When asking a question in VOIP while holding a ghost box you may get a response from the ghost!
Certain phases or commands will give different results. Such as saying the victim's name may cause a hunt!
There's a lot that can be done with this system so expect additional updates to this system in the future.
Ghost Appearance Animations
Added ghost transition animation when beginning hunt or any form of attack.
These include climbing out of mirrors and TVs, crab walking and scratching walls.
This also acts as a grace period, so if you see it get ready for an attack!
Weather
Added chance for rain or thunderstorm when beginning a case.
In the future we'll add new weather variants and ways it affects ghost behavior.
Lobby and Case Files
Added new case file selection screen that replaces map selection. Preview details about each case before starting one!
Each ghost is now ranked in tiers (S- Deadly, A- Dangerous, B- Normal). For example "The Insane" is S tier. This allows previewing of difficulty. If you're up for a challenge pick an S or A tier ghost!
Added ready up system for multiplayer in lobby.
Added Halloween decorations to lobby. Beware something weird happens when turning off the lights!
Gameplay
Added slow attack event. The ghost locks you in a room and slowly approaches to attack!
Added back 2 old radio songs which are now fully produced!
Added screen to ghost box which displays frequency and animates when idle or when the ghost responds.
Added door lock sound during door vanish event.
Added the ability to kick physics objects.
Changes
General
Centered and improved interaction menu.
Crosshair is now more transparent.
Added back game credits in lobby.
Cleaned up story generator and reduced story size.
Overhauled Litchfield background for a much more immersive experience.
Ghost attack event damage is now based on nickname. S tier ghosts deal the most, A deals moderate and B is weak.
Ghost now patrols more diverse locations during hunts.
Adjusted voodoo doll holdable so it's easier to see the pins.
Improved overall holding position of the ghost box.
Floating objects now make a sound when dropped.
The background of the notification UI will now animate with the text.
Reduced glow and highlight of interactable objects.
Greetings Mercenaries, Thank you so much for all the positive responses and valuable feedback you have sent in for The Dragon's Gambit! We're excited to fill you in on another batch of fixes to smooth out your gameplay experience. This patch was released Oct 25th at 5 PM PST so your game should have automatically applied the update. We wanted to let you know what fixes were addressed in the latest patch:
FIXED! - PS4s will no longer black screen freeze when traveling to the second mission in Dragon's Gambit
FIXED! - Difficulty no longer resets with a game reboot on consoles
FIXED! - Damaged Mechs with load-outs from the Olesko mission no longer appear in procedural missions
FIXED! - Instant Action - DLC5 campaign missions now show up in Instant Action after completing it in campaign/career mode.
FIXED! - Medium Rifle tuning fixes - Incorrect damage values at higher tiers Medium rifles above tier 1 had the +damage quirk instead of +damage percent quirk, resulting in bonuses of .05, .1, .2, and .3 damage, instead of intended 5%, 10%, 20%, and 30% bonuses in line with other classes of the rifle.
FIXED! - Faction standing - Comstar faction standing will no longer be -400 if the player loads a campaign save file that has a game date past 3039 - The Comstar faction fix only applies to saves that have not yet loaded past 3039, saves that already have the -400 cant be changed
If you have further issues with MechWarrior 5: Mercenaries or any of the DLC please contact us at support@mw5mercs.com and we will do our best to address the issues!
Ten Thousand Coins: The Golden Merchant - Cynthia - Thousand Tonic
Summary of v0.10.5 Development
Game System
System Update - Company Building
System Update - Company Upgrades
System Update - Combat System
Art and Content
Content Update - Narrative
Art Update - Wilderness Environment Art
Bug Fixes
Featured Updates
Company Mode
With this build, we have updated Company Mode, specifically how upgrades are handled and what they look like.
Upgrades to your build are made by paying the upgrade cost for each separate room of the building, renovating it step by step, and you will receive rewards and boosts with each upgrade.
Seeing your company building rebuild bit by bit with your hard work is the goal we aim to achieve with this update, and we will continue to improve and expand on this mode.
Combat & Wilderness
Combat has been adjusted slightly to move the quick-time event as a bonus damage event instead of a requirement when throwing goods.
Combat will continue to be one system we'll look to adjust and refine according to player feedback.
Wilderness movement environment animation has also been improved.
Upcoming Alpha Test
With a lot currently happening behind the scenes this month (which may lead to some good news soon), we have decided to delay our alpha test this month very slightly to the now-confirmed date of the 4th of November.
Minor Update (4th of Nov): There's been a slight delay on Steam's end as we are setting up the playtest version of our game. It might take a few extra days for everything to be ready. Thanks for your patience.
If you've been chosen as a tester, we will email you your alpha Steam keys so keep an eye out!
For those not yet chosen, we plan on having many more tests in the near future as we introduce more and more testers to each playtest round!
If you're interested in joining alpha/beta tests and haven't signed up, sign up here to our mailing list for the latest news and a chance to be an Alpha/Beta tester for future builds!
Follow us on TwitterInstagram if you would like to preview all of the latest development news!
