Another update for you today – as usual, didn’t get everything in this one that I wanted to, but an update is overdue. Development is moving along and it’s nice to really start seeing things coming together on the front and back end. Obviously, we still have a long way to go to give all the content this game deserves, but the key features are really coming together.
One of the features that saw a lot of development the past few weeks is the vehicles. I made some solid progress on their implementation, and they are ready to be added into the game for testing. Some of the vehicles being added are:
Although at this point, their usage is still minimal, but I’m excited to get these things more utilized in the near, near future. In addition, since the back-end work is basically done, I can start focus on adding a nice variety of different vehicles. Some of the ones I’ll be working on next are:
• Pickup w/ SPG-9 AT • Rework the ZU-23 AAA • BRDM-2 9P148 ATGM and 9P31 AA • ZSU-23-4 Shilka AAA • T-64 MBT • T-72 MBT • Ural 375 truck • Mortars • VBIEDs
Having this kind of variety will keep the battlefield interesting and diverse. In addition to these new models, coming up next is allowing certain assets to be a direct threat to the gunship. At this point, you’ve been completely safe in the air, but that will change as we begin to really introduce anti-air units that can/will target the gunship.
I’ve also been working on the new “gunship” class that will bring with it new HUD displays (depending on the variant) along with the ability to fly the gunship. This potentially will be released in the next update to be tested in the new training mode, to allow playtesting of the mechanics. I’ll keep everyone posted on this one.
Another feature that I hoped to have fully worked out in this update, was the new radio chatter from the AC-130 crew. One of my primary goals for the game is to create an immersive experience for the player and audio is a very important part of that equation. I’m working on building an extensive library of radio transmissions from each crew member in the gunship, allowing unique (relatively non-recurring) responses to whatever is going on. It would be very easy for these to become extremely repetitive, taking away from the important immersion factor. I’m confident I can have this in the next update as well.
As I had mentioned in the last update, training mode has been temporarily disabled because a lot of the new features weren’t compatible with the old map. Ultimately, my intention is to expand and improve the usefulness of this mode (you know… actually perform its intended function), which means the entire thing needed to be restructured. Although this isn’t included in this update today, this will be released in the next update so stay tuned.
And finally, destruction is still yet to come. With moving to UE5 – although we are now granted a new system to handle this, a lot has changed in the implementation compared to the old system. Because of this, I’ve spent countless hours attempting to connect the dots to get a result I’m satisfied with, but I still haven’t found it. This still needs work to figure out how to best approach this issue and hopefully it’ll be ready for the next update.
I’m grateful to everyone and their support – I never thought when I started this project, it would grow to where it is at today and that I’d be able to do this full time. Shoutout to everyone who has provided constructive feedback to the project and helped alter the direction in a positive way. I’ll continue to work hard to polish and improve the experience for all! Thanks, and hope everyone has a fantastic day and weekend!
-Sklor
Changelog:
Fixed a bug causing the IR laser to not stay connected to the aircraft as it moves.
Fixed an input bug causing the camera not to move with the mouse.
Fixed a bug causing the infantry to move while crouched.
Fixed a navigation bug causing zombies to get stuck outside the FOB in the wave mode.
Fixed a bug causing the infantry to move while in the crouched state.
Tweaked the impact decals to take longer to fade and be removed.
Tweaked the blood decals to be removed after a certain randomized time (between 2 and 4 minutes)
Tweaked the auto-kill feature for zombies to not add to the player’s kill count.
Tweaked the weapon cursor to be hidden when weapons are “Safe.”
Tweaked some minor variables in Scenario 2 in the Firefight mode.
Cleaned up the in-game rifle sound.
Forced the engine to utilize DX11 for now (hopefully solve a crashing bug for certain people). Will add an option to change between DX11/DX12 in the next update.
Made some performance improvements to the Infantry and Vehicle entities.
Added new functions for UI Accessibility (buttons for inputs).
Added a new vehicle (MRAP w/ M2 heavy machine gun) that can be found in the Firefight mode currently.
Added a new vehicle (Pickup w/ Dshk heavy machine gun)
Added a new vehicle (Pickup w/ ZU-23)
Added a new vehicle (BRDM-2)
Added new dynamic vehicle materials that change as the vehicle is operating.
