During our time at PAX in Boston, we had a great pleasure to talk with awesome guys from IRON LORDS PODCAST. Check out what Shing! related topics our dev team discussed with Lord Cognito.
We are pushing a small hotfix/patch live. Changes are as follows:
- Fix for the server crash pestering the live servers the whole weekend - Fix for most if not all private server crashes. If we missed any, please let us know and we will take care of them for the next patch. If you are confused by the many error messages on server start: those are expected and can be ignored. They don't change the behaviour of the server and are debug messages accidentally left in the build. - Improved Mech VFX - Improved Mech AI - Small changes on loot distribution - Fixed minor UI issues - Fixed some map issues - Fixed jetpack sound being played when vaulting through windows - Fixed not being able to register a Stasis Chamber built on triangular foundations. - Made some UI elements more clear and fixed localization issues. -> For example: We changed the controls for rotating building parts. You can press the E button (melee button) to flip the current building part downwards and upwards, while the mouse wheel is only rotating on one axis anymore. Please check the key prompts in the lower left of the screen while in building mode! We will improve upon this in the next patch by making this button assignable for different keybindings. - Customized armor is now correctly displayed in the UI - Fix for an exploit: You can no longer build building parts you don't have the skill for! - Fix for an exploit: camera can no longer fly around while character is spawning from stasis chamber!
Known issues: - We are close to have a fix for the "elevator backpack bug", we just want to give it more testing before pushing it live to make sure we don't break something else. - We are still trying to find a fix for the broken loot trackers, but are getting close as well. - We are also investigating the issue of building customization only saving the first 64 parts.
We are aware of more bugs of course, but above should be part of the next patch already.
Additional Info: - Explosive Compounds and Deuterium now need an additional or different resource to craft. So if you are having trouble, you should try some other combinations. Just some *fuel* for thought ;) - Thanks to everyone who uses the new ingame report feature! We are getting a lot of nice bug reports and ideas from you through it and could already fix a lot of smaller issues due to them. Keep 'em coming! - In case you missed the announcement a few weeks ago: We performed a full server wipe for the major patch on the 5th last week. So if you are missing your savegames, this is expected and not a bug! There are no further wipes planned at this moment and we will take care to announce it more obvious in the future as well, to make sure everyone is aware of what's happening.
ToeJam & Earl: Back in the Groove is officially 1 year old! YAAAY! We are really proud of our team and we hope we delivered on everything we promised in the Kickstarter.
But we ain’t stopping yet! We still have one really big update we wanna get into your hands. In this update we are trying out a new feature: PRESENT STACKING! This allows some presents to be used at the same time instead of overwriting.
You can see it in action here:
You can try this new feature out for yourself RIGHT NOW and all the quality of life changes as we roll them out on the Beta branch with the password “funkerdunker”. Instructions on how to access that are in the description of the video. We would love to hear your feedback on this!
You may have noticed we didn’t get a chance to launch Outta Our Shells in February. After gathering some feedback we wanted to make sure we got everything just right. So, the new launch date is…. TOMORROW!
The super funky news for all our ToeJam & Earl fans is we have created a very special magnet only available for the first 48 hours of the campaign that has ToeJam, Earl and all our new animal friends on it.
The magnet will be available to anyone who donates $5 or more within the first 48 hours of the campaign! Check it out:
This game is created entirely by Greg and he has been fine tuning it for a while now. The reception from playtesting has been amazing and we hope you’ll check it out!
That’s all for now. We have a lot of cool stuff planned for ToeJam & Earl in the future. Thanks for chilling with us for a full year!
The weekend went by almost unnoticed, as we're working on DAYMARE: 1998 all the time. We've got lots of stuff to finish, from polishing console builds to some new PC content to get your hands on!
Salvete omnes! Today is Monday, which means a new development diary awaits you! Get a closer look at new missions as well as one of the additional features that will be brought with Archimedes. 👉You can read the Diary here.
Here’s another small but important update. Today we fixed two very nasty bugs:
- The “Could not initialize the graphics subsystem” bug which was more likely to happen when playing on a tv, should now be fixed. Please let us know if you still have issues with the error message stated above. - There is still one case left in which you could run into that problem: When the resolution is below 1280x720 on an older graphics card the game will still display the "graphics subsystem" error message. In these cases make sure to update the graphics cards drivers and set the resolution on the monitor to a minimum of 1280x720 before starting the game.
