Hello everyone, thank you so much for your help and support. Now we are bring out a FREE DLC, which is not about the Story, it combines all the mini-games in previous Chapters. Let's just break out from a tangled web of the Story, and enjoy the pleasure of mini-games. Also there is a leaderboard in the game, and let's fight for becoming the strongest company man of Titan.
Luto Mikazuchi has come from the Yamato Star System and can be found in the Central Area (Night). She seems to be collecting literary works from the Cosmic Ark. Let's help her out by bringing her Angel Boxes, which contain many interesting items from the Ark! Luto will give you a Yurino Box in exchange!
Yurino Box Rewards
■ MAD Difficulty Cosmic GP Rally Added!
A new, challenging MAD difficulty has been added to the Cosmic GP Rally! Additionally, the Mission Coin Lineup has been updated.
Mission Coin Exchange Items
※Missions and the Mission Coin Exchange can be accessed from the Angel Force Base. ※Cannonballer DR can be received by speaking to Kal Valentine after clearing the mission on MAD difficulty.
■ Balance Adjustments
■ Bug Fixes
・Concerning Mechajetter's OMG AM2 [RE-GUIDED BEAM], a bug was fixed where Baltheon BD's [B-FIELD] iwould break unintentionally quickly.
Thank you for your support of CosmicBreak Universal!
Chapter 6, tentatively titled "Downtime" is approaching the halfway point, with 600 of an anticipated 1300-1400 images fully rendered.
Additionally, the entire logic/choice tree is fully mapped out with dialogue and path branching populated.
Music selection is ongoing with several new songs composed specifically for our game!
What's next?
I've been working on localization logic, so hopefully we will be able to begin translating into other languages upon the release of the next chapter. Additionally, I've been working on a functional Mac client, so hopefully we will be able to expand our audience soon!
How about a hint?
That's fair! Here are some preview images from Chapter 6 to get the speculation engines running! Fans of the fiery redhead have a lot to look forward to!
As we get closer to populating the full art inventory and finalize our animation order, we will be able to set a specific target date. We are grateful to all of you who are patiently (or not-so-patiently) waiting to see happens next!
“Often we look so long at the closed door that we do not see the one that has been opened for us.” -- Helen Keller
“Why should I apologize for being a HACKER? Has anyone ever apologized for turning me into one?” -- Harsh Mohan
"It's not the size of the dog in the fight...It's the size of the fight in the dog." -- Mark Twain
"I'm a big believer in to-do lists. I think of five things in the shower. I set goals and get my work done, but I have to plan for fun things, too. I'm always thinking about what will make my family happier." -- Heidi Klum
Version 1.08g6h3 is a major update that introduces; - Iowa and Essex Class ships - Hellcat, Corsair, Helldiver, Judy and B25c aircraft (Single Battles only) - Kamikaze attacks (Single Battles only) - 11 new Single Battles - Major re-balance of Campaigns
Campaign Changes Due to significant changes in campaign balance, the previous live game version, 1.08g7h5, is available to opt into. You may wish to do so to continue an ongoing campaign or to maintain mod compatibility. See here for details: https://steamcommunity.com/app/1280780/discussions/0/5710018482977588195/
Significant changes are: - Command Points gained weekly based on locations owned - Command Points per ship sunk significantly reduced - Command Points for ships released from command not returned until ship completes rest/repairs - Replenishing carrier air wings now requires the carrier to be released from command - Reduced Rest & Repair times for ships released from command - Land based aircraft replenish gradually over time
Full change log can be found below:
Version 1.08g6h3
20 Jun 22
Fixed a bug where non-kamikaze aircraft colliding with ships would not apply damage/be destroyed properly
Only actual kamikaze aircraft generate a "Kamikaze Hit" message when striking a ship
default/unit/sea/iowa/iowa_data.txt corrected typo in outer deck armor default/unit/sea/iowa/ iowa model file reimported for shorter aft funnel default/unit/sea/iowa/iowa_s.png file updated default/unit/sea/iowa/iowa_model.txt edited searchlight positions
default/unit/sea/cimmaron/cimmaron_data.txt corrected armor of secondary gun mounts
default/unit/sea/mountData.txt corrected rate of fire for 15.5cm603rdYearType
default/language/unit/air/b25c.txt corrected payload displays in Unit Viewer
default/ammunition/bomb_us_1600lb_ap corrected armor penetration value
Aerial rockets striking friendly aircraft no longer deal damage
Version 1.08g6h2
BETA 16 Jun 22
GENERAL default/language/english/unit/air/corsair.txt corrected machine gun number default/language/english/unit/air/judy.txt corrected machine gun number default/language/english/unit/air/judy_kamikaze.txt corrected machine gun number default/unit/unit/air/corsair/corsair_model.txt doubled forward firing guns default/unit/air/judy_kamikaze/judy_kamikaze_data.txt (corrected speed, range) default/unit/air/judy/judy_model.txt corrected "baseTransformNames" of rear gun to fix rear gunner firing orientation
