・For those who were not able to obtain some of the achievements. ・Slightly expanded Ep2 area ・The Ep2 Treasure: Sand Bag displayed at the home can now be enhanced!
Our team of busy datasaurs has been crunching the numbers all weekend, and the dust has settled. Congratulations to the following four finalist cities!
Introducing London, New York City, Paris and Hong Kong:
Thanks so much to everyone who nominated and shared why your chosen city was special to you. We’ve loved revisiting so many Mini Metro memories over the past few weeks. But only one city can be the winner, and now it’s up to you to make the final call.
Which city from Mini Metro will be transformed into a challenging new map in Mini Motorways? Head over to our website to cast your vote and we’ll find out the winner together on May 8th PST!
We've really blown out the achievements this update! That and much more in this update. I'm really excited to hear what you think!
In Game Achievements & Unlock System
For a while now people have noted a lack of "meta progression" in the game and while there is some it's rather opaque and very light. I wanted to solve a couple of issues with this update:
Give players mid range goals while playing each run (besides just completing it)
Make the progression leveling system more transparent
So I built the achievement system directly into the game and gave it an interface where players can clearly see what they can unlock and how far along they are in the progression leveling. I'm also hoping dying in the game feels a little less bad because you have a much better chance of unlocking a new upgrade or item for your next run!
New Mechanic: Virus
I've added a sneaky new mechanic to incentivize high risk/high reward gameplay. The basic idea is if you contract this virus you'll die in any one hit but you can remove it by powering up 3 shield structures. There's a handful of ways to get this right now but I don't want to spoil them for you and some ways to flip it into a positive!
Core Content
Added a few dozen upgrades and weapons in this update, one for nearly every single achievement in the game. There's quite a few other updates:
About a dozen more ship theme unlockables (exp points needed to level up has been squished a bit to compensate)
Doubled the number of ship trails unlockables
Rescue mission has been reworked entirely
New type of rescue mission will be more regularly found in star systems.
Gear containers now have a new tier but I'm not gonna say how you get them...
Asteroids have a very small chance of breaking off a very valuable (and fast) chunk
Completely reworked a few "Starter" (Yellow) upgrades. I felt these were a little bland for my initial idea of them being the key upgrade you "build around". Most of the boring ones have been reworked into something that feels a bit more active or has impact on your decisions throughout the game.
Note about new upgrades: I really tried to focus upgrades around building synergies between things that are typically not all that good. Frost effects are pretty ineffective alone but nice to have attached to other things so introduced upgrades that play off of this aspect.
Quality of Life Updates
If upgrades have an effect after a certain number of actions they will show the current count on the icon.
Added a profanity filter option
Balance
Swtcbade's starting weapon was strong all the way until the end game. I don't think that's very fun design so I've replaced it with something considerably weaker though still arguably more powerful than a lot of other ship's starting weapons.
Tac T Ion's ability is really easy to snowball and at full power you could get an insane amount of drones out with the cooldown reduction. Picking up salvage will reduce the cooldown by half as much and the base cooldown of the ability has been increased 1 second.
Bug fixes
Fixed an issue where the UI would disappear in the tutorial
Fixed some issues with save files saving items that shouldn't be
Fixed some issues with sprite display in text
Fixed a crash with circular ruin puzzle
What's next?
I'm winding down what I'll call "active development" on the game. With this update I feel pretty good about the amount of content and replayability the game has. I have a new project that I'm spinning up and you may hear about that soon. I'll also be listening and always trying to fix any bugs that come up. I can't say for certain if I'll do any more sizable updates but I may return every once in a while to introduce some new elements to shake things up or maybe I'll decide to do some DLC content down the road.
I'm also happy to announce I've signed an agreement to port the games to Switch, Playstation and Xbox! I'm really excited I'll get to see the game on consoles, it's like a dream come true for me!
Time for our monthly Update. Today we want to share with you some of the progress that has been done since last time. Some of the improvements and changes you can already find in Development Build or that will be added very soon.
Factory Grounds:
We continue to work on the Facilities. Each Facility and its upgrade are getting a unique look that reflects its purpose. Some of the Facilities will affect all Buildings while others will offer unique bonuses to certain Buildings.
Arms Trade Tycoon Tanks is a game about tanks, but the Tycoon part requires other types of vehicles to be present in the game. Vehicles that you won’t design or sell, but you will see them in your Factory Grounds, standing still near the buildings or moving along the roads. It is these details or “props”, that make the game experience more immersive, atmospheric and engage the players in new ways. Today, we want to show you some new Truck models that you will find when playing for Britain.
Without a doubt, the Production Hall will determine the prosperity of your Tycoon Empire. Here you will mass produce your tanks and ensure that you have the appropriate Workshops for the intricacy of your tanks design. We believe that, given its significance, this building merits special attention. Many references were studied, and a lot of work was put into the "props" to give the interior scene a realistic look. Finally, the lighting was completely redone to make the scene both atmospheric and immersive.
Engineering Workshop:
Already in the next Dev. Build you will be able to experience a “first shot” at the Reverse-Engineering. We have talked about it for some time and now you’ll finally able to dismantle some German tanks and use their parts to construct your own curse patterns! For the time being you’ll be able to tinker with Sturmpanzerwagen A7V and LK2 but this is just the beginning, more to come soon!
We continue to add new tank component to the game. Already with the next update to the Development Build, you will be able to employ a predecessor for QF 6 pounder Hotchkiss gun! Light but deadly – the QF 6 pounder Nordenfelt gun is a welcomed addition to your arsenal.
Note that this gun should not be confused with the short-barreled 57 mm Cockerill-Nordenfelt which was employed to arm the German A7V tank and which will be added to the game!
We should also want to highlight two new features already accessible in the Dev. Build! Namely, various assembly" and armour plating types" available for you tanks.
During the engineering process you can chose what assembly process suits your needs best for any Hull or Turret component. This is a compromise that you must make between production costs and attributes for your tanks. Would you select riveted assembly to speed up your production but sacrifice crew safety or go for welded components? The choice is yours!
Currently, you can select bolted and riveted assemblies, but welding and casting are also in the pipeline.
In a similar way, you can select between various armour alloys. Here the compromise is between production costs and what type of protection you need for your vehicle. Should your tank have a better chance against AP rounds or is HESH rounds that you need to be afraid off? Make sure to consider what enemies your tanks might face on the battlefield! The outcome of the entire military campaign may depend on your choice!
The hexside between 1522 and 1622 did not have a railroad in all cases, now fixed. The achievement "Moving On Rails" could be erroneously triggered when watching a recording playback, where the player who did the recording triggered the achievement.