IndieCade, the festival dedicated to indie games, is returning with a special event on Steam! For two week, the nominees from previous editions will take the spotlight, alongside 2023 nominees. It's the perfect opportunity to (re)discover Hacktag, which received the public award at the IndieCade Europe in 2016!
To celebrate this year's IndieCade festival, we're placing Operation:Tango on sale for 50% off from now until November 17th!!
Don't worry, even at 50% off the game still comes with a free Friend Pass and is completely crossplay!
As part of IndieCade every year, they also do the IndieCade Awards, we were previous winners and now we're thrilled to have amazing dev friends join the nominees this year. Bird Island Games' "Gerda: A Flame in Winter" and KO_OP's "Goodbye Volcano High" are both nominated and we'll be cheering them on.
Enjoy all the events of IndieCade and be sure to take advantage of this amazing deal on Operation:Tango!
CHANGELOG: UNITS: - New Hyena attack animation PATRONS: - New patron STEED - New ALCHEMIST patron starting items balanced ITEMS: - New special items: KEYS - Items drop rates rebalanced UNITS & HEROES: - PRAY perk REGENERATION chance reduced from 30 to 20 - ANCIENT PRAY perk REGENERATION chance reduced from 20 to 10 - BORUTA hero has been reworked. - SPEED perk initiative bonus reduced from 25 % to 20 % SKILLS and SPELLS: - New Spell PREPARE with required KNOWLEDGE 1 - New Spell POISONED WEAPON with required KNOWLEDGE 1 - New Spell POLYMORPHISM with required KNOWLEDGE 4 - New Spell WRATH OF PERUN with required KNOWLEDGE 4 - New Spell OSIRIS’S RITUAL with required KNOWLEDGE 4 - New Spell KAGUTSUCHI with required KNOWLEDGE 4 - POLYMORPHISM mana cost increased from 12 to 16 - QUICK MANEUVER mana cost reduced from 10 to 6 - New perk TRICKERY - New perk BAD LUCK - New perk and active skill DOUBLE SLASH - New perk and active skill FAST SLASH STATUSES: - New status effect PREPARE - POLYMORPHISM status effect source changed from DARKNESS to MIND. Status description updated. - PEACE OF MIND all resistances bonus increased from 3 to 5 GRAPHICS: - BORUTA hero new design - New Hyena battle sprite - Izaak hero icon has been updated - GNOLL HUNTER attack projectile changed from knife to arrow - Arrow and Padlock color when you’re trying to move to another tile is not related to player color anymore GENERAL: - In RUINS there is a 50 % chance that you will get ambushed and get negative status (-10 initiative). - New Game mechanic: Card activation could be locked by one of 5 keys. - Cards preview has been updated to show quests instead of heroes (heroes are visible in time anyway). - Weekly experience formulas for neutral units have been changed (Higher difficulty neutral teams level up slower). - Enemies now will gain exp in RUINS. - Spell source filters are available again MAPS: - New map for 1 player: CASTING SHADOWS
BUG FIXES: -[Tobi1Kenobi] Game crash during unit evolution when unit was affected with permanent bonus skill potion e.g. VAMPIRE’S BLOOD -[Tobi1Kenobi] Game crashes when an AI player loses capital and wants to buy a hero. -[Tobi1Kenobi] Resurrection at right side of the battle does not flip resurrected unit -[Tobi1Kenobi] When AI used resurrection it does not cost any MP -[Tobi1Kenobi] Empty unit slots in neutral castle were filled automatically with GNOLLS -[SkowronV/Upior] Retreat can not be used after casting a spell by the hero. -[Tobi1Kenobi] Game crash after casting spell by retreating hero. -[Upior] Whenever a unit end a battle with a status effect that gives PASSIVE SKILL with value (e.g. VAMPIRISM 20) then skill value is not cleared at the end of the battle.
Good morning/afternoon/evening everyone~ Hope you're all doing swell and had a fab Halloween! It was raining in England again this year...shocker..
In Vahrin's Call you'll be able to block and parry incoming melee attacks. Incredibly useful if you're not a sword swinging psychopath such as myself, and prefer a slightly more tactical approach to combat.
I thought I would take today to go over those two mechanics in a little more detail, and so by the end of this you should have a better understanding of how blocking and parrying work in the game.
Let's start with blocking!
In Vahrin's Call, you'll be able to block enemy melee attacks, preventing you from taking damage.
You can do this with any weapon you have equipped (besides the bow), but it's important to remember that not all attacks can be blocked...If you find yourself pinned down by a greti, then I hope you have the firepower or stamina to deal with the situation and escape unharmed, because those giant fists will smash through anything in their way.
Speaking of stamina, you'll want to keep an eye on that if you plan to block often. You'll find that with every attack you block, your stamina will decrease.
If you try to block an attack while your stamina is low, your enemy will tear straight through your defence and leave you open to attack.
That's about all there is to say when it comes to blocking, so let's talk parrying!
Much like with blocking, you can parry attacks with any weapon of your choice, minus the bow.
Parrying an enemy will cause them to stumble, leaving them open to attack for a short while. You can parry an enemy by blocking just before their attack hits you, but again be careful, not every attack can be parried.
Hitting the attack button immediately after parrying an enemy will deliver a counter-attack.
Lastly, if parrying isn't your kind of thing then you might want to consider using a shield. Unlike with other weapons, shields offer a more defensive playstyle, automatically deflecting enemy attacks.
So! That concludes today's update, taking a closer look at blocking and parrying in the game.
Whether or not you decide to use these mechanics in combat is of course entirely up to you, and will largely depend on your chosen playstyle.
Regardless, I hope you enjoyed today's read!
Have a lovely weekend and we'll catch you again next Friday~