The development of Operation Ascalon DLC is progressing smoothly and is on track for release later this year. Here are some of the new additions to the game.
The DLC introduces a new chapter to the game's story with 7 new missions and 4 new raids. Players will follow Ethan and the Echo team as they confront challenges and adversaries in a mission to save the allied forces at Suez Canal from a new Red swarm. Additionally, two new characters will join the team and aid them in their mission.
New mech customization options will be added, including:
APS, an active protection system mounted on the mech's shoulders that shoots down incoming large projectiles. It recharges using the mech's battery.
New assault rifle with a mounted grenade launcher that can launch additional grenade projectiles with every few shots.
A lot of new mech parts
The Reds will, will pose more diverse and challenging threats to players, including new enemy types and structures such as Hives that spawn enemies until destroyed.
The DLC also comes with a free patch that improves the base game mechanics, including the ability to adjust difficulty levels before each mission.
Thats only some of the new additions, stay tuned for further updates. Thank you for your continued support!
Can examine character stats in-guild (Should work with both modified stats & HP from both equipment and skill ups)
Improved left side visuals of guild slightly
Bugfixes:
Fixed choosing stat-ups in the overworld doesn't modify character stats (This doesn't work retroactively so I apologize if you lost character stat-ups due to this bug :<)
Dev note: Since the main two additions I wanted to focus on for this update are done now ("Are you sure?" panel and "true stats in guild"), that means I can work on a few more interface improvements and bugfixes until I'm done with the update... muhahahaha >:D
This update includes several fixes for achievements:
- Fixed several achievements not correctly working (Thanks DmitryShaburov!) - Fixed a rare crash that could happen if a certain achievement was given in the first frame after a levelchange. - Removed the "pacifist" achievement completely.
It has been an exciting couple weeks since our 1.0 release - we appreciate all the support and feedback you all have given and as such, we are pushing out some major changes and improvements to the game.
Biggest change is to improving support for gamepads - the right thumbstick will now shoot your weapons as well as face your character - this allows you to take advantage of both triggers and bumpers for abilities - which should greatly improve comfortability in using lined abilities. Let us know how this feels.
Another change is REMOVING the passive requirements to unlock the Ability Modifications special upgrade - after thinking about it, I was just linking them to random passives and it didn't really make sense to force players to have to take those passives - so ability unlocks will now be available when you max out the ability level (level 6). Granting ability mods may change in the future, but for now they are available immediately.
There are lots of other balancing changes and improvements too - check em all out below
Patch Notes
Boss health bar now updates correctly
Projectiles will no longer disappear if clients are too far away from host
Endless Mode: Elites spawn at beginning of wave
Endless Mode: HP scaling reduced
Endless Mode: spawn interval set by difficulty
Huge optimization pass
Ranged enemies will swap to melee and stay in melee less often
Difficulty now increases spawn interval
Only Elite enemies will scale with based on level
HP scaling based on difficulty decreased
Improved pawn detection for enemies
Stash health kit drop chance increased by 20% (crystal chance decreased by 20%)
Dodge Cooldown reduced by 50%
Abilities firing on button assignment fixed
Gamepad Right Thumbstick now controls weapon fire
Gamepad Default ability keys changed
Level up flow no longer requires virtual cursor for gamepad
fixes to focus issues on gamepad
New random objective: Push the ball to the objective, if you can!
Looking for others to play with? Join our Discord!
A new game mode "Meat Grinder" has been added, as well as a new vehicle - the M1A2C tank. Bugs and errors were also fixed. The vehicle now has team markings instead of widgets. Hope you like the update)
GOBLET gets priority over a BOTTLE when filling with various liquids
Saving/loading disabled during challenges
ITHOTU FLAME: casting the spell correctly triggers the HUMAN SKULL
RIOTER screen typo fixed
BULLETIN: clicking stuff through other cards fixed
GENERAL BALANCE CHANGES:
ARMY KNIFE: base damage increased (4->5)
POLICE STATION: entering the station now costs doom (0->1)
HEAVY-DUTY FLASHLIGHT: price increased (2->3)
WITCH’S TREE: uses on HoD difficulty decreased (3->2)
PARANOIA: curse effect stacks (25% chance for damage -> 100% for 1 damage -> 100% for 2 damage)
SUICIDAL: curse effect stacks (25% chance for damage -> 100% for 1 damage -> 100% for 2 damage)
HEADLESS STUDENT: experience increased (10->25)
CHAINSAW: main stat changed (str->per)
DIY FLAMETHROWER: main stat changed (str->dex)
DODGE combat action: base speed increased (155->140), a chance to trigger increased by 10%
KOUJI BALANCE CHANGES:
CAMERA: using the CAMERA FLASH allows characters to avoid damage, in the same way the DODGE action would work
FAST HANDS: an additional effect: LOOK FOR AN IMPROVISED WEAPON combat action brings two items instead of one, with the second one using a better item pool
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Hi everyone, I come with a (hopefully) exciting update. The gane is far along enough in development that I'm looking for feedback from a broad pool of players. I've opened up registration for a Steam playtest, which you can sign up for on this store page!
I'm a solo dev, so stuff like performance, stability, and most importantly balance are hard to test as one person. For example, I think the difficulty level is pretty good, but I'm also an expert at the game. I need fresh eyes to play it and give their honest feedback. The game has a built-in feedback form for players to send their thoughts.
I recently released a dev log going into more detail as to why I'm running a closed playtest, which you can watch here:
I'm hoping to kickoff the playtest in a week or two, but signups are open now. Unless I get an absolutely crazy amount of requests, I expect everyone will be granted access :) I'm happy to answer any questions here in the meantime!