On Monday, we released the Juicy Variety Update, introducing a handful of new hazards, areas, enemies, and modifiers to Alien Hominid Invasion! What better way to celebrate the update than with some friendly community competitions?
We have three competitions for you this time around: a 2-player co-op fresh profile high score challenge (with Normal and INSANE mode categories), a Show Off mutation short-form video challenge, and a solo speed run Orbiter INSANE challenge!
Before we get into the nitty gritty intel for each competition, here are some general guidelines for each entry:
To keep things fair and share the love of ALIEN PRIZES with as many players as possible, no participants can earn first place in more than one category.
Only one submission is allowed per category for each participant.
Participants must be over 18 years old or have their parent’s permission to enter.
All entries must be submitted by Wednesday, May 15th at 4:00 PM PDT.
Now for the fun part – details on how to enter for each category!
Co-op Fresh Profile High Score Challenge
For this challenge, you’ll have to grab an alien pal, start on fresh profiles, and clear the first mission’s HQ with as high of a score as possible! You can enter in the Normal or INSANE mode categories – just be sure that both players choose the same difficulty.
Rules:
Two players only.
Both players must have the same difficulty level chosen – Normal or INSANE.
Both players must at least make it to the HQ boss alive.
Players must post a VOD of their run on YouTube and send the link to games@thebehemoth.com. Videos must include the score screen at the end of the first mission.
Prizes:
Both players in the winning Normal difficulty team will receive an Alien Hominid Invasion embroidered hat and bandana! The INSANE difficulty winners will earn an Alien Hominid Invasion embroidered hat, throw blanket, and SIGNED YOUTOOZ figure!
Show Off Short-form Video Contest
Want to Show Off your skills? Make a short-form video to upload to Instagram, TikTok, or YouTube of your alien using the Show Off mutation while playing AHI!
Rules:
Video must be in portrait format and uploaded as a Reel, TikTok, or Short on any of the platforms listed above.
Video must not be over 30 seconds in length.
Video uploads must include the hashtag #AHIShowOff. Please tag us if tagging is enabled on the platform of your choice!
Players must use the Show Off mutation at least once in the video.
The most impressive Show Off wins!
Bonus points go to clips with new content added in the Juicy Variety update (info here).
Prizes:
One winner will receive an Alien Hominid Invasion embroidered hat and bandana!
Solo INSANE Speedrun Orbiter Mutation Challenge
Itching for MORE? Because our update includes a brand-new mutation, we wanted to make a specific category just to celebrate! The Orbiter mutation spawns a projectile that circles you, knocking enemies out of your path as you become a close-range DESTROYER! Using it a second time will create a temporary platform at its current location.
In this challenge, you will choose INSANE mode, equip the Orbiter mutation, start a mission at any level, and speedrun through that mission as quickly as possible. This category is a bit different—and maybe a little less fair—since invaders of all levels can participate as long as they meet the criteria! Who will come out on top? The level 298 invader, or a fresh invader who equips the Orbiter mutation as soon as possible?
Rules:
Solo player only.
The Orbiter mutation must be unlocked before your run, and equipped for the entire run.
INSANE difficulty must be chosen.
Players must complete an entire mission from the starting city block to clearing the mission’s HQ boss.
Players must post a VOD of their run on YouTube and send the link to games@thebehemoth.com. Videos must include the score screen at the end of the first mission.
Prizes:
The speediest alien will win an Alien Hominid Invasion embroidered hat, throw blanket, and SIGNED YOUTOOZ figure!
We hope you’ve all been enjoying the update so far, and we can’t wait to see your skills over the next two weeks! Good luck, and be sure to submit your entries by Wednesday, May 15th at 4:00 PM PDT.
We're thrilled to roll out the latest updates to enhance your gaming experience:
Headshot Mechanic Enhancement: We've enhanced the headshot system to reward precision shooting. Players can now take down enemies with a single bullet to the head, making every shot count even more. Aim true and make each bullet a potential game-changer in your battles!
Loadout Animation Overhaul: Check out the revamped animations in the loadout section! Characters now dynamically display their equipped firearms, adding a new layer of realism to your gear selection.
Zombie Spawn Fix: We've resolved the issue where zombies failed to spawn after a game restart, ensuring a seamless and uninterrupted zombie-slaying adventure.
Killstreak Option Removal in Zombie Mode: To streamline gameplay and focus on survival tactics, we've removed the killstreak options from Zombie Mode. This change will enhance the core survival experience.
Free Character Apparel: Expand your wardrobe with free clothing options now available for both male and female characters. Refresh your look as you battle it out in style!
Steam Profile Picture Integration: We've added a personal touch to the game's main menu! Now, your Steam profile picture will be displayed, helping you feel more at home while navigating the game interface. Enjoy this new feature that brings your Steam identity right into the heart of the game!
