The new mini-game is based on football (or soccer for our American friends). Your objective is to bash the golden ball into the goal of the opposite team.
Also, I made the lobby a little more snowy and cold for the holidays.
Changes:
New Ball Blitz game
Team games now end when one of the teams is dead
PVP damage scales with weapon damage (but not 1 to 1)
Lobby is more winter-y
Suggested by Maci: Upgrades other than health and mana are now unlimited instead of limited to 20
The gap in the ground at the dragon boss is now black in the "hide" phase to make it clearer
Reported by Raze: UI scaling bug fixed
Reported by Luca116: Fixed a bug where some VFX don't despawn
It's been a hot minute since I officially updated you all on the status of the next big update, so let's take some time to quickly dissect everything that is coming in the next big update, v0.2.
OVERVIEW To start with, let me apologise for the extended delay getting this next patch out. My 6 year relationship came to an end a couple of months ago and has put a lot of strain on my living situation, slowing down dev speed. On top of this... well let's just say this next update that jumps from v0.17 to v0.2 contains more additions than all the updates from v0.01-v0.17 combined! What's that going to mean for you, the players?
STAGES There will be 1 brand new unlockable stage called Stardom Stadium. In this stage set above the planet Klianc VIII, meteors and comets smash into the arena and pass through, knocking things as they go. This stage will always be the "Grand Finals" stage in the cup mode on all difficulties.
There will also be one other special stage, called King's Quarters, that only appears at the end of higher cup difficulties (more on this below).
All stages will be playable in a Hazardless form, meaning if you want a straight gimmick free match, but don't want to be locked to Hologram House or Primary Park, you can get the vibes of any stage you want!
Background Spectators are being added to most of the stages. So far we have spectators on Circle Circuit, Plazzma Penthouse, Ring Research, Nautilus Nights & The Clawcade, with more being worked on for Primary Park, Rec Room, Haunted Hangout & Stardom Stadium. Most of these spectators will play a small reaction animation or two when goals are scored. They add extra flavour to the stages as well as giving an opportunity to see existing and new species that aren't the playable cast.
CUP The cup will be playable on Super & Hyper ranks, which add additional levels as well as higher CPU difficulty.
Characters will have a conversation with the king about their wish at the end of any cup mode, and on higher ranks they will also have to defeat the king in a special boss battle that takes place on the King's Quarters stage. Cup end cards for all the playable characters that show them enjoying their wish will now appear at the end of the cup too!
MATCH SETTINGS A new unlockable Match Mode type called Zone Breaker will be available. In this mode, only Zone Breaks count towards your points. I recommend slower shield recharging times when trying this mode.
MUSIC In addition to the new music that naturally appears on the new stages/boss battle, there's also going to be the Museum version of the Main Theme and the Gift Shop is finally going to have it's own theme.
There's also some additional SFX & Ambiences added to some existing stages.
OTHER I should also hopefully be adding some of the achievements as part of this update for you all to aim for. And of course, there's a bunch of miscellaneous changes and tweaks coming too!
🎯 [UI] The map UI has been revised to make navigation easier. 🎯 [UI] You can now choose which map modes that are enabled. This setting is located under the General settings section (the option "Enabled map modes"). The default setting is "All".
Armageddon War:Old Era Wreckers / 大鏖战:旧时代的残党 - freeflyfish
Adjust Mouse Speed Adding label ICONS Optimize the snow mountain model Optimize the display of border edges Adjust the success rate of diplomacy The value of Diplomatic relations ranges from 0 to 200 The information bar on the left of the mouse position is updated in real time Added a reminder when no action unit is available Added version compatibility, compatible to load different versions of the game save and data Increased the ability to wash when general units are combined Command mode resource cap increased Fixed a bug that could cause a flash retreat
The game has come a long way since our last post here, so we've decided to update the game screenshots on the Steam page. These new screenshots show some of Character Creation, Navigation and events!
Also, we would like to announce that we are going to participate in the next Steam NextFest, in February! :D We are very happy with the the game and looking forward to getting it into the hands of players. :)
Thanks to everyone who added Takara to their wishlist!
This update brings several improvements, features and bugfixes ported from Intravenous 2. While working on Intravenous 2 I couldn't help but think to myself "this is such a good improvement, I should backport it to the first game" - which is exactly the point of this update. Most of the new things in this update are things that I believe don't affect the gameplay design of Intravenous 1 that much, which is why they've been added.
Without further ados, here are the changes!
New gadget - Medkit
This something I talked about in one of the "What's next?" community posts here on Steam. However I completely forgot to implement it into the game, since life got really busy. Now that it's implemented in Intravenous 2, I thought it's only natural I backport it to the first game, especially since I announced that it would be added to the game a year ago.
Because this gadget doesn't contribute to the bandage use limit, map makers can easily use this to add as many healing items to levels as they want... if that's what their levels are all about!
