Updated Against Tide, Dark Forest and Predators in the Mist DLCs. Battlefields&operations updated: command unit icons changed, artillery spotters added in some regiments/bns.
- Added more sensitivity levels to joysticks/thumbsticks (2.5, 3.0, 5.0)
- Adjusted network error panel visual
- Fixed issue where network error could show twice if seen in during start-up - Fixed typo in legacy odd job description - Fixed issue where handbrake and thumstick sens settings affected each other - Fixed cases where proc gen crate spawns could be undockable
1. Fix an issues causes continuous loading for some system language settings. 2. Fix an issues causes sometime cannot continue or abandon a game. 3. Fix some issues with S/L operations. 4. Fix some issues in Speedrun Mode.
Hello machinists! I am glad to inform you that the open test of one of the most anticipated game updates has begun. The main theme of the update, the redesign of old zombies and the introduction of new ones. Among other things, the zombie AI has been improved.
Added 6 new, unique zombies and improved the behavior and functions of some old zombies.
One of the new zombies is the Boss of one of the locations.
Zombies after death react to hits from all types of weapons, you can also separate the limbs of dead zombies.
In case of limb separation from the explosion, they fly off to the sides and not just fall as it was in previous versions.
Now dead zombies are thrown back by the blast wave.
Now zombies can be in sleep mode, sit or lie down in two positions simulating dead zombies.
Also added models of static dead zombies in the same 3 sleeping positions, designed to confuse players.
Increased the health of the zombie Nurse by 50%, which will allow you to kill her with a bow only with a stealth headshot.
Decreased Nurse's zombie regeneration rate by 50%.
The zombie nurse's behavior has become more active after regurgitating a gas sphere, which will make it much more difficult to kill her.
After strengthening the nurse zombie, this zombie was removed from the territory of the starting base and from the first half of the bridge.
Increased health for SWAT zombies by 20% and 30%.
Added a chance for a bag of loot to drop for dead zombies.
Added Zombestiary's notebook to the locomotive. In which the player will be able to read about the zombies brief information about their occurrence and personal characteristics.
Tool durability increased by 50%.
Boots durability increased by 50%.
Bow and dagger durability increased by 50%.
Improved visual effects such as fire, explosions, blood spatter, etc.
Zombies no longer focus on attacking the door if the player attacks it.
Replaced car models with style-appropriate options.
Grenades have become much more effective and deadly.
Decreased the standard amount of ammunition received by 30%
In general, reduced by 20% the chance to find medicine and food.
Added collectible figures of cartoon zombies to decorate the train.
The robot can now be pushed if it blocks the path in a narrow passage.
Decreased shot spread by 25 - 30%.
Damage from stealth kills is increased commensurate with the increase in the amount of life of zombies in the difficulty settings.
Now it is not possible to switch the fork in the tracks if the train crosses them, as this leads to the rupture of the cars.
Modified the base in the swamp in the 7th location, because due to technical difficulties, calling a wave of zombies did not work correctly.
Now you need additional confirmation to save the new graphics quality or screen resolution settings.
Added flocks of birds to enliven the environment and create the right atmosphere in the player's places of residence.
The main task of testing, polishing the behavior of all updated and new zombies. Feel free to share your impressions and suggestions for improving or correcting zombie behavior.
April passed and it's been a month since this page is up. Thanks to everyone for the support, as always. Today I'm going to talk about what I've been working on with combat and then an estimated demo date.
Combat Systems
During april, with the site ready, I was testing different types of combat. I did the design of dozens of combats, but finally I decided to develop 3. The idea was to test:
How fun it was
How hard it was to develop
If it felt right for my kind of game.
First, Undertale style combat with an emotion system like in Omori. I leave some images here of what I developed:
I like the result and feel it would be interesting, but not for the type of game I'm making, so I discarded that approach.
The second test was to make a JRPG but in 2.5D in the style of Octopath traveler, but it turned out to be very complex to maintain and was archived.
The third test was the one I'm currently developing: a JRPG with a mechanic of aiming when attacking and with emotions that affect the gameplay.
I still have a couple of things left, but I'm excited and hope you can try it out soon to hear your feedback.
Demo Date:
I've been estimating, the remaining things I have to do and a playtesting (if you are interested in participating, please write me at http://taarobravo@gmail.com). The estimated date would be in early July. I'm dedicating between 8 and 10 hours a day to it so I hope I can publish it soon.
Bonus:
Currently, the new Steam Capsule is being worked on. Soon the page will be updated with that and the new combat :)
As promised, I uploaded a new version of the game onto the experimental branch last week, which includes the new six units. Beyond that, I also started working on a new healing mechanic, which I will be talking about today.
At the moment, the current healing mechanic is food based. Whenever a unit takes damage (from starvation or from being attacked), the damage they took will be healed whenever they eat food. For the commander, this is manual, so whenever the player decides to eat - and for villagers, this is part of their regular cycle of eating once a minute.
While this works generally well, there are some issues with it. For one, food provision is based on a villager’s house (or in the case of a soldier, their barracks). This means that a villager or soldier who has taken damage from an attack on one end of the island ends up getting healed by food being provided to their residence on the other side of the island. While this may be acceptable for villagers, it creates a bit of a strange situation with the soldiers, who essentially just heal over time with no input from the commander. The second issue is that the villagers get healed for the same amount of damage they take from a tick of starvation. This means that you can effectively provide them with food only every 2 minutes - and they will be perfectly fine regardless.