default/unit/sea/ edited the following ship files; - essex_data; corrected TDS value - wasp_data; corrected TDS value - lexington_data; added historical asymmetrical TDS values
config.txt added new variable "wakeFactor":1.0 to multiply length of ship wakes
CAMPAIGN Fixed a bug where any aircraft lost and requiring replenishment would break launching of auto-patrols the following morning; this could lead to duplicate aircraft launches on a future day where no replenishment occurred
On strategic map, checking for destroyed subsystems no longer counts damaged (<100 integrity) compartments, only those actually destroyed (fixes bug where aircraft facilities were unusable after light strafing damage)
Both campaigns setup.txt files, reduced base repair time baseRepairTime:[2,2]
Increased the threshold for the to AI send larger forces to decrease the frequency of larger (battleship containing) invasion forces being fielded
Invasion forces now bombard target (if capable) when unloading troops/supplies
Both campaign setup.txt modified; - "campaignDifficultyPresetX" values to re-work campaign Command Point balance - "commandPointsPerWeek":[5,0],"commandPointsPerLocation":[0,0],"commandPointsPerPortRank":[5,0],"commandPointsPerAirfieldRank":[0,0] variables
Both campaign sea_missions.txt modified "delayAIDays":[1,1,0,2] to "delayAIDays":[1,1,1,3] for missions involving one or more battleships to decrease the AI pacing after fielding such a large force
Version 1.08g6h1
BETA 15 May 22
Fixed bug where having "Dud Bombs" set to false under Options would break all bomb drops from aircraft
"postEngageAirCooldown" applied to ships in an encounter that does not contain opposing ships, previously no cooldown was applied
default/unit/sea/ship/ship_data.txt modified the following ships to correct armor schemes - iowa - south_dakota - north_carolina
Kamikazes now accelerate to full speed during their dive
Re-imported the following ship mesh files and modified ship_model.txt files to sit them lower in the water and correct particle and searchlight positions - iowa - kent - portland
Re-imported portland_tex_m3 to modify height of waterline on texture
Version 1.08g6
BETA 13 May 22
NEW SHIPS & AIRCRAFT New Ships: Iowa, Essex materials/other added material references for Iowa, Essex unit/sea added folders for iowa, essex language/english/unit/sea added language files for iowa, essex unit/sea/allUnitsList.txt added references for iowa, essex
New Aircraft: Hellcat, Corsair, Helldiver, Judy, B25c, Zero_Kamikaze, Judy_Kamikaze materials/aircraft added material references for Hellcat, Corsair, Helldiver, Judy, B25c unit/air added folders for Hellcat, Corsair, Helldiver, Judy, B25c, Zero_Kamikaze, Judy_Kamikaze language/english/unit/sea added language files for Hellcat, Corsair, Helldiver, Judy, B25c, Zero_Kamikaze, Judy_Kamikaze unit/air/allUnitsList.txt added references for Hellcat, Corsair, Helldiver, Judy, B25c, Zero_Kamikaze, Judy_Kamikaze
UI to support Kamikaze functionality: - default/interface/images/toolbar added new button for Kamikaze - default/language/dictionary/message_log.txt added "KamikazeAttack" and "KamikazeHit" lines
NEW SINGLE MISSIONS default/missions/pacific added new files; hailstone.txt palawanpassage.txt sibuyansea.txt tengo.txt empressaugusta.txt philippinesea.txt sinkingshokaku.txt bunkerhill.txt sinkingmahan.txt capeengano.txt ligayen.txt
default/language/english/missions/pacific.txt added new lines for new single missions
default/missions/pacific/bismarcksea.txt modified to use B25c and B17f as Allied aircraft
SHIP & AIRCRAFT FIXES Various ship and aircraft _data.txt files modified; - Corrected speed (and range) for dauntless, avenger, kingfisher, b17f, pete, jake, betty - Corrected lexington, ryujo speed - Corrected armor schemes for; brooklyn atlanta cleveland pensacola northampton portland new orleans wichita baltimore south_dakota agano furutaka aoba myoko takao mogami tone
Fixed typo in brooklyn_model.txt starboard secondary ammunition amount
Re-imported wildcat, kingfisher, zero, val, kate files to remove integrated colliders kingfisher and kate _model.txt removed old wing collider references
GENERAL Entering binocular view can no longer disable an aircraft's colliders
With a submarine; pause, fire, enter SILENT running, then un-pause now correctly calculates the correct data for that torpedo room
Increased darkness of damage shading on ships
config.txt "repairIntegrityTo":[1.0,1.0] changed to "repairIntegrityTo":[0.5,0.5] - compartments can no longer be returned to full integrity, only 50% of the damage incurred can be repaired at sea
Minimum damage to cause fires, flooding and explosions: - At least 5 integrity loss on a hit/damage required to have a chance to initiate flooding - At least 5 integrity loss on a hit/damage required to have a chance to initiate fire - At least 5 integrity loss required for chance of secondary explosion - The primary goal of this change is to protect larger ships from being overcome by numerous fires from lots of low calibre HE shells
AI ships now use RADAR more effectively in combat
config.txt new variable "torpBreakBackValues":[1,0.6,3,5000,0.2] - chance to break the back of a lower displacement ship when hit by torpedo - first value (0,1) = enable break back calculations, 1 = enabled - formula = 0.6 - (displacement - (torpedo damage amount * 3)) / 5000 - if torpedo strikes a destroyed compartment, probability + 0.2 as per last value - if torpedo strikes compartment with TDS, break back is not calculated