New gadget - PKC-EMP
A new toy for stealth lovers - a portable EMP device which knocks out electrical devices in a radius around the player. It's drawbacks are the fact that it charges quickly only when moving, and it's high weight which directly penalizes your movement noise and speed.
New graphics setting - High-contrast rendering
Enabling this will switch the lighting blending to a different algorithm, one that tries to preserve details while altering the colors. The result is a vastly different picture that brings out more details out of every pixel which some might call "atmospheric" or "moody". This setting also responds much better to the in-game brightness setting. This is kept as a separate setting instead of replacing the old one since I am sure there are people that prefer the old mode over the new one. :)
Improved light level calculation
The formula responsible for calculating how lit any given object is has been improved - areas that are dark to the human eye now light the player up less, meanwhile bright areas remain just as bright. This change makes stealth easier in a way that makes sense.
Improved armor protection
Yet another improvement backport. Previously, when you'd get shot, but the armor was able to withstand the bullet and prevented penetration, you'd receive a flat reduction in damage as per the armor vest's stats. Now, in addition to the flat protecion, you also receive additional damage dampening the further away said bullet is from penetrating the armor vest. For example, the Ceramic Plate, when hit by a weapon using 9x19MM, will provide even greater protection than before. Combat will now be a tad easier, but don't expect miracles!
Visual recoil
Among many improvements in Intravenous 2 is the addition of visual recoil (or camera shake) when firing weapons. Firing the first game up, I couldn't help but feel like something's missing when firing. So, with this feature backport you'll notice guns feel more satisfying to fire. However this effect is kept light, since vision is a very important aspect of combat in Intravenous, and having exaggerated camera shake would make combat more difficult.
Improved fake shadows effect
This is yet another improvement backport from Intravenous 2. I didn't like how fake shadows were incapable of stacking, and you could not have object A that's placed on top of object B cast it's fake shadow onto object B. The improved fake shadows give a better feel of depth, and scenes look better overall. Oh, and did I mention that these improved fake shadows also use fewer CPU and GPU resources? What's not to like!
Improved grenade explosion & HSR-EMP visuals
Grenades now create a visible blast wave when they explode to make them feel a bit more powerful. The HSR-EMP creates a small wave effect around the object it disrupted.
Improved flashlight, security camera, and player view cone effect
Yet another improvement backport. Now the cones fade in a much more softer manner. This is one aspect of the first game's visuals that I didn't like that much, so after improving it in the second game I figured I'd backport it here. :)
Improved night-vision goggles effect
When using NVGs, the colors are sharper, and the overall color palette is more neutral, rather than giving off a strong green tint that might be a bit uncomfortable.
Fixed weapon spread increase rates
The weapons in Intravenous have a highly dynamic spread system, which is influenced by many things - continuous fire, movement speed, mouse movement. One of the factors that affects the spread increase from your next shot is by how much spread has increased already, in other words how long you've been firing for. During the development of Intravenous 2 I noticed something bizarre - it worked in reverse. The lower the spread, the more spread is increased per each shot. This is an important bug that directly (and negatively) influenced the gunplay of Intravenous since version 1.0. Going into the game starting with version 1.4.0 you'll notice weapon handling is drastically different. This makes the game easier, but also more difficult at the same time, since NPCs also use the exact same weapon spread system.
These are the main changes in version 1.4.0. Several previous patches in the past have implemented various improvements/fixes backported from Intravenous 2, but this time I decided to pack several improvements I consider sizeable into one update. Hope you like them!
Version 1.4.0:
Additions
- new gadget - Medkit: * it can heal a total of 40 health points * does not contribute to bandage use limit
- new gadget - PKC-EMP: * disrupts eletrical devices in a radius around the player * recharges quickly only when moving
- new graphical setting - High-contrast rendering: * enabling this will switch to a different light-blending algorithm, one that will make details pop more * it should have no performance difference compared to when disabled
Visual improvements
- added visual recoil from firing weapons - added blast effects for grenades and when using the HSR-EMP - improved night-vision goggles effect - improved fake shadows to be able to cast shadows on top of each other, while using fewer CPU and GPU resources - shader and lighting system optimizations; in GPU-bottlenecked scenarios testing showed an average improvement of 23%, owing largely to the lighting system optimizations, with the lowest and highest improvements ranging from 14% to 38.8% better performance - the boost in performance you'll see will largely depend on your graphics card! - improved menu blur - looks better and uses fewer GPU resources - added a background panel to the loadout menu, so that it doesn't look like it's "floating"
Gameplay tweaks
- improved light level calculation by evaluating the grayscale value of the light, rather than the sum average - dark areas are now darker, while bright areas remain just as bright, if not brighter - increased armor protection in the event of the projectile failing to penetrate the armor vest - the further the bullet is from penetrating the vest, the greater the damage dampening
Fixes
- fixed incorrect shot spread increase calculation - fixed being able to go prone while cooking or throwing grenades - fixed a crash that occured during cutscenes with the "Exploding Enemies" mutator enabled - fixed some minor UI issues in the loadout menu
Don't forget to report any issues you encounter in this thread!