Live by the Sword: Tactics - Ellis @ Labrador Studios
Gameplay
Tile textures have been updated to provide more clarity.
Battle music has been replaced with one track for regular battles and one for boss battles.
A Thief has been removed from the first two Story Mode battles.
Houses have been removed from Story Mode battles.
Enemies have been removed from the "Save the Medic" Tactician Mode battles.
The Thief, Pirate and Mercenary Bosses now all have 25 max health by default and the Rougarou now has 30 max health by default.
Misc
Complete refactor! We've combed through the entire codebase and assets and managed to streamline everything a fair amount. As a result a bunch of minor gameplay and UI bugs have been fixed, the AI runs a bit faster than before and build sizes are now 20% smaller!
Note: We've also readded the prompt for our feedback system at the bottom of the screen. If you encounter any bugs or want to leave us some feedback, be sure to press F8 and leave us a message!
Achievements have been added! The game now contains 27 achievements to unlock, of which 19 are currently available, with the last 8 becoming available upon the release of Act 3 of Story Mode.
Note: If you've met the criteria for unlocking any of the achievements already they will unlock in the main menu upon opening the game, except for the achievement for completing a run of Adventure Mode, which will require you to go into Adventure Mode itself.
Mode locks - Adventure and Tactician mode are now unlocked by completing Act 1 and Act 2 of Story Mode respectively, though if you have any progress in either mode they will remain unlocked for now.
The secret characters for Adventure Mode are now also unlockable by playing Story Mode and Tactician Mode.
Support for Steam on-screen keyboard functionality when in Big Picture/on Steam Deck added.
Note: Some new text is currently only available in English in this build. This text will be updated in all languages as soon as possible.
Join us July 14 - 18 right here on Steam for one of the largest digital expos about audio and music in games. Featuring concerts, deep-dives, and mashups from 70+ developers from around the world, prepare your eyes & ears for a unique event!
Starting at 10am PDT / 7pm CEST, a 4-day live show from July 14 to 17 will stream showcasing all the wonderful content made just for Save & Sound.
We will show lots of new footage of ODDADA!
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The show will be streamed on the Save & Sound website. Check out all the games part of the event on http://saveandsound.io
* Fixed standard keycard being used even why you've got an all access keycard * Extra check to make sure extra vehicles don't spawn in runtime * Change to entering areas (should fix randomly entering areas if not even near one) * Potential fix for vehicle spawning
This patch has been targeted to improve quality aspects and fix many bugs, especially those, that caused freezes/crashes. We’ve also made some changes regarding action costs and improved scoreboard with detailed information about what exactly happened.
Besides that, we’ve improved the descriptions of some actions from cards and items to be more detailed, made some linguistic corrections, and ameliorated the display of player bodies after death on the tactical map. Check the detailed list below:
Frequently reported:
New Avatars Panel (new better indicated statuses).
Voice and text chat is now available on the scoreboard!
The chat and avatar panel display above other UI elements.
Improved scoreboard (endgame steps with detailed information about what exactly happened).
Hiding UI elements while picking Corridor (eg. silent move).
Repository Action costs 1 move (was 0).
It Works For Me Action costs 1 move (was 2).
Quest Battle Suit Action costs 1 move (was 0).
Quest Overmind is now a passive item and it will activate automatically.
Fixed game freezing after Danger Roll and Danger Exploration Token.
Mechanics:
Thermite charge and grenade can now destroy eggs in the Nest.
Kickstopper event fix.
Rushed Analysis can now kill you.
Improved noise removal in the event phase.
During the Event Phase noises are no longer removed in the Corridors connected to the Staircase we are in.
Movement which spawned Intruder in Vents sometimes took 2 actions - now it's fixed and should take only 1 action in Player Turn.
Fixed Cave Entrance Action - now Adult attacks like in the darkness.
2 contingencies on start in 1 or 2 players game.
Bugs:
Guard Room Action fix: bug when there were no Enviro-Suit available.
Fixed spawn of Intruder Carcass after killing the Queen.
Fixed Avatars and player nicknames in the scoreboard.
Using the Neutralizer and Taser increases the limit of these craftable items by 1 (bug: items were returned to the pool 2 times).
Fixed popup Pay Cards to Deal Damage popup when attacking larva.
Fixed showing CSS info when CSS token was moved with a CSS Control Room action.
Event - Damage - no longer shows rooms that can't be damaged.
Fixed Blood Trace Event.
Fixed Adult spawning sequence.
Fixed 'Facility Tour'.
Fixed showing Noises for exploration tokens 'Slime' and 'Silence'.
Fixed 'It Should Work' - didn't work with the elevator.
Fixed DMG dealt when shooting from the 'Assault Rifle'.
Gameplay:
Order of players (queue fix).
Re scale Heavy Items models (after drop): flamethrower, proto pistol, pistol, battle suit, charged rifle, proto shotgun.
CSS info during the event phase (fix).
Improved Objectives preview (Transmitter Control Room).
