A brand new focus, the homing swarm. Excellent for keeping combos going at long range, or taking down those high speed Lancers.
Fixes and Tweaks
Fixed bug occasionally causing rapid fire turret enemies to stop spawning at higher scores.
Fixed bug where the timer could stop running in time attack.
A smattering of performance improvements.
I also have another seeecret update in the works for a feature that's been requested a lot. I'm having to do a lot of tweaking to make sure it doesn't break the existing balance too much, so hold on tight.
Thanks for sending us all of the valuable feedback while we continue to update the game :) Here is the list!
-New Hoverbike! Cruise around the dump sites in style -New Outlaw village - Buy everything you need! -New Chainsaw! Cut down pesky trees, and use it for enemies too! -New Electric Gun! Tear apart your enemies with electricity and electrify your structures! -Fixed bullet hit sound (it was being cut off) -Fixed health bar issue after exiting a menu (now it goes back to your old hp instantly) -Added save positions for the vehicles -Increased the distance of the garbage blowed by the blower -Increased the collision for the office Foreman -Fixed the reload button (now its possible to reload with "R" correctly) -Now the time freezes when on build mode or pause menu -Added Settings options on the Main menu -Added visual feedback for the autosaves -Feedback pop-ups with tips for new structure building -Fixed diagram dispenser menu -Added tips and controls menu on the build mode view
Working hard to have the game ready for the Early Access release. The plan is to have all four guilds playable and to have most spells upgradeable. Plus a few things to make the fights more exciting like in-match objectives (powerups that spawn) and interactive crowds (cheers for big spells and fans with posters of you if you're doing well in the tourney).
Here's the latest updates:
New clothing for the guilds
Vito is wearing the hat for the Alchemist Guild. Aqua is wearing the hat for the Witch Guild and a necklace from the Alchemist Guild. Arc is wearing a backpack from the Alchemist Guild here. (Although I've heard feedback that it looks more like a Merchant's backpack .. unfortunately there is no Merchant Guild for now so it will have to be Alchemist) Ignissa here is wearing the hat and the shoulders from the Beastmaster Guild.
Objectives
Left - attack powerup that temporarily doubles your strength. Middle - health powerup that refills you 1/5 of your total health (only in Versus mode). Right - speed powerup that temporarily doubles your speed. These spawn in specific spots in the arena every 30 seconds or so.
Polish
New intro effects for the characters, this is for the fire wizards like Ignissa. Upgraded arcane primary move. Lots of other upgrades to come.
Sponsored Custom Robo tournament
If you see this before June 26th, I'm sponsoring a tournament with a cool CR community here: https://t.co/SebmzXqYWD?amp=1
Lofi video featuring the game
Did a cool side project involving the game - made one of those lofi "chill vibes to study to" mixes with a one-minute loop from the game's main menu.
Lava Labyrinth (New level): Lava moves up & down repeatedly.
Updeep
Changed end encounter from reactor to lockdown encounter, redesigned end room layout.
Added a bit more space to a couple of cramped locations.
Level elements
Lava
New shader/material
Can now insta-kill only when it's moving up.
No longer deals continuous touch damage to enemies (but getting sandwiched between rising lava and walls still insta-kills them)
Props
Updated box prop split effects
Ammo/shield boxes now have glowing icon for the resource on top.
New shader for Red energy wall
Updated some materials in first biome
Updated 2x2 window model
Hidden doors: Added different opening sound, also added visual effect when opening them
Guide paths: The moving glowing indicators are now longer and bend along the path.
Tech point pickup: Visual and pickup effect updated
Doors
Updated door models in the first biome.
Added a little particle effect when opening doors
Updated indicator for unlocked doors.
New enemies
Shotball: Fires 5 balls, 1 in center and 4 on sides (Hard+: 8) in a very wide cone.
Big Scout: Slower than regular scouts, fires one ball at a time.
Rocket Propeller: Long-ranged enemy firing 2 rockets at a time.
Enemy changes
General: Enemies will now stop shooting when they die, instead of when they explode after death.
Walker Boss
Health increased 4500 -> 5500, plus health of some parts increased.
Ball weapons fire bigger balls
Laser arms fire in a cone pattern
Homing launch pattern adjusted
Minor other changes
Scout
Now fires small ball bullets instead of very slow lasers.
Laser Slicer
Updated model/weapon/projectile/AI etc
Weapon fires a more dense wave of lasers, but rotates a lot slower while charging up the shot. Damage increased 5->8, but deals damage only once per attack.
Green Scout
renamed to Plasma Scout
Now fires 1 slow plasma bullet (2 on hard+), which hits harder
moves around a bit less
Green Turret
Renamed to Plasma Turret
Now fires 3 (hard: 5) slow plasma bullets which hit hard
Ice scout
moves around a bit less
Laser Bruiser
turn rate slightly increased
weapon effects&sounds updated.