- We fixed that almost all of the UIs were not catching mouse input correctly which lead the game to select characters and buildings in the 3D world behind the UI. This was obviously pretty annoying so we got rid of it!
Hello, this is the Troubleshooter development team.
We have planned to officially release Troubleshooter on April 13, 2020.
The road map we have planned to achieve before the release is shown below.
March Road Map
Add quests in Shooter Street available up to level 40
Add a Valkyrie shop. (You can purchase unique items that you missed out during missions) Add scenario mission
Extend company masteries and add effects according to the level of the company
Apply as much user feedback as possible
April Road Map
Optimization and bug fixes
Game trailer renewal
Digital Artbook
Apply as much user feedback as possible
Everyone who showed interests and concerns for Troubleshooter.
Troubleshooter has been available on Steam as Early Access for two years and three months. Today, we would like to talk a little about ourselves.
We organized team DANDYLION in an attempt to create a turn-based RPG and were able to receive feedback during the Early Access. Thanks to your support, we could share an idea and communicate for better developments. The last two years have been a great pleasure for us.
Our beginning was trifling.
2 playable characters and 6 scenario stages
Less than 100 Steam reviews 4 months since Early Access
Only 80% positive reviews
However, thanks to all of your consistent participation and support during Early Access, we were able to update our game 74 times for the last two years. And Troubleshooter has seen improvements as follows.
9 playable characters
41 scenario missions
22 recurring quests and 10 violent case missions
More than 200 cut scenes
900 masteries, modules, additional masteries
Additional contents such as class changing, beast taming, crafting drones, foods More than 1,500 Steam reviews
90% positive reviews
We sometimes had frustrating times. We even wanted to let go of our project. Nonetheless, your feedback and support kept us motivated. If it weren’t for all of you, our games would not have existed.
Regarding the decision to full release and to increase the price...
Despite your support and devotions from all our team members, Troubleshooter development team has been suffering difficulties in maintaining the team for a long time. Furthermore, each member spent more than five years for this project and we have come to the point in which mere desires and attachment for the game cannot hold us together.
For the above reasons, we are properly releasing the game along with the last scenario mission of the first episode.
We are properly releasing Troubleshooter despite its shortcomings. We will put all our efforts to improve the upcoming scenario mission and insufficient content to make a better Troubleshooter experience.
Moreover, starting on March 12th, we are planning to increase the price to 25$ to raise funds for game development.
We understand that many of you will not be happy about our decision of increasing the price for an incomplete game. We will do our best to make Troubleshooter worthy of the price by the time we release it properly.
We are going to take every chance to carry on with the game development after the full release.
Our main goal is to maintain the team and finish our project, Troubleshooter. This, in our opinion, is the only way to make up for all the support we have received from you.
If we raise enough funds by the full release, we are looking forward to improving the pre-existing content, introducing various characters and classes, adding episode two, and lastly, portraying untold back-stories of our characters.
Furthermore, we are planning to put a digital artbook and OST on sale to raise funds.
We all think that such circumstances are a growing pain that indie game development studios undergo to mature: something that we should definitely overcome.
The full release of Troubleshooter has flaws but we will invest the utmost efforts to continue on with developing.
Let me start off by thanking each on of you who already decided to support the game. The current build stresses the "early" part of an early access, and what you're playing right now is just a fraction of the game's future content. I know it has it's problems, and I'm working on them. I've been saying before that this game is not a typical RTS title, and thankfully pretty much all of you understand it and are on board with my ideas. That's great, and now that the first week after the release is behind me - I'm ready to move forward with the project.
Updates and common Issues
Some of you are reporting commonly occurring issues, some of them rather severe, so at this point I'm focused almost exclusively on bugfixing. There's already been one release since the update, with the next one coming this week (most likely on Thursday evening CET).
If you already have the game in your Steam library, please make sure you have the auto-updates enabled for it (right-click on the game title and select game settings). This game will be updated a lot, and you'll want to play the latest version of it.
Of the worst still outstanding issues we have:
car pathfinding (often failing to find the quickest route, as well as getting stuck in the far village)
unreadable UI (too much transparency, not enough contrast, overlapping windows)
Both will be addressed in the coming weeks. I won't even be mentioning game crashes and smaller usability issues, missions getting stuck, etc. - because all those things have been brought to my attention and are being worked on as well.
