This little patch aims to improve customizing the controls, both for the gamepad options and the keyboard. It it still far from perfect, but it's waaaay less of a confusing hassle of a nightmare now.
I had suppressed how awful and none-intuitive these menus were - very sorry about it! Anyways: it should be better now.
Best wishes and lots of love//Mattias
PS: There was also a crash related to changing the controls, that has also been fixed.
It's a small thing in some ways, but something that I think makes a big difference to the narrative story-telling side of the game.
This week I've added in some introductory commentary at the start of the fight, giving a bit of flavour if it's an interesting fixture for example between teams that are close in points.
Crucially the intro commentary will also tell you interesting stats about the fighters who've been selected - letting you know if they are league leaders in any notable stats, and referencing any current win, loss or kill streaks that are ongoing. This makes it all the more exciting if you manage to take down one of the league's best, and keeps you more informed when your own fighters are excelling.
In the near future I plan to link this to win bonuses and kill bounties for taking out the league's finest fighters. I will also add a little further flavour by way of a 'fighter focus' each match.
There is also a whole host of other minor improvements, balances and fixes this week!
Gameplay / Balancing
Added intro commentary about team positions and figher stats and streaks
Returned toughness to being 100% effective having reduced it’s damage reduction effect to 50% during early testing when I wanted faster battles. This might slightly increase battle length but overall I think not because it will only really come into its own in higher divisions where strength is all the greater. Meanwhile it should allow for tougher fighters to last longer without death or permanent maiming allowing for more fighter development especially in the top two divisions where death/crippling can happen arguably a bit too often to be fun.
Slightly boosted leadership attribute potential for Leader class.
Significantly boosted leadership ‘Form Up’ and ‘Inspire’ perks – now giving up to a 40-50% bonus to team rolls for discipline, bravery, attack and defence depending on the perk. A good leader should now be a massive asset if well trained, perked up and in a 4v4.
UI / Presentation
Added a toggle and volume control for music in the battle screen so now you can listen to the game music as well as or instead of the usual battle sounds.
Improved the UI for selecting teams generally so that it is now more intuitive and less buggy.
Improved formatting for player result in cup matches to make it fit in with AI matches
Added reference to the division of each team in the cup so that upsets can be seen more easily and interesting results stand out more
Corrected the erroneous spelling of ‘Reymnd’ in the names database
Corrected description text when picking Gladiator as player-fighter class to emphasise typically increased weapon skill.
Corrected the minor grammar/presentation error of the report sometimes saying i.e. “decreases defence skill by -7”.
Fixes
Fixed a bug causing the ‘recruit’ table to crash for some people
Fixed a bug that could come up when clicking on the same fighter multiple times while trying to select the team.
*Actually* fixed the result reporting in the league screen for divisions 4 and above so the player result will now display properly.
Fixed the really annoying bug that was causing expired/sacked slaves/citizens to stick around taking up space
Good morning! Here is a new patch that solves some of the item iteractions that you have reported. This also fixes some minor bugs and hope the coop stability is much better no. It is an important patch and you should install it ASAP. Thank you everybody for your support and bug report!
Finally, update 10 Huge update. Almost all global map gameplay created.
Updated ai. Now mechs are less afraid to walk forward through the crowd. Added rendering of walls with small transparency, so as not to lose sight of them when the level textures are destroyed. Giant update.
Removed giant water slow
The giant no longer spawns monsters underfoot, they come from the edge of the map
The giant now fires with rockets
The giant now has a boost phase where it tries to eat the mech.
After half of his health, he screams and bosses begin to go to him.
Improved boss phases
- Chase (Runs and tries to eat nearby mech)
- Scream (calls for help from new monsters)
- Defense (Regenerates, goes to the center) (shoots missiles)
Reduced the number of calls to global variables Adapted mech ai for the boss. Added information from right to top in the form of a creeping line. Fixed render bug when minimizing the game during a battle (GMS still frees texture memory after resizing the window, I'll try to fix it next time) Added animation for the highlighted pilot in the pilot list Added horizontally loop of the global map. Reduced the effect of the snake breaking through stones. Founded and fixed a bug in the algorithm for finding a position for shooting Now monsters and mechs should not approach the target when choosing a position Filters for the palette now only affect the render of the battle map Added Infected cells on the global map.
Infection appears on visited giant cells
Pilot infection mechanics.
Infection takes 10 hp every day if there are more than 15.
Added pilot Infection Indicator
Added caterpillars with resources. They are crawling around the map.
caterpillars are crawl away from mechs if damaged
caterpillars have a large supply of health
The infected map receives modifiers.
mod swarm health and size increased
mod swarm damage increased
mod swarm movement speed increased
mod extra monster caterpillar carrier
Fixed manual replacement reactors Increased the scrolling with the sliders wheel Prohibited placing the city at the edge of the map Fixed resource record when picking them up SHIFT button now working in nuclear reactor assembly column Fixed the slider in the mech's AUX menu Reduced the weight of the first reactor Increased the weight of the second reactor Fixed date display on top right Replaced the damage output per second with the mech's hp on the card display. Made navigation in the menu by pressing, not releasing the button Added more researches on cockpits Now you cannot move city throw the mountains Added Storm on the global map.
Prevents movement of a city if it is on a cell with the storm
The storm is two cells wide
The storm is moving across the global map from left to right
Adds tornadoes and lightning to maps
Wind effect blowing from left to right
Lightning strikes a random place
Sometimes lightning creates a special monster
The special monster attracts lightning towards itself and hits them in mechs.
Halved the firing speed of small monsters Added monster resistances to certain types of weapons Added display of the type of resistance of a monster in the line of its armor Fixed damage dealt from area effects. Damage is now applied to all monsters, not just swarms. Improved performance of the latest engines Resistance to current now affects movement underwater Increased movement speed of all mechs Increased the maximum movement speed of mechs Fixed a bug due to which it was impossible to drag mechs at the bottom of the list in the hangar. Fixed timer to enable double speed of advancing on the map
QoL Improved autopilot - - No delay between targets - Dead ships wont find targets - Changes targets on ship death - Now works with multiple ships - Also works with Uber Beam
Fixes Some upgrades we getting re-locked: Now, loading the game after beating the first boss and transporting to Anubis (3rd world) will unlock all upgrades. Even more typo fixing… will it ever end… Last story parts will now play one after another, as intended
- Added : Entrenchment ! Yay ! Many of you have been asking this, well here it is ! Any unit that doesn’t move for a turn will gain one level of entrenchment (except ships and planes obviously). Entrenchment is symbolised with a little shovel in the bottom. Each entrenchment level provide with +5 defense. So it’s -5 to the attacker’s damage per level of entrenchment, max is 3 level of entrenchment. - Added : Yermolayev Yer-2 to USSR. - Added : 5120 x 1440 resolution.
- Change : AI’s submarines will now too dive :) - Change : Petlyakov 2 and 3 sprites. - Change : KV1 1941 and KV1 1942 sprites. - Change : Updated manual. - Change : Rommel’s winter offensive scenario balance for the allies (was way too easy).
- Fix : You could have flying trains if you had paratroopers in an airfield near a railroad.