Additional Bug Fixes: This patch also includes a variety of bug fixes to improve game stability and performance. These adjustments address minor issues across different areas of the game, ensuring a smoother and more enjoyable experience. We hope you enjoy these updates! Keep the feedback coming so we can continue to improve and refine your gaming experience.
We hope you enjoy these updates! Keep the feedback coming so we can continue to improve and refine your gaming experience.
This update has reworked and improved many of the core systems in the game.
Ship Rework
Ships can now attack enemies in different ways. The demo includes three new ship types, the Shotgun Ship, the Mine Ship, and the Shield Ship. Only the Shield Ship retains the original slice to destroy attack pattern.
Upgrade Rework
Progression has been reworked to include a shop based progression system.
Modifier Cards
Modifier cards can be used to change how the game plays.
CO will now not assign new task in case vehicle is out of fuel
Fixed electricity consumption inaccuracy at cableways
Fixed issue that after start of new game on campaign maps, there could be available vehicles from future
Fixed issue with FPS problems when combines or tractors loose route back to farm
Fixed issue about crash during loading the game
Added code to avoid draving big thin circles from roads
Fixed selection of railtrack constructions
Fixed issue when on custom house is vehicle ordered to load specific containers and containers has been not loaded
Adjusted vehicle loading/unloading stations in the big scrapping facility
Fixed some errors in campaign 2 map
Fixed issue with construction office assigning task to bring crane and then cancel it
Fixed issue with helicopter replacement problem
Fixed issue that copying schedule was not possible for vehicles which can carry only vehicles
Fixed issue that demolition offices sometime not bring workers to demolitions
Fixed issue with create city tool
0.9.0.15
Fixed an issue where upgrading a bridge would mistakenly generate a normal track or road instead of a bridge.
Resolved an issue preventing fast excavators from the demolition office from being dispatched to their owner when the demolition office was set to deliver mechanisms exclusively on flatbed trucks.
Addressed a problem causing construction offices to remove assignments of construction if vehicles loaded with materials were present in the office.
Corrected the behavior allowing pedestrians to use fences connected to fence gates as walkways.
Fixed the issue with helicopters from Construction Offices not delivering workers properly.
Resolved the problem with auto-replacement malfunctioning while a replacement train is being processed in offices.
Fixed an issue where unloading locomotives to a railroad distribution office would incorrectly list the locomotive in both the wagons and locomotives categories.
Addressed the problem of helicopters not being repairable (getting stuck at the heliport).
Corrected the change in internal water storage for buildings like the food factory, distillery, or concrete plant.
Fixed an issue that prevented police cars, forklifts, and prison buses from being sent to storage for vehicles and containers.
Heating has been disabled in outdoor swimming pools.
Resolved an issue where construction office helicopters could get stuck while constructing or reconstructing buildings that contain heliports.
Fixed an issue where used vehicles not yet available appeared in the game.
Update #79 is hitting the streets of New Boston with another major set of features to help you perfect your class training builds - share them, auto-train them, save them and re-use them with a few clicks - a very exciting set of community and efficiency set of features coming together to make the game more fun to play. Also, we've added new tactical benefits of saving AP, fixed some level issues and a longstanding issue with Stealth Crit % bonus from Silence.
If you like the pace of improvements and updates, please take a moment to leave a review to help us keep moving forward -- fast -- during Early Access!
As a starting point, we've brought the same set of sharing and saving features we added for Appearance to your class builds. You can now export your class build to an easy to share string like this --
---BEGIN CYBER KNIGHTS CLASS BUILD--- qmugiIn7+SoUcpKaFCRmpgFgAkZGhOvhCjY/R/KTyQP73h72n7G0OQKj7imdeEIB ---END CYBER KNIGHTS CLASS BUILD---
And you can import a class build someone else has shared. And then, you can save either your own custom class build or your imported class build with a name to your Library so that it can be shared between all of your saved games.
What are some great uses of this feature? 1) sharing your coolest builds with friends or as a guide 2) easily saving and restoring your Stealth Vanguard and Murder Vanguard builds with a few clicks 3) rapid and easy respec 4) less clicks, less repeated choices 5) perfecting your builds, science!, sharing, community, lettuce!
But really, its all about Auto-Training.
Auto-Training your Build
Once you have a class build imported or loaded from your library, your character remembers that build and the Auto-Training button will appear in the left hand column. A class build is a specific set of nodes trained in a specific order, including any multi-classing choices.
Check out the video above to get a full run down on this feature and some of the awesome ways you can use it.