Roadmap
I will be working on a nicer, a little more interactive roadmap in the coming days, but before it's ready, let me just list the nearest term plans here, so you're not kept completely in the dark until it's up. Note: I know not everyone has Discord, but if you do, and are interested in this game, you can join here: https://discord.gg/G4zX63s - we discuss the game daily, probably most of it will never end up on Steam until I create the next update.
Having said that, here's the steps:
Bugfixing
I cannot continue adding more layers of complication into the game until I fix some blocking issues. I think the most important one here is the car pathfinding (I'm actually working on it right now) - at times it's plain pitiful. Before I continue adding more features and complications - I need to bring it up to a more acceptable state.
Soldier specializations and loadouts
Basically, the game's right now missing both the marksmen (for both you and your enemies), and the machinegunners for some more effective suppression. I consider both those roles essential for the game. Along with that, I'd like to add a first layer of troop customization, where you'd be able to select the general loadout of your men (the weapon, and therefore the role; med supplies; additional ammo). Along with it, the unit dispatch menu could use a do-over, because right now it's unnecessarily complicated.
Right now neither your troops nor the enemy can shoot from within the buildings. Also, right now, even if you drop your CAS directly onto a building - it won't touch it, or the people inside. With the update, you'll be able to take over buildings (after first breaching and searching them), even with civilians inside (they'll hate you for it). Your men will be able to use the openings as firing positions, and explosions will be able to collapse the whole structure. Demolished building will be rebuildable for both the civilians and your men (to their previous shape and function), with the use of a new resource - the building materials.
More densely populated map, more POIs
With the map being a rather desolate place right now, it will be time to add more unique (and functional) structures. There's gonna be at least one more village, inaccessible to vehicles, located on high ground. There's gonna be new unique structures, serving as possible social projects for you to develop - a water distribution center, a power station, a factory, farmland and cellular network infrastructure. All destructible. All rebuildable, each with it's own effects on the local life quality.
Politics
Both your faction and the enemy will be able to send political figures on campaign trails. This will mean a constant political tug of war between the factions, causing you to more rapidly lose civilian support if your only strategy is a military domination.
Saving the game
I know many of you consider it an essential feature (I also think it's understandable), so while I had my reasons to delay it as much as possible (both because along with future game updates, your saves are gonna keep getting broken, and because it's such a heavy task that as I work on it - it will pause other progress on the game), due to popular demand - I'll be adding it sooner. You win :)
Structure Building
Because it should be a big part of a more permanent presence of your units on the map, you should be able to build various defensive structures. Sandbags, machinegun nests, traffic checkpoints. In the end, I'd like the player to be able to build a permanent combat outpost of sorts, which he'd later have to re-supply using his convoys.
Smoke cover, explosives and APCs
Right now your enemies are somewhat powerless against you. With their rusty AKs and the occasional technical, your men completely dominate the map most of the time, so in this update I'll introduce RPGs, mortars, more technical units and some old APCs for your enemy. Your men will get access to smoke cover, AT weapons and new MRAP units.
Long-term goals
The points I described above are just the first steps. For one - the community is constantly feeding me with ideas, and I haven't yet added any of them to the list. On top of that, there's some bigger projects planned, which will change the game quite a lot.
Special Forces
SF units with their own, new missions. Recon, snatch and grab, and anything we come up with together. I don't want them to become just infantry with beefier stats, but rather another flavor for the game.
Helicopters
Troop transport for your own men, as well as a quick means of casevac. Will be a scarce resource, with big penalties for your relations with the high command, if lost. PJs - an additional unit you won't get direct, full control over. Similar to fire support, you'll be able to call them in, and will be tasked with preparing and keeping a secure LZ for them.
Tanks and other mechanized units
This game is mostly about infantry. I want it to always be a story of a handful your men, having to deal with an overwhelming task given to them. Tanks and other advanced units will never play a major role in the game, but I'm open to adding them as additional fire support units, in limited quantities. The enemy will also get their own tanks, in even more limited quantities.
tl;dr; this is the list of _some_ of the things coming to the game. Because many of you've been asking where is this project going - I tried listing the features that I think will affect the gameplay most. This is not a complete list, nor does it mean that I will stop accepting your ideas. Think of it as the starter roadmap, with more to come later.