing that sets combat in The Surge 2 apart from other games is the limb targeting system and all combat and gameplay features that are tied to it. There is no more luck involved when you try to get a certain weapon or a gear part. You only have to target the part or weapon you want and then damage the specific body part of your opponent enough to cut it off and this will always reward you with the wanted item. Furthermore the whole crafting and upgrading system is centered around the limb targeting and cutting.
Are you the best Surge 2 player in the office? You can tell us the truth.
So I could now tell you: Of course I am, the only way to earn and keep your position as a Lead Game Designer is to beat everyone in a unique tournament playing The Surge 2. That would be very interesting. But to be honest if it would be that way I would have never earned that spot. I’m definitely not the best Surge 2 player in the office. I think I’m actually too slow for that. I definitely overcome the challenges that the game throws at me but it takes me a while to succeed. But I will always be ready for the next challenge.
Stay tuned for more insight into the development of The Surge 2 in our next articles! You can also check out the Behind The Scenes series "Deck13 Inside" on Youtube. The Surge 2 slices its way onto PS4, Xbox One, and PC on September 24th. Pre-Order now and get bonuses: http://thesurge-game.com/shop
learn more about the history of Elor and confront unique challenges with Rifts!
This week I'm talking about this new feature that will help us tell the stories of our world and which will allow us to offer you some unique challenges.
I'm really excited about this feature and I hope that you're happy to see it! :smile:
Hi everyone, Only a very small update this week, as we only just got back from PAX West.
Hope you enjoy the update – and as usual let us know your thoughts on our Discord server.
Big Changes
No big changes for this week.
Gameplay Changes
Attack actions are now undoable (unless they have a random damage component).
All actions other than card draw + random effects should now be undoable so please let us know if you find any issues.
For Tier 5+ random bosses (Endless Odyssey and Custom Quest), these will now be picked randomly from the top 2 Tiers of bosses (3+4) rather than only Tier 4 (Planar).
Bug Fixes
Fix to a bug causing items to be duplicatable.
‘Regroup!’ and ‘Intensify’ are no longer playable if they won’t have any effect.
The game is much more generous when dragging/dropping items to equip them on your character.
The development is going well, however we always aim for improvement as the process of game creation is long and complicated. We could really use your support to process with further development so please check out our campaign. If you support us, you will not only influence the final shape of 112 Operator, but you will also get early access to the game and other available perks.
This patch adds a number of game-changing features, namely Battle Tasks and Faction Bases (to all games in the series). In addition to these, there were many patches and other updates (listed below). I am very happy that we have such an active Community that really motivates us to develop the Age of Fear series!
CHANGE LOG:
NEW: Battle quests have been added to both campaigns in Age of Fear: The Undead King Gold. Each battle has several optional objectives (usually time-limited).
Battle Tasks
NEW: All factions now have bases! There is the Orc Village for the Greenskins, the Demonic Portal for Chaos, the Stonehenge for Forest Folk and the Mountain Fortress for Dwarves. Faction bases follow the pattern from Age of Fear: The Undead King Gold, where upgrades unlock additional units and special buildings.
Faction Bases
UPDATE: We have finished recording all the voices of the units and, I hope, this will improve the quality. In this patch, we have replaced the voices of the following units: Fairy, Witch and Succubus.
UPDATE: new portraits for Ent, Corrupted Ent, Troll and Troll Thrower: Ent Troll
BALANCE: Giant Scorpions are no longer capture-able - this is to fix early-game exploit whereas those unit are too powerful.
BUGFIX: Wild Mage trait is now only affecting spells with Failure Rate.
BUGFIX: Time-shifted archers can attack after move.
ONGOING FEATURES:
ONGOING: Invisibility mechanics are already coded in, but require more testing to make AI aware of this feature. Invisibility will add an element of surprise to battles and mess up your tactics! Prepare for the unexpected!
ONGOING: More localisations are coming too! We have started with French (thanks to targus929!), but once this update is stable we will look into other languages.
ONGOING: The Age of Fear 4 - the main story is already written and we are working on scripts and game flows. The release is planned for 2020 and we will surely push out more news before that.
PLEASE REVIEW OUR GAMES!
Thanks to everyone who supported us with constructive feedback and ideas!
This patch adds a number of game-changing features, namely Battle Tasks and Faction Bases (to all games in the series). In addition to these, there were many patches and other updates (listed below). I am very happy that we have such an active Community that really motivates us to develop the Age of Fear series!
CHANGE LOG:
NEW: Battle quests have been added to both campaigns in Age of Fear: The Undead King Gold. Each battle has several optional objectives (usually time-limited).
Battle Tasks
NEW: All factions now have bases! There is the Orc Village for the Greenskins, the Demonic Portal for Chaos, the Stonehenge for Forest Folk and the Mountain Fortress for Dwarves. Faction bases follow the pattern from Age of Fear: The Undead King Gold, where upgrades unlock additional units and special buildings.
Faction Bases
UPDATE: We have finished recording all the voices of the units and, I hope, this will improve the quality. In this patch, we have replaced the voices of the following units: Fairy, Witch and Succubus.
UPDATE: new portraits for Ent, Corrupted Ent, Troll and Troll Thrower: Ent Troll
BALANCE: Giant Scorpions are no longer capture-able - this is to fix early-game exploit whereas those unit are too powerful.
BUGFIX: Wild Mage trait is now only affecting spells with Failure Rate.
BUGFIX: Time-shifted archers can attack after move.
ONGOING FEATURES:
ONGOING: Invisibility mechanics are already coded in, but require more testing to make AI aware of this feature. Invisibility will add an element of surprise to battles and mess up your tactics! Prepare for the unexpected!
ONGOING: More localisations are coming too! We have started with French (thanks to targus929!), but once this update is stable we will look into other languages.
ONGOING: The Age of Fear 4 - the main story is already written and we are working on scripts and game flows. The release is planned for 2020 and we will surely push out more news before that.
PLEASE REVIEW OUR GAMES!
Thanks to everyone who supported us with constructive feedback and ideas!