Clicking auto-train will show you the next set of nodes in the build you've loaded and if you can train them or not. (1) Auto-Train build can be small or long. Here is a build for "insta Knight" that is the first move I always use for my new Knights -
---BEGIN CYBER KNIGHTS CLASS BUILD--- f4TFg4TzTYsLNtK1kIAZM5IRTdhiMR8NTbICLIPQ2fzefSn479Jwp232FlkYLce6 ---END CYBER KNIGHTS CLASS BUILD---
(2) Auto-Train builds can do multi-classing, so build your perfect Vanguard-Cybersword (3) the build is remembered, so once you've used all your Level Points, the Auto-Train build is there for you. When you come back to the screen with more Level Points, just click Auto-Train to keep following the build (4) import a class build from a guide, such as this awesome set:
Here's a video run down on how to use a build like this across a number of levels and with total flexibility on how to follow the class builds -
Unused AP becomes +Initiative
For those mercs that are chilling at the end of their Turn, either waiting for the next action or just being careful not to get too loud or rowdy before it gets loud, there is a new bonus for ending your action with unused Action Points. For each unspent Action Point remaining when you end your Turn, you get a flat +1 Initiative bonus in the next Turn. The ghosting preview of your position in the next Turn respects this bonus, so you can check it out easily and see where you land as you spend down your AP.
This isn't an overpowering bonus, but a tactical consideration. For those mercs that aren't taking action at all or can afford to sit still, the +6 is a very large Initiative bonus and is going to place them very high if not first in the order. There is no bonus for unused Move Points.
In order to ensure that Take Cover (which will fire automatically) didn't become a disadvantage within this system, it has gained a +1 Initiative bonus as well.
Silence Buff Stealth Critical %
We fixed a bug with the buff from Silence to your Stealth Crit % chance not appear in the accuracy breakdown in the top right. This is an old one but a popular F10, as all our stealth ninjas really want that extra +20% Critical! Now you've got it. Enjoy your silent kills.
v1.5.25 - 5/1/2024
- New class build management features: import, export and save to shared library - Easy import/export through clipboard to share your class builds with others - Easy save to library to re-use your class builds in other games or for new teams - Once a class build is loaded, click Auto-Train to considering training the next nodes - Complete flexibility to follow your Auto-Train build, train other nodes or load a new Auto-Train and try something else - Cleaned up and improved navigation in class training screen - Fixed class tree bugs that could result in frozen class tree nodes - If Ending Turn with unused AP, gain a +1 Initiative bonus per AP in the next Turn - Take Cover gains a +1 Initiative to stay competitive - Fixed issue with Silence Crit Stealth Chance buff not appearing always in the right hand corner Accuracy breakdown - Fixed display issue where Stress or Hype could exceed 100% (OVER-hypeeeeee!) - Fixed out of place prop group in Lockdown Station - Adjusted some trigger areas in tutorial to ensure you can't accidentally slip past them
Passengers have arrived to the new city, now provide them with housing!
Fly Corp has become our most highly rated game yet, and we've been supporting it for several years. However, some players want something new, but with the same catchy and "addicting" game mechanics. So, we have been developing a new game in the economic strategy genre called Check Inn for quite some time. We are sure that if you like Fly Corp, then you definitely need to take a look at Check Inn!
This time, we will build hotels. We start with the cheapest, somewhere in the American wilderness. We build different rooms, trying to satisfy varied needs of guests (each guest wants a specific room!); we upgrade elevators so that visitors get to the necessary floors; We hire maids and managers to automate some of our tasks. The flow of guests is constantly increasing and we need to accommodate everyone on time.
Demo version is already available!
Try one of the first levels of the game yourself and feel free to share your feedback with us - as always, this is extremely important to us!
Don't forget to add the game to your wishlist! You can also watch the trailer on the game's page.
Hi everyone, Development of the new update is almost finished. I am testing the new systems and adding some quality of life features here and there. As you know from the previous dev-log, I am adding item durability, salvaging and item upgrades.
Item upgrades will be possible in a new town facility called blacksmith. You will need to provide some materials and gold to upgrade your items. Items will have 6 levels. Damage of the weapons and defense of the armors will increase with each level.
Each level will require more materials and more gold from the previous level. Upgrading items will also increase the durability as well.
Blacksmith will also provide repairing services. There will be two buttons for convenience: “Repair all your items” and “Repair all your equipped items”. Hero will be able to repair individual items by right clicking on them.
Both these services, item upgrades and repairs will be cheaper at the towns where the hero has good reputation.
I am thinking maybe towns with at least 3 prosperity will have blacksmiths. Poor towns will not have them so hero will have more intention to help towns to prosper.
With the next update, prosperous towns will be more beneficial to our hero. Quest givers will give more gold for quests. Shops in prosperous town will buy valuable items like silver spoon or golden vase for a better price.
The new arms mastery skill is also completed. It provides lots of benefits for salvaging and repairing items. Highlander, Gladiator and Tempest backgrounds will start the game with this skill.
As usual this update became much bigger than I first anticipated but it is almost done now.
That’s all for now. Thanks for reading. May the tides bring you triumph!