The way I am now going to address both issues is by creating a new healing mechanic. Healing will now be done by a medical building, with the use of medicine. To start with, this will be medicinal herbs being distributed by a healer’s hut - but there will be upgrades introduced with 0.9. The healer’s hut will only heal units in its immediate area, meaning that you will have to walk soldiers back to the closest base for healing, and will create “healing charges” from medicine. The healing charges are primarily there to A) allow quick healing of injured units in the area, while B) making sure that medicine can’t be used in place of food. Each medicine unit provided to a healer’s hut will be slowly converted into a healing charge, and any available healing charges will be quickly administered to injured units in the area.
There may be some further changes to this mechanic as we go through some further testing and receive additional feedback - but for now I will focus on creating a model for the healer’s hut itself.
Combat: -Added HITSTOP effect to combat -Revised the “Player/Enemy” turn transition -Added new combat Bkg for World Map 2 Choose Card Amt/Notification: says how many cards you can take, and also, if you can take 2 and you take only 1 a notification appears once saying “You can still choose 1 more card.” -Added Increase speed button for combat -changed the color and animation of text during combat
World Map: -Added particle effects and wind to world map 1 -Added new tile art to world map 2 -added fog effects to world map 2 -world map 2 has different music -Perspective adjusted to see top of map
UI -Revised character select screen -Added option in settings to change the display (windowed, fullscreen exclusive, fullscreen) -Revised story page slightly, still WIP -Revised settings screen slightly -Revised error window -Revised the loading screen -Revised inventory screen
Ascension Mode: -Added the first level of ascension for players of the Extended Demo to test.
Story -new story artwork for Warrior and Mage chapter 1 (still temporary artwork) -shortened some of the stories slightly
Cards -8 new cards made for full release (not in demo)
Artifacts -10 new artifacts made for full release (not in demo)
Until now we were trying to keep you informed on what’s going on with Shatterline and FragLab in a series of posts from the development team, and we realized - that’s just not enough! So with this Community Update #1, we are starting a fine tradition of regular updates, where we gather as much news and sneak peeks into the development process as possible!
This week – release R74. Some cool new stuff is coming with the regular monthly update this week. Expedition gets a new Sector Boss encounter: the Glasshead Nursery, where Gardener turns into an uber version of himself. We increased the regeneration speed in PvE. The most noticeable increase is for Segment 2 of the health bar, especially when walking. New perks, weapon balance tweaks; please read the release notes to find out about all the changes.
Next up is the second phase of Expedition rework. Our first phase of Expedition rework happened. It is not the last one, and we are preparing two more big updates to complete the rework. In the next, second, update we will be introducing a new progression loop for all our Operatives. Every playable character is getting a set of perks, gradually unlocked while playing and leveling them up. With this second big change, we want to add more depth to the Operatives and the way you play them. More options in playstyles – more fun! Let’s have a sneak peek at the new Brisa, brought to her ultimate form, with all the character perks unlocked. These perks will be available in Expedition only, for now, and all of them are still in development, so some changes down the road are to be expected.
Brisa is turning into a dangerous enemy to every glasshead out there. On top of Brisa’s current skillset, allowing her to efficiently maneuver between long-distance and close-quarters playstyles, she is now able to inflict additional damage over time while using a sniper rifle. With the right choice of weaponry to maximize her bleed damage output, she can stack it up, rush into close range, and instantly trigger all the bleeds she applied with just one hit of the melee weapon. If cloaked while doing it, she will also instantly recharge a third of her Invisibility Cloak cooldown, making it easier to hide back in the shadows and stay alive in dangerous situations. This is only one scenario among many possibilities we are sure you will come up with while playing! Oh, and more types of melee weapons are coming too, so we hope you will have a fun time choosing how exactly to punish everyone who dared to give Brisa a side-eye.
Want to know what to expect from other Operatives? We can share a bit. Pill will become a lucky looter and a very generous one at that. Malva is becoming an altruistic and angsty support, able to heal and deal damage with the wave of the hand. Strix… Is all about shields!
The battle pass experience is being carefully reviewed by the design team during this Season Charlie. Seasons Alpha and Bravo, in their own ways, showed us that completing a battle pass in one week is not much fun. In Season Charlie we tried increasing the experience required for a new battle pass level. Data and your feedback are showing that some players might have a difficult time leveling up battle pass this time, and we are looking into providing more meaningful ways to earn the battle pass experience. One of the solutions we are working on right now is making tasks friendlier and easier to complete.
We are having a battle pass XP boosters giveaway this week. Head over to our Discord, and use a command /givemexp in the event channel. Redeem the code in the in-game store before the end of Season Charlie and you'll receive a 100% XP boost, which will last for 2 days. While grabbing your booster, have a look at the Meme Contest going on this month. Submit your Shatterline meme for a chance to win a hefty sum of in-game gold!
by Discord user ᴛᴇᴇᴡʜʏ#3410
We continue to improve ourselves and are learning to work better as an independent studio, keeping you in the loop of what’s going on with and around Shatterline. Along with the community updates we are preparing the developers' live streams, where players can ask questions and play Shatterline with us. We are putting a lot of time and effort into making sure the player feedback is heard, meticulously gathering it on our social platforms, and triaging within the team. Please join the conversation in our Discord forums and let us know how we are doing and where we can do better!