config.txt added new variables to enable radar/active sonar on by default - radarDefaultOn:false - activeSonarDefaultOn:false
COMBAT AI Fixed a bug where AI could assign targets prior to considering all other detected units config.txt added new variable "targetWeighting":[1,2,4,8,20] - [all others, merchant/oiler, heavy cruiser, battleship/battlecruiser, carrier/light carrier] - AI (subs and aircraft in particular) will prioritise targets according to weighting (ships prioritise according to gun size, target armor and range) - default values; carriers 20x, battleships = 8x , heavy cruiser = 4x, merchants = 2x, all others 1x
config.txt added new variable "targetHighestWeightOnly":0.5 - 50% chance for AI to ignore weighted pool and only select a target from within the highest priority weighted group (carrier > battleship > heavy cruiser > merchant > others)
Improved dogfight target selection with aircraft attacking in groups of 2 and selecting targets not already under attack
config.txt added "dogfightBreakDeltaY":20 - when break turning in a dogfight, aircraft will change altitude by -/+ dogfightDBreakDeltaY
Narrowed dogfight AI firing cone to help conserve ammunition
Improved AI ship retreat calculations; only compartments < 50 integrity taken into consideration when assessing current battle damage
CAMPAIGN default/campaign/campaignXXX/ New files added; - "setup_original.txt"; May be renamed to "setup.txt" in order to restore campaigns to their original configuration prior to this latest update (version 1.08g6).
Default values for several campaign variables added: "airGroupCruiseSpeed":0.75,"taskForceCruiseSpeed":0.75,"taskForceHomeSpeed":0.9,"taskForceRetreatCapitalDestroyed":0.15,"taskForceRetreatHighestDestroyed":0.2,"taskForceRetreatAverageDestroyed":0.1 - this solves the bug in campaign training missions where new ships/air groups could not move
default/campaign/campaignXXX/sea_missions.txt re-balanced groups, made them better defended, better timed, added new mission compositions, added additional approach directions to make AI less predictable
default/campaign/campaignXXX/seaUnits.txt added iowa and essex classes default/campaign/campaignXXX/seaUnits.txt decreased sunk point values for merchants
default/campaign/campaignXXX/setup.txt modified several variables replenishLimitAircraft:true - lost aircraft are now not immediately replaced the next day
replenishDailyAircraft0:[2,2,2,2],"replenishDailyAircraft1":[4,4,4,4] - player aircraft are replaced 2 per day (for each type), AI gets 4 per day
carrierWingsRequireRelease:true - aircraft carrier air wings are no longer immediately replaced by "rearming", a carrier must be released and re-recruited
refundPostRepair:true - releasing a ship no longer immediately gives command points back, they are returned once the ship leaves the repair queue
useSunkYieldPoints:true - use the point values specified in default/campaign/campaignXXX/seaUnits.txt for awarding Command Points for ships sunk [based on difficulty setting] - note these values are significantly less than the original point system based on a % of ship cost
"commandPointsPerWeek":[0,0] - added amounts of Command Points added per week
"commandPointsPerLocation":[3,0] - Command Points per week gained based on locations owned
"commandPointsPerPortRank":[3,0] - Command Points per week gained based on total Port Ranks
"commandPointsPerAirfieldRank":[1,0] - Command Points per week gained based on total Airfield Ranks
"replenish0":[2000,4000,250,250],"replenish1":[2000,4000,250,250] - increased acquisition of engineering and fuel resources
"attackOtherLocations":[0.1,0.1] - added a flat chance for the AI to shift focus from the primary objective to other locations. First roll is to check for attacking secondary targets, second roll is to invade undefended locations
"enemyWeeklyCPDeficitOnly":true - "commandPointsPerWeek":[0,0], if the second value is greater than 0, this "bonus" will only be given if the AI is currently running at a Command Point deficit
Modified "campaignDifficultyPresetX" values to: - better balance starting Command Points - balance Command Points gained per week per difficulty level - modified player resources/week to increase rate at higher difficulty levels in order to prevent campaign completion time growing too large - decreased base repair times and time per destroyed compartment due to counterbalance the need for repairing ships due to the "repairIntegrityTo":[0.5,0.5] change above - refund 100% Command Points at all difficulty levels due to new accumulating battle damage and replenishing air wings via releasing a carrier
default/language/english/campaign/campaignXXX/rules.txt updated to show Command Points per week gained
Increased threshold of Command Points for AI to select large vs medium vs smaller mission forces
Auto Resolve now correctly counts destroyed scout aircraft
Correct a bug where defending a location could reset "aircraft in the air", giving bonus aircraft
default/language/english/campaign/campaign002/intro3.txt corrected typos in text description
Tooltip now correctly remains clear when creating a map marker
Fixed a bug with campaign AI CheckCancelMissionDueToUnsafe not correctly checking location faction