Bullet speed greatly increased, slower turn rate while firing
Hope you are enjoying the demo. Now that you've had some time to get familiar with Wolfstride, we thought it would be a good time to dig a little deeper into the combat system. Let's take a look at the way battles unfold, big things to keep in mind during the fight, and tips and tricks to winning tactics.
A series of tutorial windows explain the basics the first time you go to battle. Once the actions starts, though, things get real. Pilots need to manage three resources.
Movement points get used for moving back and forth on the tiles at the bottom of the screen. It's sort of like two boxers squaring off. One point moves one square; two points let you shove your opponent back by moving to the same square they are on. Before rushing right up there, keep a couple things in mind. Some of the tiles give damage bonus when you attack from them and these change from arena to arena. Weapons also figure in here with different ranges (shown by the target symbol in the tiles) and some also knock your opponent back.
Action points let you do things once you're in position and by things we mean attack and defend. You're always going to want more than you have so it's all about planning ahead. This is a good place to mention that third resource, ammo. Gun attacks use ammo and you need to reload to keep your clip topped up. Thing is, reloading costs an action point. Another little things to keep track of is how many turns your defend moves last.
Now you see the dance. Bob and weave; stick and move. In Wolfstride you can go back and forth between movement and action. For example, you might shove an opponent back and then take a step backward to be on a damage bonus square before firing your rifle.
Once you start getting it down, the options in the hanger open up all sorts of possible tactics. Talk to PeePoo to learn new pilot skills aka attacks and defenses. ZZ is your goto for upgrades to the components of your COWBOY. Each swap you make comes with its own set of pros and cons. The extra action points you need for an expensive new attack may also cost you reduced movement points. Play around with different mixes of skills and upgrades to get the right mix for the way you like to fight.
Oh, and make sure to equip your new stuff! Press the start button to go to the loadout screens. And after you play around with them some, share your favorite setups here in comments. And we hope you will wishlist and follow us. We've got more to share on the way to launch.
Hi, I am currently working on fixing and reworking all the features in the game, simplifying them so that I can release all the updates faster and more efficiently. This update is mostly to patch previous bugs, so it doesn't add much new content.
What's new in this update? -Add ChangeLog. -Add Player Statistics. -Add PC and game info (Debug). -Removed "Show FPS" from options (Replaced by PC and game info). -Removed 2 ambient sounds. -Add Social Media info in Menu. -Add more "Welcome TEXT" in Menu. -Repair bullets impacts sounds volume. -Change reward for killing a zombie (100$ > 125$).
Develop Changes -Remke Saving Data System (Options / Player Statistics). -Change Options System. -New Scene Loading System. -Fix a lots of bugs!
City or countryside? Play Classic Solitaire where you feel like it today, with your pet friends Buddy and Lucky.
Buddy and Lucky Solitaire is available now!
A solitaire game is a great way to escape the hustle and bustle of everyday life. Choose the city locations and play with the Buddy card deck, or the countryside locations, with the Lucky card deck.
Enjoy the beautifully illustrated card decks while playing a match, and take a break from time to time to enjoy the landscape around you - within reach of a mouse move!
Collect bonus cards finding special items in the landscape.
We have added seven new monsters to the game. -Evil Eye -Mimic -Chomper -Ghost -Orc Soldier -Orc Shaman -Orc General Developer Notes: We agreed that the monster variations could use some upgrade and made it our priority.
Additional Monster Traits added
-8 new monster traits have been added to the game. Developer Notes: These new monsters are extremely dangerous. Please be mentally prepared.
Trait Icons Optimized
The following icons have been updated to make on-death traits more recognizable. -Trait: Discard on Death -Trait: Explode on Death
Healer Changes
-Healers will now gain Special Treatment much earlier, at level 17. Special Treatment: There is a 50% chance that a Special card will return to your hand after it's played. Developer Notes: We want to ensure that it is still viable to use Healers in battle after adding many healing cards in the earlier patches.
Difficulty Adjustments
-Monsters in Normal and Veteran difficulties now have one trait each. -Hard, Nightmare, and Hell monsters have their traits increased by 1, respectively. Developer Notes: We want to make sure that the Normal and Veteran difficulties still require some thinking.
Card Changes
-Endure Pain now reduces the damage taken to 15% of the max HP, up from 10%. -Shield Wall now reduces damage taken by 50%, down from 90%. Developer Notes: We designed these two cards to be lifesavers, not exploitable cards that enable unlimited switching.
More Card Changes
-Life Drain will now drain 20% of the damage dealt, down from 30% -Playing a Recycled Crusading Strike will now draw an available Attack Card instead of restoring health. -Playing a Recycled Offensive Maneuvers will now restore 3 Divine Points instead of restoring all Divine Points. Developer Notes: We have found out that life-draining cards have been used to replace healers, which is unintended.
New Achievements
-Steam Achievements for defeating Chomper (elite) and Orc General (Boss) have been added.
Bug Fix
--Damage Reduction cards did not work on Trait: Explode on Death if a movement skill kills the monster. It has been fixed.