Resume the game roughly where the player left off; exception is "instanced" maps, like ships and raids - in those cases, the player will resume from just before boarding the ship or starting the raid (before, the player would resume at the last place they slept at)
Add death notification telling the player what to do to respawn somewhere else
Add sleep notifications telling the player what sleeping does, or if they are unable to sleep, why they can't sleep
Show which prayers are active and inactive from the prayer tab
Fix issue with confirm button being unclickable at high resolutions in character customization interface
Fix issue with player being unable to attack when re-engaging with monster after walking with keyboard controls to interrupt automatic pathing
- Fixed an issue where a settler recruitment dialog showed as blank - Experimental prompt now includes additional information - Net description now says that its items can only be collected by yourself
Experimental: - Fixed another issue which caused cow trader friendship to not increase - Cow and Mouse require less friendship to purchase (5% -> 1%)
I've added the hotfix changes from v0.66.6 into here as well, so it's grouped together.
Hello Marauders! We decided to surprise you with a Preliminary Patch Notes, in advance of the update coming up next week! Once the Update becomes available, you will be able to enjoy all the juicy details and changes but for now, enjoy this preview of some of our favourite new content updates!
Colony Cruiser
We are adding a new raid location! This colossal space frigate patrols the cold reaches and is our first location that is enterable via ship docking AND pod breaching. Track it down and dock to start raiding for precious loot.
U.A. Marines
United Allies faction enemies have entered the fray bringing with them unique equipment such as Sherman plate armor and Heavy m1 helmet. On top of that, you can kill them to unlock their full appearance sets!
VOIP and Voice Packs
Proximity voice has been activated so now you can taunt or negotiate with other Marauders to your heart’s content. If you’re more the strong, silent type, work to unlock a wide range of new voice sets instead.
Ship Shop
Now with almost 20 ships to obtain (up from 6), it’s easier than ever to buy and sell warships through our new Ship Marketplace system.
Salvaging
Space wreckage can now contain ‘Salvage’ - a resource which can be brought on board your ship through your airlock system, so you and your crew can rummage for more loot, including destroyed breacher pods. But be careful not to stay in the airlock for too long...
Gameplay Mechanics
A wide range of new features to experience have been added from explosive barrels, to combat enhancing stimulants known as “spice” for temporarily pausing stamina. This includes new ways to earn loot, such as in-raid supply vendors and others that will remain a secret… for now.
New Weapons
Outside of the new frigate turrets (75mm, 25mm and Dual Rockets) we have the Stoner 63, the China Lake and Mini Thumper. We are also re-implemented 3 grenades, the Scrap bomb, Flash bomb and Smoke bomb.
Scopes!
First stages of implementation for scopes are in this update, for the SVT40 and M16.
Combat Balancing
Hip firing no longer suffers from camera recoil and is purely spread based. SMG style weapons will benefit the most with a tighter spread bringing them closer to a viable “meta”. The other significant change is that players will now deal a headshot multiplier of 3.25 (up from 3) to other players, hopefully this will have the TTK be deadly but still reward players that hunt for better armor and weapons.
That concludes our Preliminary Patch notes! Stay tuned for April 25th, we can’t wait for you all to experience the United Allies Update!
Quickfix #2. A small patch to fix some issues a few users reported when planes were engaged and being shot down. Plus one small bit of polish to some graphics.
-wizard spawning location fixed ; -wizard price increase to 30 magick pts; -X button replaced by destroy button, -building price increase is less steep -improvement and level upgrade are now less expensive. -VFX sounds are now affected by the Slider
SingingSwordsman and the Nevergreen Games team here, back with some bright and fresh changes to your new favorite deck builder. We wound up accumulating quite a few awesome changes to the balance, design, and look of Mori Carta and there’s a lot to be excited about.
I do want to take a minute at the start here to apologize to you, the community. The live build that was available before this patch brought changes to the way rewards are given to the player. While we believe in the overall design of the change, the balance and implementation of these rewards were not ok. Players were receiving greatly diminished returns, resulting in weaker decks and a considerably more punishing experience. We are very sorry for this error, and for how long it took us to fix this.
We have adjusted the reward levels to be just right. Not too little or too much, but just right… we hope! Of course we will keep an eye on community feedback and our own internal testing to make sure we get this right. Because rewards are what is fun about deck builders, you are trying to build a deck after all!
Let’s go through all the changes. Here’s the patch notes:
Design:
Might and Resilience both had their functionality changed. Now they will tick down every time they are used. Notably, this changes the interactivity with “on Swipe” and “Trigger” effects so that might will not be applied on play, instead it will be added on swipe and then reduced by one. These changes were put in as a balancing factor. We were constantly torn between the varying levels of might and resilience. This will allow us to be a little bit more generous with them and we will be keeping an eye on its balance moving forward.
The reward flow has been rearranged. The player will be asked what reward they wish to receive before fighting an enemy, and then receive that reward upon defeating them. When the reward is offered you can sometimes choose to fight an elite for greater rewards.
Elite and Boss fights are indicated on the reward selection screen. Elite cards have a silver card back and bosses a gold card back.
New reward options in the “Defensive” and “Offensive” shops.
