Today we are releasing the first huge Map Update for Isonzo, introducing the infamous Battle of Caporetto on the Kolovrat Ridge, and the German Empire faction.
The update weighs in around ~1.2 GB.
The German Empire
With this update, the German Empire joins the Kingdom of Italy and the Austro-Hungarian Empire on the Italian Front. They will be playable only on maps where the Germans historically participated, so for now they are limited to the Caporetto map.
Factions are extensive in Isonzo, and so the Germans come with a set of their own challenges to unlock the German arsenal; two uniforms per German class based on different years; and of course the weapons and gear themselves, all down to their own binoculars and gas masks. Alongside this, more German cosmetics are available in the Royal DLC.
Caporetto
The first map in the German Intervention offensive! Caporetto features a distinct look with the colours of fall, and pits the Kingdom of Italy as defenders against the German forces.
Prestige and levelling
This update brings two new features to level beyond the maximum class and player levels.
Class Prestiging lets you reset a class' level and unlocks in return for a fancy new class icon in the scoreboard. You can prestige each class 10 times to gain the esteemed golden icon. The prerequisite to prestige a class is reaching level 20 with it and completing its challenges. However, when prestiging, you only have to level to 20 again — you don't have to redo the challenges themselves.
The max player level has been increased from 100 to 150, with exceeding XP requirements, to really show off your expertise at the game.
Balancing
We are rolling out map changes to improve the balancing on the map towards Attackers. We targeted specific areas of Cengio and Gorizia as a pilot. If we see improvements in the overall match results, we can deploy these changes on other maps. Changes include sight line adjustments, HMG quantity and positions, and Forward Post positions.
Overtime now increases the capture speed of objectives over time. Since capture objectives are often the ones saved for last, we hope that this reduces the cases of overtime overstaying its welcome. We did many more adjustments which you can read below.
Full patch notes
New and improved
German faction
New map: Caporetto
German weapons, items and challenges
German DLC uniforms
Class prestige feature
Player Levels increased to 150
Bots use customization!
Rifle Grenade handling reworked
Resupplying ammo now takes loaded ammo into account
Standardised Static weapon use sensivity to prevent movement being too slow or fast
New one handed Melee attack animation for the shovel
Balancing changes
Capzone capture speed increases with length of Overtime
Balance improvements for problematic areas on Cengio and Gorizia
Lethal damage range increase for Heavy and Superhavy Artillery shells
Reduced non-lethal damage falloff for all types of Artillery shells making them more effective at suppression and dealing damage
Grenade stats adjusted
Increased fire rate for the Carcano and Vetterli M1870/87/15
Increased stopping power of the Vetterli M1870/87/15 and Vetterli M1870/87
Decreased fire rate for the Vetterli M1870/87/15 T.S.
Fixes
Fixed Voice chat sometimes not working!
Fixed keybinds not being applied on the spawn map
Fixed being able to hear other players even if Allow Voice Chat setting is turned Off
Fixed footstep sounds not always being heard if the player is not visible
Fixed missing sound on the lock squad button
Fixed "Thus with a Kiss" achievement tracking for players even if they are not officers
Fixed some achievements not being registered when completed
Fixed tutorials not being automatically cycled
Improvements to character movement while prone
Fixed Ammo/Grenade crates not disappearing when a new blueprint is placed
Fixed players sometimes being in the wrong stance while using an HMG
Corrected weapon limit for Italian Carcano with Rifle Grenades
Fixed wrong grenade counts for some classes
Fixed issues with the dynamite planting animation
Fiat Revelli closed bolt animation update
Fixed Schonauer reload sounds being slightly out of sync
Fixed Arditi dagger and Mustard gas names in the Kill info/feed
Fixed camera shake from grenades affecting players from too far away
Fixed first person footsteps sounding like there is someone following you while wearing Armor
Fixed bots walking through the Sabotino bridge
Improved Friends list functionality and performance
Fixed Support Company Engineer perk speed bonus
Fixed Rifle-grenadier perk resupplies giving more grenades than needed
Further fix for being able to join private matches through the friends list without entering the password
From everyone at AntiMatter Games, we would like to express our gratitude at the huge and positive response to our first gameplay reveal. It’s been incredible and humbling to read your reactions to our work so far and we are immensely thankful for your support. As the year draws to a close, we wanted to share with you some more glimpses of the world of I.G.I. we are creating and give you a taster... of what is to come.
Season’s Greetings from AntiMatter Games! We hope you enjoy this video :-)
We have confirmed an issue with receiving the Repeat rewards over the daily Obtain limits regarding the in-game event 'Portrait' newly added on December 5th. Please be notified that the content will be temporally deactivated to fix the issue, and we will try to fix this issue promptly and re-open the event.
■ Period - December 5th, Monday, 2022, 19:55 (UTC+8) ~ until later announcement
■ Target - All servers
We apologize for causing inconvenience to your gameplay, and we will do our best to provide a stabilized gaming environment.
So we would like to encourage you to check the game from our friends from RockGame S.A. - Cafe Owner Simulator. It has been released today with a 10% discount!
The game is a different take on Cafe Business - you play the game from the first person perspective: paint the walls manually, change the floors using your own hands plus many more mechanics!
We believe you will find a lot of fun as it offers a different experience than our game, and hey... It's available today!
P.S. Espresso Tycoon's premiere is scheduled on March 2023 and we are doing our best to deliver it on time! More info on the premiere date coming soon!
