Early Access release version 4.0.0 is live for all players on Steam!
This is another HUGE update. As always with updates this size, there will be bugs, balance issues, and broken things. If you have any issues, please let me know here on Steam or, even better, on the DINO MERCS discord.
This update introduces a brand-new character: EPHEMERYS!
Ephemerys is a stealthy close quarters assassin who prefers to strike from the shadows. She utilizes the new Stealth stat to quickly dispatch enemies. A number of brand-new cards have been added that give you Stealth, and use Stealth to land deadly blows.
BOSSES have also been added!
Bosses are encountered every 20 sectors and will seriously test your survivability. They get access to some of the most deadly cards in the game and provide a hefty challenge to various play styles.
Currently, there are two bosses, with more coming soon!
Here's a full list of everything that's been added, changed, and/or fixed in this update:
- New: a brand new playable character - Ephemerys. She uses Stealth to avoid damage and land lethal blows on her enemies. - New: Stealth - this stat reduces damage taken (prevents most damage if playing as Ephemerys), but once you attack, you lose all your stealth points. Use Stealth points to power up deadly Stealth attack cards. - New: Stealth cards! - New: new faction of enemies - Fascists! The Fascists field mechanical units and heavily armored vehicles to deadly effect. Try not to die. - New: Bosses - extra-deadly enemies that will test your deck and skills to the max. They appear every 20 Sectors, so be prepared! - New: Card Slots have been totally reworked. Instead of Weak/Average/Deadly and Positive/Negative, slots are assigned a multiplier based on how far into a run you’ve progressed. For example, a slot might power up (or power down) the effects of a card by 2x or by -2x. This should help remove some of the guesswork involved in positioning cards and make things simply easier to reason about in general. A big thank you to DINO MERC’s community manager, Strateture, for the inspiration behind this change. - New: Since Card Slots work differently now, I reworked every card in the game … again. Expect a lot of upcoming balancing fixes. Things might be a little rough around the edges for a number of cards.
- Change: environmental damage from Operation Events is significantly reduced and is handled like combat damage (i.e. affects shield, then armor, then HP) - Change: increase every playable character's starting Shield/Armor/HP - Change: I thought have smaller numbers would help make things more strategic. Instead, it (personally) feels like small numbers are less fun, more difficult to balance, and appear to be “less powerful”. So I’m basically doubling every number (damage, stats, etc.) - Change: cost of unlocking a new character is now 7, instead of 5. - Change: player is rewarded 1 unlock point for every 2 sectors completed (rounded up, increased from every 3 sectors completed) - Change: increase width of tooltips to prevent tooltips that are way too tall
- Bugfix: add in score details to Mission Complete screen
What's next?
I'm getting close to the end of Early Access - I'm specifically aiming to have the game finished before Christmas-time/late December. I'm focusing on lots of balance fixes, getting rid of all the bugs, and introducing various quality-of-life changes. There won't be much more new content at this point before the game leaves early access (you can expect another character, another boss, and some new cards at the very least!) since I want to focus on getting the game really polished.
I'll have more updates to share soon. In the meantime, have a spooky October!
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Hello mercenaries! Thank you to everyone who purchased the game and supported us at the beginning of our journey. We see your feedback and will try to address the issues you've been mentioning as soon as possible.
Believe us, we want the game to be engaging and rewarding, and we'll do everything necessary to ensure you can enjoy it while preserving its core.
So, the first hotfix!
Died and left without items? Now, after death, you'll receive a special emergency pack to help you get back into the game and seek revenge! disassemble it down and get a set of starting items.
Made numerous balance adjustments and increased difficulty progression.
Increased the starting inventory.
Weapons and armor lose their durability more slowly
Fixed an issue where the durability bar didn't always display the item's actual state.
Fixed a situation where Quasimorphs remained in an invulnerable state after phasing.
If the player is in a running state, a warning will now be displayed that you can't use the inventory.
Additions: • Added Void map to PvP • Added separated teams list in PvP (Offensive/Defensive) • Added Handbrake foregrip
Fixes: • Fixed tinted goggles showing up in view and obstructing player vision • Fixed MP7 Magazine bullets not depleting • Fixed Players List not refreshing after the player is disconnected and the left-hand menu is not open. • Fixed Void bomb not setting the wire colors properly when the lid is opened. • Fixed Void bomb displaying wire text and including the word "(Instance)" leading to players yelling in confusion "Blue...instance?!" lol! • Fixed: Private rooms can now be joined after the private room exits a mission and players are back in the lobby
Improvements: • Improved PvP player bullet damage • Improvements to the enemy alert system
Changes: • M4A1 front iron sights removed from other sight selections. The decision is based on the majority of user feedback on Discord. Iron sights on the M4A1 are only available on the Iron Sight selection. The option will make a return in a future update. • Helmet w/Dual nods will now show the original, more restricted silhouette • (Quest 2) Removed shooting smoke particle fx. The smoke particles bog down performance in PvP during heavy firefights. Weapon smoke may possibly make a return depending on future performance optimizations • Increased Ai enemy fire rate if the player is in close range of the enemy
We asked the project’s head artist a few questions. Also, he shared some early concept art for the characters and constructions!
On the visual style
I initially joined the project that already had a faceted low poly visual style with its sharp-edged shapes and a relatively large amount of small details.
For a while there, the team and I kept adhering to that style, but later, we decided to change the visual for the houses, and that’s where it all began. I gained more creative freedom, and the guys supported the idea of changing the visual style for the rest of the game content.
The inspiration
We based our vision on the idea of conveying the sense of the shapes’ “plumpness” in a minimalistic, vibrant style. We decided to get rid of small details and intentionally over-emphasize only the most important parts for greater expressiveness.
That idea was implemented in other production stages as well, such as VFX and animation. We tried to achieve the maximum artistic expression with the minimum amount of means.
Favorite character in MiniLife
As is my tradition based on other games, I usually play for supporting classes that deal with installing turrets, mines, traps, etc. MiniLife was no exception - Felix is my favorite :)
What’s next?
The game’s development is currently well underway, and with each day, we’re getting closer and closer to the release. But there are many interesting things ahead, so don’t forget to subscribe to the game updates so that you don’t miss a thing.