We’ve been stoked to hear your feedback on our Armor Update, and for that, we thank you all! Your input is incredibly valuable to us and helps us make Intruder the best game it can be.
With that said, we kept on trucking after the Armor Update release, and today we’re glad to introduce you to our brand new Update! We have worked hard on bug fixes, rebalances, QoL changes, and minor additions.
Following feedback provided by the community on Discord, we made some tweaks and balanced Armor’s stats accordingly:
Nerf: Balance Damage reduction from 65% to 40% to accommodate OP crouch balance
Buff: Balance Damage reduction now also applies to prone
Reduced amount of Armor pickups on official maps
Now without further ado, let’s jump in!
Additions
Added ping display (/ping and options menu)
Added FPS display toggle to the options menu
Added safeguard to prevent the game from opening at 1x1 px resolution
Changes
Always show a round timer during the practice round.
The friendly fire message won’t show when the affected team member is already dead.
Always allow for a max agent count of 20 when creating rooms
The game will now hide the MaximisedWindow display mode on Windows by default as it only works on Mac.
Replace the old splash screen with a more modern solution
Revert (LMS) sniper pickups back to the original Falcon from the April Fools version
Fixes
Reduced network traffic by not having every player send reset messages for every briefcase to every other player
Fixed being able to slowly approach the laser sensor without setting it off
Fixed laser sensor not detecting an object (door, window) movement
Lock 'n Load Tactical Digital: Core Game - Metcalf
- fixed a bug where ordnance attacks that hit the turret sometimes mistakenly used the hull facing instead of the turret facing when deciding what side of the turret was hit. - 40mm grenades no longer reduce a Half-Squad's inherent firepower when in use because they 'do not count as a Support Weapon'. - removed red shading of disallowed hexes on AI turn.
This week was full of QOL improvements, new buildable structures, and some new skills that will hopefully help players lean into their desired roles.
Let's start off with the new skills! I've always loved playing as paladin-style characters, so adding a bunch of paladin inspired skills was a must! In this clip we have an AOE Arcane attack as well as a Dragons Dogma inspired magic cannon, that spits out projectiles when you smack it! Within the same theme in this clip, there's also the new spell that summons a giant hammer to smack enemies, a summonable ultrasword that deals significant damage, and a new necro spell that drains lots of mana, but can grant you extra Spirit Essence. Next up in the line of new skills is another new Necromancer skill, which allows you to summon a horde of skeletons to fight along side you! The final skill, at the end of the clip above, was another paladin-themed skill that only fully works on weakened, ragdolled enemies. Killing an enemy with that skill grants you Divine Favor.
Divine Favor is granted by either killing an enemy with an Arcane spell, or praying at a recently slain enemy. Spirit Essence is an item that is obtained by killing enemies with Necromancer spells - The essence can be used at certain structures to grant you various rewards! Each skill tree will have its own form of Spirit Essence. For example, Arcane builds will harvest Divine Favor from enemies, which can then be used as an offering to receive Arcane-themed rewards. The goal is to have many different kinds of these items that allow you to really shape the way you play, while also being constantly rewarded for it!
I then decided to take a look once again at how I can improve to feel of melee hits. Something about them just wasn't good enough. I tried adding hitstop to impacts, and it turned out to be *exactly* what it needed. I recognize that hitstop isn't for everyone, so I made it fully customizable! You can adjust the magnitude of the hitstop, as well as the duration of it to really fine-tune it to your liking. You can also customize it per weapon archetype, allowing you to make it so daggers have very little hitstop while two handed weapons have much, much more! It's up to you. (:
I ended the week by working on quality of life improvements - like customizing screen shake, or even the color of you spells! Having as many options for customization is vital for me, and I'm sure you guys would appreciate it! (:
That's all I have this week. Enjoy your weekend. Be safe and I'll see you all next Friday! (:
Today we will release the V1.02 update. The game difficulty and balance have been adjusted, and custom button mapping of the controller is also available now. You could refer to the detailed update contents below.
The team will continue to improve the game, and we will announce a roadmap for future updates at a proper time. If you have any suggestions of issues of the game, please join our discord channel. Thank you very much for the support since the game release!
V 1.02 update contents:
Gameplay 1. When the enemy launches a long-range attack or a stabbing attack outside the field of vision, an icon will appear to indicate. 2. The option of "Highlight newly discovered enemy" has been added in the game settings, which can identify the target more clearly. 3. Greatly improved the mechanics and difficulty of challenging tasks. 4. Adjust the number of traps to further optimize the difficulty of the level. 5. Optimized the level design of the container billboard area in"FengLi Walled City".
Balance 1. Now the HP Healing Capacity of the logistics terminals has been greatly improved in story mode and normal mode. 2. Overkill charge will no longer reset the counter due to being hit in story mode and normal mode. 3. Destructible items now have a chance to drop a small amount of Healing Agent. 4. Optimize the invincible time of climbing, Jumping up and down through a platform, overkill, chip skills, hook, shield parry, narrow escape, and being knocked into the air. 5. Optimize the logic of enemies triggering Golden Invincibility or iron body status, and the damage they take during the status. 6. Optimize the judgment range of melee parry and shield parry.
Performance 1. Documents are now automatically picked up when you pass by and can be viewed by pressing the button on demand. 2. Now you can skip cutscenes with the space bar. 3. Add the option of "automatically skip cutscenes" in the game settings. 4. Optimize the interaction of some UI such as NPC dialogue. 5. Optimize the font of the pop-up tutorial.
Improvement 1. Add the function of customizing controller buttons. 2. Add PS4 and PS5 controller support. 3. Optimize some rendering configurations to minimize game crashes. If you frequently experience crashes in the game, you can try updating your graphics card driver.