Thank you so much for supporting the Early Access version of the game. This is a solo developed title and I am very interested in feedback and ideas. Feel free to participate in the Discord or post something in the Steam discussion forums. When I started creating this game, it was really about creating a game I wanted to play in VR that did not exist. I figured if people wanted to come along for the ride that's great. I do appreciate the support!
An enemy alertness indicator has been added to the tattoo on the players wrist. If you are spotted by guards, fire your gun or dead bodies are discovered this round indicator surrounding your health tattoo will slowly start to increase. As long as it is in the green, SS will not spawn. Once it turns yellow there is a lower chance they will spawn, while red means there is a higher chance of them spawning. This indicator essentially lets you know how stealth you are being in the game and the likelihood of the SS being dispatched. Some actions like bodies being discovered have a greater impact on enemy alertness while firing weapons is lower. The weight of actions on enemy alertness and spawn chances will be tweaked as game development continues as I am tracking all this data. The start book in the dungeon now has a brief overview of the new indicator.
Dungeon exit door has a glow to make it more clear it is the exit.
The health portion of your tattoo displays in smaller increments allowing you to better see health increases.
Total enemies spawned in game session is now shown on session stats screen
Booby traps will now completely kill SS. They were only damaged previously.
Dead bodies stick around in a larger radius of the player preventing them from disappearing if shot from far away and making it more likely they will contribute to enemy alertness
Secret stashes will always contain something and not be empty. There were some empty stashes in anticipation of new content but that is a ways off, so there will always be at least a gold ingot there.
Bug Fixes
There were two dossiers (Italian resistance members) that were never spawned preventing players from unlocking the Resist achievement. These will now show up in the dungeon. These will appear more often for a brief time.
The collectibles list made it appear that there were prisoner letters yet to be unlocked, but this was incorrect.
There was a resistance leaflet that did not spawn in the dungeon which would have prevented a player from unlocking the "Long Live Freedom" achievement. This will now show up randomly in the dungeon. It will appear more often for a brief time.
There were instances where shooting a cell lock to free the prisoner would not register them as freed. This should be fixed.
Wrist inventory always faces camera which should make it a little easier to navigate
Small tweak to Commodore 64 theme color
The broken hearts achievement unlocked correctly, but the final letter was not displayed in the collectibles area. You will need to pick up the final letter again for it to show up.
The spectator camera smoothing can now be turned on from the settings panel through the main menu. Previously, this only worked from the settings panel in the dungeon itself. Please note, this setting is not saved, and will only be turned on as long as you run the game. This is by design to prevent people from accidently leaving it on and suffering poor performance. It is mostly for pro streamers and provides a wider view angle/smoothing.
On launch, the game does a check with Steam to see if there are any unlocked achievements that are not in sync with the local achievements due to the player or Steam being offline at the time.
Fixed a bug with SS who spawned with an MP40 preventing them from firing.
Priorities
I will be out of town this holiday ⛷️, so there will not be any other updates till after January 2. I will monitor stats and forums for any major issues and publish a patch if needed before 12/26. I wish you and your families a great holiday!
Bug fixes
Implement a toggle grab option. This should be available in January.
Improve enemy behavior when eluding them. This should be available in January.
Overall AI improvements ( (stopping distance / detection / patrolling))
Hello everyone I'm wzspdw and I'm happy to show you some of the latest features of the game.
This presentation is about the new arrow type ---- Heavy Hammer Arrow. These arrows have unparalleled pounding power and can knock out small targets on hit instantly! Note that it doesn't matter if the target is normal, elite or leader, as long as it is a small unit it will be knocked out, just for a different length of time.
On top of that, this arrow does not penetrate armor, but has decent armor destruction and can effectively deal a lot of damage to the target's armor. However, this arrow is not available early in the game, and it is so heavy that it cannot fly at high speeds and is slightly less accurate than other arrows. But, what the heck, it'll knock the enemy to the ground, right?
In addition to the new arrow types, we now have the ability to change arrow type equipment in each level live. In the Dress Up panel you can see each type of arrow card that is already visible and the properties of those arrows. And click to take the card and drag it to the card slot to equip that arrow type.
Of course, it is also possible to unequip a card equipped in a slot by clicking and dragging it out.
Well, that's all the features we've been able to reveal to you, and if you want to learn more, feel free to join our Discord channel! Stay tuned for more Archero features and updates.
Thanks for all of your votes for Indie of the Year, love you all! We made it to the final round of voting, in the hack n' slash category we're up against Chivalry 2, so it's gonna be tough, but I'd like to think they're getting nervous ;)
If you can, please give us a vote in the final round. Click the button below to be taken to the voting booth:
The expansion of the new menu bar options - configuration (osu! And the MC Minecraft my world) Note: the option confirmed, need to manually, and restart, click tools automatically To repair the Steam startup select automatically click tools, no computer desk the shortcut
Here is a big update on the "RoadMap". This is the last "RoadMap" before the full release. This does not mean that there won't be any updates on it or there is little time left for a full release. I will keep monitoring the feedback and advice. This is just a basic step-by-step list that shows you where I want the game to end up just before the full release.
I know that some steps need more clarification so here it is:
4- New Quest Mode - Sometimes at the end of a wave you will be provided with the opportunity to start a quest. These quests will have their own map and will offer great rewards if you are able to complete them. Once you complete or fail a quest you will return to your initial wave with or without your reward.
7- Final Apprentice - The final boss will appear with a healer, who is his apprentice.
8- New skills- I will try to add as many rewards/skills as I can without ruining the game ːsteamhappyː
The In-game road map will be updated on Wednesday. Also, you can continue to play with all the weapons and characters until Wednesday.