The echo enemies have been changed to elite status from normal.
Art:
We mentioned the enemy card backs above, but there’s also one for normal enemies with a cool little monster guy. There are also new card backs for each of the classes! Which one is your favorite?
An animation was added when your block is reduced to zero.
The position of the Dodge and Faith counters, for Trickster and Atoned respectively, have been moved above the card wells. Similar to the Druid’s resonate tracker.
Elite enemies, as well as cards marked with a gold gemstone, have had their trim upgraded to a new shiny and scary appearance to show how mean they really are.
Wind Devil and Court of Storms have had their art updated.
Card Balance
Legacy:
A Smile (and “A Grimace” on the Smiling Echo) was nerfed to from 4 -> 3 damage
Scholar:
Dancing Flames was removed from the pool
Trickster:
Ace of Sovereignty was added at the epic level
Big Bag had its energy cost reduce from 10 -> 7 and the number of Blades added from 15 -> 10
Blade Flurry was changed: pay 4 to gain a on swipe right trigger that adds a blade
Arrows has been changed to add 1 discard on the left side
Lunge was removed from the pool
Alchemist had it effect on the left changed to add a Elixir on exhaust, and the right side now costs 5 energy
Druid:
Cairn Clearing was changed to add two Mother’s Protection for 2 energy, but then downgrades to Carve Into Stone which upgrade back up into Cairn Clearing for 3 energy. Clever players may want to consider the implications of this change.
Ravage was changed in a similar fashion
Tribal Rite was added to the pool
Cracked Horn was removed from the pool
Mursa the Cub was added to the pool
Rich Soil was removed from the pool
Mother’s Embrace had its sides flipped so that the add card is now on the right side
Wolf Pack had its sides flipped so that the add card is now on the right side and the might is on the left side
Allstone origination has its sides flipped so that 3 Allstones are added on the right side and 1 Nullstone is added on the left side
Overgrowth has its left side changed to blank
Equilibrium was changed to be a one time trigger effect that heals and adds a Conflict on deal damage
Druid’s Garb was added to the epic pool
Reciprocity was removed from the Druid and added to the Possessed
Atoned:
Sanctify was removed
Added Prophetic Prediction
Added Prophetic Pyre
Added Renounce
Divine Decisions had its add card adjusted:
Divine Bolt exhaust on the left, faith based damage on the right
Divine Deflection, faith based block on the left, exhaust on the right
Exculpatory Tale’s had its add card adjusted:
Divine Barrier, exhaust on the left, faith based block on the right
Entropic Dissolution, 4 block on the left, exhaust on the right
Cautionary Tale had its add card adjusted:
Divine Bolt, exhaust on the left, faith based damage on the right
Entropic Burn, 4 damage on the left, exhaust on the right
Entropic Offering had its add card adjusted:
Remove All Doubt, exhaust on the left, pay X for X block on the right
Remove All Doubters, pay X for X damage on the left, exhaust on the right
Thirst had its add cards adjusted:
Slake, gain 4 energy on the left, exhaust on the right
Aesecticism, exhaust on the left, pay X to gain energy equal to faith on the right
Shield of the Redeemed had its energy cost increased from 2 -> 3
Emberwing’s Aid had its energy cost increased from 2 -> 5
Sinner’s Bonds had its rarity increased to rare
Ascension had its energy costs changed to 3 -> 5 -> 7
Empower was changed to add a wheel of faith based damage or armor on the left, and cost 8 on the right
Conflagration had its energy cost was increased from 4 -> 5
Cower was adjusted to break your block, effectively setting your block to 15
Talon’s Thrum was renamed to Fists of Faith
Fists of Faith was renamed to Crusader’s Strike
Midnight Commune was redesigned as an Epic card that adds Initiates on Exhaust
Call and Response was changed to 6 damage on both sides
Fickle Flight was change to 6 block on both sides
Assign Identity had its rarity increased to rare
Retribution was removed from the game
Reckoning was changed to deal faith wound instead of adding a Retribution
The Pawned Trinket chain now deals faith wound on the right instead of adding a retribution
Day III now deals faith based wound instead of adding a Retribution
Vindicated Violence was removed from the pool
Build the Temple was changed to 2 block on swipe and 2 wound on swipe permanent from 1 respectively
Denial was moved to rare
Prophetic Pyre had exhaust added to the right side
Convergent Affirmation had its name changes to Convergent Affinity
Convergent Denial had its name changes to Convergent Affirmation
Woof. That’s a change list. And we are excited for the changes this will bring! Let us know here on Steam or on our Discord. We’d love to hear from you!
Once again we apologize for the delay in response to an unfortunate play state. Thanks for reading and we’ll talk to you soon!