And tell us: How much coffee have you had today? 😀
Last week we updated you on the progress on the Seasonal Gratitude Event. Now it's time to reveal if you, as a community, were able to beat our objectives or if the Marble Colossus was able to stay strong. Additionally, we are launching our first in-game Leaderboard Event today! Go check out all the information about that down below. “Seasonal Gratitude” Event
Well it shouldn't be a surprise but the community was able to beat all 3 Objectives on their Seasonal Characters! This means that you have earned one week of free O3, and O3 chest event and every player that contributed to the objective will be granted the new Chibi Oryx Pet Skin!
Let's have a look at what you were able to archive.
Objective 1: Required 12750 Points to complete, you were able to collect 13054 Points. That's 102% of the goal.
Objective 2: Required 8500 Points to complete, you were able to collect 16690 Points. That's 196% of the goal.
Objective 3: Required 4675 Points to complete, you were able to collect 7230 Points. That's 155% of the goal.
The O3 event is going live today at 12 UTC and will end on the 12th of December at 12 UTC.
To have a look at the O3 Chest Loot and the Leaderboard Event, have a look at our Blogpost.
Balance updates - Increased post-poison immunity for scorpion king, hydra and zagan - Increased minimum level for higher level monsters in zagans dungeon for Danji's holdiay tombola
Bugfixes - Fixed a bug that could cause a disconnect right after logging in for some accounts - Fixed a localization issue for completed/failed guild missions in the guild window
Changelog 1.4.01 -fixed the minimap flickering displayed in full mode -fixed some options menu descriptions -fixed a bug where choko adamantly did not want to battle you and decided you should fight the previous boss instead
Been a while but a new version has just released cleaning up the ui and adding some features The mining of resources have been changed so that the node has a weak spot that means mining the right part will harvest quicker.
Now going to work towards a full release as I have plans for a new project to come out. Thanks again for all the support!
TLDR: I'm putting out one last major update before the new year and it will focus on questing content. I'll have it ready sometime near Christmas. NO - IT IS NOT THE LAST UPDATE FOR THE GAME, IT'S JUST THE LAST ONE FOR 2022. I'm also doing some FREE upgrades on my original game, Waste Walkers, but that won't affect my work with Chaos Chain, so if you see that, relax.
I wanted to stop by for a sec and let you know about what's going on for the next update to the game and where I'm at. This is kind of a long post, but I'm writing it personally as if I would be talking directly to you in person. This work is very personal and important to me, so my correspondence is going to start reflecting this a bit more.
I plan to release one more giant update before the new year. That means I have slightly less than a month, but that's totally doable as long as everything goes well. With how the game is in its current state, that shouldn't be an issue - it runs smooth as butter, has a lot of content, a lot of room for growth in terms of both improvements and more gameplay content, no crashes or bugs that I'm aware of, and so on.
My plans for the next update are almost entirely just focusing on playable content - the main story and side quests. I know the main story leaves a lot to be desired right now, but as I have said before, I'm trying to build the ENTIRE game as I go. Gear, weapons, skills, locations, characters, plots and subplots, factions, fights, RP opportunities, etc. Not just one portion and then go back and fluff it up. I think that method of development often leads to unnecessary rushes and a lot of the content feels "not touching" and what I mean by that is that it feels like it's not connected and like it doesn't mesh well. I prefer doing little bits as I go, all directly related and connected together.
Yesterday on my day off, I decided to go back to my first game, Waste Walkers, and start a side project to work on overhauling some things and doing some improvements on that game. It's been almost 8 whole years since I released it, but I wanted to go back and do some touch-up work to bring the quality up... Significantly. There have always been flaws with it and there still are, but I wanted to do something special for the people who have supported me and the game that got me to where I am today. If you're interested in reading about it, check out the link below. https://store.steampowered.com/news/app/371100/view/3651886049862159185
Now, that said, it won't interfere with my work on Chaos Chain or my focus on it. This is, and still will be for AWHILE, my current passion project. I think it's at the point now where I'd be comfortable betting money that this is probably one of the if not THE most advanced and innovative use of the engine to date as a whole. Now with THAT said, it still has a long way to go. Next year will be a busy one for me to say the least.
Chaos Chain still has a lot of growing in terms of the main plot, side quests, and the game world. I only have a few of the locations in the game right now, and only the very tip of the iceberg for the main story. The side quests number has been steadily growing for awhile, but I still have A TON of them to do. I also want to move to making larger, multi-stage side quests that are more like small missions entirely of their own. I have 4 of those planned as of right now and many more ideas that I've been toying with for sometime. I also need to still implement the hacking system (for doors/cameras/etc) in those future quests and story sections and that is going to be a serious bit of work, but I'll get to it when I can.
I know the development of this game is taking a bit longer than my previous titles, but in all honesty, this game blows all my past work out of the water. The scale, the polish, and level of detail, the huge amount of custom systems and features, etc. I'm trying to make this game as very high quality as possible. Just remember, I'm one guy. I'm an indie dev, the game is not intending to rival AAA studio games especially for this price, but I'm doing my absolute best - and pouring my heart and soul into it.
2023 will be momentous in terms of progress on Chaos Chain. Since I released it in EA in Jan, 2022, the game has completely evolved - both in scope and quality - of what it originally was. I've released somewhere close to 50 updates now, and at least a fifth of them have been ABSOLUTELY HUGE. This will continue steadily all throughout next year, until the game is eventually done. I don't have a direct timeframe on when I plan to finish the game, but I hope you don't view that as a bad thing. In my eyes, that allows me to not rush, focus on making the game as good as it can be, adding even more community requests like I already have been doing like with the bioware, the drones, etc, and just make it bigger and better than I originally even thought was relatively possible.
Thank you for reading, and I will continue to keep you all - and the game, of course - updated.