When Intruder retreats after receiving damage it should display RUN instead 0 or miss.
The flashlight description was updated.
When an intruder escapes or destroys the door after an action caused by the player, a popup and information in the logs will be displayed.
Log correction: after you pay for additional damage (advantage die) Correct amount of damage (log).
Linguistic correction (from Discord).
More detailed descriptions of some Actions from Cards and Items.
Popup when intruders move (destroys the door and stays in the room).
Correct amount of damage dealt by Vivisection.
Improved larva shooting (no longer asking if we want to deal extra damage).
Displaying players bodies on the tactical map.
Interrupt fix (blank window fix).
Tactical map - number of damage and fire fix.
Result popup of Weird Metabolism.
No more player body hovering from another room.
Picking-up player body after reconnect.
Steam avatar visible in Scoreboard (after player disconnect).
Additional damage dealt number in light (log info fix).
Saving Mic settings.
Corrected descriptions of Vivisection card (actions and logs).
Added information about the number of heavy items in the Loot Box panel.
Adding popups to the rest of Survivor's actions (Desperate Attack, Obstinate, Distraction).
Labrat's Sensitive Hearing Action Popup has been corrected.
Corrected text when the dice side pops up - Pay to deal damage.
When we select elements from the map, other elements no longer obscure them.
Computers are shown on the map when they are explored with Card Action.
Fixed description - "Infecting the Host".
Popup with Action Result during attacks in (turned off animations mode).
No longer two popups displayed while (closing door computer action).
Added styles to the requirement box.
Vivisection shows life of Intruder (earlier it was shown during attack but not during Vivisection).
The sound of the game is always heard, even if the focus is not on the game.
New room spawn logs - delayed exploration token.
Added blank exploration token logs.
No more male voices while moving silently when playing Xeno, Labrat or Survivor.
Transmitter Control Room animation fix.
Improved showing the currently speaking player in voice chat.
Removed question about using the Pheromone action when escaping and paying with this card.
Removed display of 'blank token' information during DANGER roll.
Photos showing some of the changes:
1. Chat on top
2. Displaying players bodies on the tactical map.
3. Voice and text chat available on the scoreboard
4. Destroyed door result
5. Improved scoreboard (detailed information about what exactly happened)
6. Survivor action result popup
There are still more updates ahead and we'll gradually share with you new features, upgrades, and game fixes. Stay tuned for the Road Map, which will be announced pretty soon.
Your feedback is truly important to us! Thank you for all of your reports about bugs and suggestions - it helped a lot already! It's great to have all your engagement and support!
If you haven't joined our discord community yet, you can do it right now! Chat with other survivors, ask our team or leave us feedback, which we will surely appreciate :)
I'll be brief - this is a major update! This game hasn't had an update for a long time, but it has continued to evolve.
And now item by item:
Game engine update. Migration from GameMaker:Studio 1.4 to GameMaker 2022
Gamepad control has been improved. Button icons are now displayed instead of text.
Minimap of the locations has been drawn. I had to painstakingly draw mini maps for all locations!
Changed menus
Added Achievements, Settings and Cyclopedia submenu in the Pause menu!
Bug fixes
Completely changed savegames! It was not as easy as I thought it would be.
There's a roll!
And now with screenshots!
Gamepad control has been improved.
Minimap of the locations has been drawn.
Changed menus
Added Achievements, Settings and Cyclopedia submenu in the Pause menu!
A small addition on the saves: I tried very hard to make the old saves compatible with the new ones and the tests showed that it worked. But tests are not real player experiences, so forgive me if you can't get your old progress into the new version.
Valve tested the old version of the game on SteamDeck and the game got the "playable" status! Yay! But with the release of the new version, you'll need to submit the game for testing again! That's how it coincided, eh, if only a little later!
I'm also pleased to announce that the game will be available from July 14 on the Nintendo Switch gaming platform! And will be back on sale on Xbox One - yes, it was available there too!
Thank you all for your attention and for showing interest in the game! ːvzsmileːːvzsmileːːvzsmileːːvzsmileːːvzsmileːːvzsmileːːvzsmileːːvzsmileːːvzsmileːːvzsmileː
This patch is to fix a bug that was raised on the Steam forums about an issue with the Devilrock tutorial.
If the player triggers the Devilrock event in the port, then opens up the Ship Management menu and removes all the mortars from their deck, then enters the event as usual they would become stuck.
Password & Favorite Animal were correct, rewards were given and my connection is getting weaker... I may send you another screenshot using a different method...
Now I have a question for you. 2 Challenges are left. Are you ready?
To fix this device, answer me this: Who made the deal?
I just wanted to give a heads up that I'll be releasing in the next month or so and wanted to give early adopters one last chance at a sale price before leaving Early Access.
I'll always have the demo available (even after full release)
Try it out, and if you like it, grab it on sale and leave a review!
The game server will be temporarily closed on July 12 @ 12PM EST for scheduled maintenance, during which time we will push an update to all users. Expected downtime is around 1hr.