This month will be slightly different in update schedules: Instead of 2 small and 1 big, we will have 1 small and 2 medium updates, on the 1st, 3rd, and 4th weeks.
Changes
Colonise Objective
Colony tiles can now override empty tiles it they are protected
You now lose the game if every colony tile is destroyed
Colony detection range increased to 25, this means that you can make big pens now
Multitile buildings changes
They now have only 1 health and shield pool
Health multiplied by the number of tiles they occupy
Balance Changes
Increased minimum distance between sulfuric geysers
Bosses no longer have their movement speed reduced by slow
Fixes
You can no longer sell colonies
Flamethrowers are no longer affected by project speed
Fixed a bug where multi-tile buildings are permanently stuck in the game
Fixed money and exp growth on early missions, this should make them easier
Optimizations
There can only be 50 forked lightning instances at the same time
388: Early Access 0.17.19 - May 7, 2023 11:25 PM EST • Skill training costs were slightly reduced. • Bank slot costs were slightly reduced and they are now consistently priced by tab. • There are now 16 bank tabs instead of 8, but with the same number of total slots. This should make it easier to organize items by tab. • Inventory expansion costs were slightly reduced. • Certain trade messages will no longer report using the other client's language setting. • Improved memory management in combat. You should be play for eternity without groggy slowdown grossness.
Our apologies this monthly update has run a little late due to some team travel. April was a massively productive month with the entire team at work adding content, balancing, tuning and working hard on spreading the new UX across the game. We're getting closer to our big Alpha v2 return every day.
Another big month with lots of progress toward the next major milestone, Early Access release! So, let's check out some highlights from April!
Twitchy and Blendy!
Our animator has been hard at work improving and polishing the game’s animation as well as catching up on animation areas where we have been lacking. Three big categories that needed work were idle twitch, getting hit and dodging animations, which have now both been added to the game during April.
For idle animations, we’re excited to see how much it helps the natural feeling of all the turn-based actors in a level to have them looking around, checking their weapons and checking their corners.
For both hit and dodge, we’ve used a mix of additive animation layers which give us the ability to “add” the animation on top of any other animation. Characters or enemies running through overwatch fields can react to taking hits mid-stride or those who dodge can duck low and throw their hand up a defensive posture while sprinting across the field. In addition, for animations like taking hits we’re blending between 8 different animations depending on the exact direction of the hit to give the best-looking results.
Exciting Class / Talent Updates
In the latest iteration of the alpha, we had just 40 Talents spread across 5 classes. When we come back online, we’re aiming to have rewritten and added a total of 60 Talents to massively expand your build options and create more and more excellent options in your kit. The current plan for Early Access launch includes 6 classes and 90 Talents, averaging 15 killer abilities each. Here are some highlights we worked on in April --
A Knight can now spike the quantum countermeasure signal from their spinal rider to create an Atomic Stutter and stop a human or drone target in their tracks at range for a few seconds. This burst signal can’t be repeated rapidly but the Stunning effect at range is a powerful piece in the Knight’s kit.
In the case that your Vanguard is spotted by security, their passive Overdrive Talent will kick in to boost their Initiative. With a major Initiative boost, you’ll be the first to take action on the next Turn or if you’re slated to act later in the Turn you may “jump the line” and become first in the Initiative timeline and immediately it’s your turn to act. Surprise!
Soldiers are hardened leaders on the battlefield, and their Roll With It passive Talent allows them to automatically reduce incoming damage from a hit before it is applied to their armor. With extra level points dedicated to build up Roll With It, you can train this Talent to the point of negating a ranged hit completely.
There are multiple ways to cut IC when hacking the matrix but one of them is just to unleash devastating attacks, spinning out scripted mayhem in an all-out assault on the enemy network. Hackers who take this aggressive approach can now buy themselves some momentary cover from spiking Quantum Security Tally by using training up their passive Scapegoat Talent which allows them to reroute and cancel out some of the incoming Tally.
AI Testing and Simulation Tools
This month, we’ve been building out some additional simulation tools that let us play with the AI’s decision making and choice trees outside of the regular game context. This lets us test and iterate faster on these important decision points and also to drop these simulation tools into any level at any stage of production-- from basic block out to fully decorated and completed -- to see how the AI would react to different areas and scenarios. This is key as it allows us to embed the AI thinking into very complex 3D scenarios and understand what it might to do to both better tweak the decision making process or the level itself.
One such simulation tool just shows the sight range rules for any given position within a map.
Another simulation tool calculates how an AI will consider flanking depending, given its position and player position.
Another simulation plans an AI's hunting routine, the process by which it will approach a security event (looking for a dead guard, heard something suspicious, was that gunfire?) and how they will path back and forth across the area in question seeking enemy contact for a number of turns.
Reward and Stretch Goal Progress
For completeness, we include the progress bar infographic in each and every update. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us.
We’re continuing to work on and refine the design of the Digital Artbook pages and push this reward toward completion. We are also working on the Lore Book and finding ways that more of its content can end up in the game’s Journal screens.
I am sorry to everyone who has been waiting for this update. I've been having issues with my software. But its finally fixed and the update will be on it's way this Wednesday! Check down below to see what has been updated and some updated pictures aswell. ♥
University Life Update List:
Updated Annabelle Model
Updated Kate Model
Better choices / More Choices
Updated Sex Scenes with Kate & Daisy
Fixed the (Yourname) from going to "Alex"
Updated Pictures
Choose to Hug Annabelle Option
Fixed the "Walking Away" Option when Choice comes up. Now you will walk away
Sex Scenes are more in detail. More pictures, and spicy positions
Steam Achiements. 13 Achiements to earn. More to come in the addon update.
Better clothing for the models.
New Apartment
Daisys new apartment updated
Better Interaction with Sam.
Sound effects (Doors closing, Kissing, Running, Driving, Being outdoors)