A long-requested feature is here, the detailed combat log. This is something that I didn't think would actually be possible for me to do. It's my first game and I'm from teh arts so things weren't exactly set up in a good way to implement it, haha. Took a degree of suffering. Lesson learned
Another experimental change is making all the enemies visible on the world map. Their "rumors" will also be displayed, as I find them atmospheric, as will an additional little random line
It took a lot of empathy for me to finally see how the hidden enemies were frustrating people - implying they had to be memorized or looked up. When I play these kinds of games I pay little attention to what's coming and make pretty much no effort to learn about it. I'll be keeping an eye on it and if it's absolutely ruining the feel for anyone I'd love to know
Thanks again for being here with me, I've caught some kind of virus again but wanted to get this update out...O struggler!
General
added detail to the combat log
shows the ability that causes the event
shows the associated number
shows modifications to the number and the causes of the modifications
"less detail" option to turn off number-related portion
enemies are no longer hidden in the world map (rumor text kept), item "rumors" are relegated to mouse-over
added little random flavor line below the enemy rumors
Powers / Prestige / Items
Ihra ability changed to: on game turn, apply 1 protection to yourself
Added power Might, martial, +100 Hit per level and deals weapon damage to all adjacent units on melee attack, if two handing, scales with 10% weapon damage * level
Added power Aim, martial, +60 Accuracy per level and deals Pierce damage to the target when attacking at rance, scales with 10% weapon damage * level
Added prestige class Shantih, martial + lightning, very straightforward DEX mirror of the Flame Knight
Added Tamasa, lightning + fire, super high Charge scaling on stand still, keeps it from reducing, but deals enormous fire damage to self
Added Ill Prophet, poison + astral, creates "strange tint" terrain on stand still, damages all enemies standing on strange tint with astral / poison damage, scales with number of strange tint tiles * willpower
Most Void items powered up in some way, except for the Pulwar, which received opposite treatment
Other random changes, want to add more ranged weapons for example...
Enemies
cruel feast now properly states it that it heals 10% life
killing the Robak now correctly grants the achievement
Fixed Plasmathrower U2 DoT visual appearing on Axons when they spawn.
Fixed World Engine sound being capped at one at a time.
In Survival, fixed the Locked In Meta Tech, it was providing the Tower Tech for the wrong Defense. It should now properly be the last Defense you pick up.
Fixed being able to start a game on Hard Mode, bounce to Main Menu, change the difficulty to Normal for the HP Multiplier, then hit Continue Checkpoint and still get the Hard Mode Score Multiplier.
Balance
Network U2 now has a cap on its Slow amount of 32% -- If you were able to get enough of them, it was singlehandedly causing upwards of 90% Slow, which is beyond ridiculous.
Proximity Mine U3 has been changed: -- Old: AoE increased. Instantly kills Axons below 20% HP. -- New: AoE increased. Slows Axons by 50% for 2 seconds. -- Something we thought we did in Version 0.2 was remove all % Damage effects. Clearly, we missed one.
Instead of doing a full leaderboard wipe, we have removed just the entries that reach to Wave 120 that make use of either of the above Defenses & Upgrades.
After the Survival Contest is over, we'll be providing you with an update on our progress and what we're working on. In there, we'll also clarify why Wave 120 in Survival is far from intended, and what our goals with Endless Survival are.
Hello, fellow survivors! We'll be participating in the Bullet Heaven Festival, here on Steam! It'll happen from November 6th to November 20th.
Many games will be offering deep discounts and Fourspell Survivors Online will have a public demo during the event.
It's a great event that highlights some of the best Bullet Heaven games on the platform, and a celebration of this new genre that so many of us love! Join us and let's survive together in Fourspell Survivors Online :D
Added five new accessories and their requirements:
Gem Slime (Defeat Giant Slime in Grotto).
Earth Serpent Mask (Defeat Earth Serpent in Grotto).
Mushroom Hat (Defeat Spore Golem in Grotto).
Moose Antler (Defeat Hammer Moose in Crypt).
Pumpkin. (Win a survivor mode once).
This update made all bosses in the base game mode reward players with an accessory or an outfit as we intended. But this isn't the end, as new outfits and accessories will continue to be added throughout the rest of the Early Access phase.
Optimized the pathfinding functions.
Fixed an issue where a memory leak could occur when the camera was not working.
Fixed a rare case where memory leak from pathfinding AI could occur with certain computer configurations.
While we thoroughly checked the scenes for pathfinding issues, there may still be cases in which unexpected behavior occurs due to significant changes on the back end. Please let us know if you encounter any odd or unexpected pathfinding behavior!
Optimized memory management in the Tree Branch Chamber (Survivor Lobby). Instead of loading everything at the scene load, the relevant data will only be loaded when requesting to view or equip the respective classes.
Fixed an issue with the Pyromancer outfit sometimes disabling the charge attack. The game will attempt to remove an invalid enemy from the data at multiple points to prevent this issue. Also, fixed an issue with summoned enemies (Worm caller and Gem slime) at the end of the level.