Greetings Survivors! I hope you all have been enjoying the game so far. It has been a lot of fun to see new players experience it. Over the week I have put out several small patches addressing some bugs and adding some small quality of life features. These updates will continue into next week as well.
Now for the bigger stuff. I have a few content ideas I'm planning to add into the game, but I'd like to know which the players would like most! Linked below is a poll so vote for which you are most interested in seeing soon. (Note: All these updates will come to the game eventually, the poll is to help me figure out in what order they will be added.)
Thank you for joining us for the 73rd edition of our Ready or Not development briefing, May 10th, 2024!
This week we’ll be showing some work on new AI target detection systems that make engagements feel more fair in situations where the player is partially obscured from Suspect/Civilian AI line of sight.
We have two new specific types of target detection checks under development that are meant to meet this goal of improved fairness: “dynamic visibility blockers” that make thick CS gas clouds obscure your location from AI, and “AI detection cone checks” that make you less likely to be detected between small cracks or when mostly-obscured by cover at longer distances.
We also want to highlight that this is Mental Health Awareness month and contextualize the new videos on the topic that are releasing on our YouTube channel. In this newsletter you’ll find some additional development philosophy regarding the inception of our existing SWAT AI mental health system in-game for Commander Mode.
These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not, however the briefings do not encompass everything that we’re working on at a given moment. Please keep in mind that everything in this development briefing is work in progress and subject to change.
Vol. 73 Development Briefing Summary Points: (not a changelog)
AI Target Detection Changes
New dynamic visibility blockers that cause thick CS gas clouds to block effective AI target acquisition
AI fires at target’s last known position
AI accuracy is now reduced per meter of CS gas thickness
New target detection “cone” checks help prevent AI from acquiring targets through unintended tiny cracks, small gaps from a distance, and acquiring peaking players from a distance or at difficult corner angles
May is Mental Health Awareness Month
New thematically relevant videos releasing on the VOID YouTube channel to help bring awareness to mental health concepts present in the game
First video is titled “PTSD”
Game design insights for the inception of the SWAT AI mental health feature in Commander Mode; simply surviving is not always enough.
AI Target Detection Changes
Both “dynamic visibility blockers” and “target detection cone checks” are WIP mechanics intended to make it more difficult for the AI to acquire the player as a target in certain challenging circumstances.
These mechanics supplement our existing static visibility blocking volumes already manually placed in maps by the Level Design team. You can can learn more about those visibility blocking volumes in our Vol. 61 Development Briefing.
The “dynamic visibility blockers” for CS gas build upon the concept of static visibility blockers, making a new form that can emerge and dissipate during active gameplay. These new dynamic visibility blockers can also penalize AI accuracy corresponding to each meter of CS gas thickness.
Meanwhile, “target detection cone checks” help static visibility blockers by preventing edge-case issues where enemies might see through tiny cracks in things like door hinges, small gaps from a distance, or odd corners.
Clouded Vision
CS Gas Dynamic Visibility Blockers
Suspect AI will no longer be able to easily see the player through a CS gas cloud once it has spread to be thick enough. This takes advantage of our gradual CS gas propagation system which requires time for gas to reach full potential area coverage.
In our current testing this means that Suspect AI will only recognize your last known position once CS gas has reached its full intensity. If they continue to engage the player they fire upon their last known position through the gas with reduced accuracy instead of actively tracking them.
In the video below you can see the green boxes indicate the gradual propagation of the gas. The yellow line between the player and suspect shows the line of sight between the two. Once the volume of gas becomes thick enough the suspect’s target detection ability becomes blocked by it, represented by the yellow line between the two turning blue.
(Video below: The blue line shows that the thick CS gas cloud is now blocking the AI’s vision)
(Video below: AI accuracy is reduced for every meter of CS gas that exists between them and their target)
Peek-a-Boo
Target Detection Cone Checks
Our system for target detection uses 4 trace locations on different parts of the players body that draw invisible lines to each AI on a given map. These 4 trace locations are: the top of the player’s head, the bottom of the player’s head, the lower left arm, and the lower right arm.
(Image below: 4 red lines on the debug interface indicate failed target detection traces to each of the 4 possible trace locations on a player. [Note: this image uses the new "cone" based system explained later]) These traces connect to every AI in the level. If both traces of a pair make it directly to an AI’s 'eyes' within its field of vision without hitting map geometry, or any manually placed visibility blocking volumes, then that AI is able to acquire the player as a target.
Old "Parallel" System:
In the previous target detection system, a pair of parallel traces ran from each trace location with a small offset between them. The fact that these two lines were simply parallel, with no angle deviation between them, ultimately caused issues.
The old system worked well in conjunction with visibility blocking volumes manually placed throughout the level; these static volumes prevented AI from seeing through things like tiny fence gaps or thick foliage.
Unfortunately, this system had a few key downsides in edge-cases.
Firstly, players could be acquired through small gaps in map geometry that would feel fair and logical if the AI was standing right nearby the gap, but unfair if the AI was standing a further distance away where this gap would make up a much smaller fraction of their field of view.
Secondly, there were sometimes issues where the offsets between traces could collapse to miniscule values, resulting in effectively only a single trace being required for an AI to detect a player. This meant that the AI could sometimes see through tiny gaps where visibility blocking volumes were missing, or where only a sliver of the player was visible.
New "Cone" System:
Our new system elegantly solves these problems by implementing several pairs of diverging traces that begin with an increased offset. Each pair of traces run to one of the four trace locations on the player's character, forming the edges of horizontal 2D "cones." Both lines of a cone from a given trace location must be successfully completed for an AI to consider a player visible.
(Image below: The player is not acquired as a target; only one line of the cone from the bottom head trace location is successfully completed. [Note: The debug overlay does not show both trace lines of a pair unless one was successful])
Therefore, this “cone” solution prevents enemies from being able to acquire the player through unintended tiny gaps, small gaps from a distance, and harder to acquire when peaking corners (especially at distance or at odd angles).
(Images below: A simplified debug interface view showing only the player’s top of head trace location line pair forming its 2d horizontal cone. At close range the player can be acquired as a target through a gap this size, but at long range the player is not detected as a target.) (GIF below: The Suspect AI acquires the player as a target once a pair of trace lines from player has succesfully connected to the Suspect AI’s field of view. [Note: The AI has further delays or inaccuracies for when it actually begins engaging, and it may decide not to engage at all.])
May is Mental Health Awareness Month
Over the next few weeks, we’re bringing attention to Mental Health Awareness month by uploading videos which explore various concepts of mental health related to the themes present in Ready or Not.
(Video below: The first of these videos, titled “PTSD”)
Mental health is an aspect of the game that we wanted included in some way for a while, eventually finding its place in Commander Mode for SWAT AI. Our intention was to highlight the traumatic events that occur within the world of Ready or Not and the toll that these sorts of scenarios take not only physically, but also mentally. In the process it is meant to help make your team members feel more human.
From a dedicated game design perspective, the goal was to explore a meta game loop that reinforced the rules of Ready or Not in a way that wasn’t overly restrictive, while also reflecting the gravity with which we wanted players to think of these scenarios.
As this SWAT team you are meant to apprehend suspects, rescue civilians, preserve lives, and ultimately defuse the situation. The scenarios presented are already traumatic enough, but if on top of that if you aren’t fulfilling those goals... your team’s purpose becomes distorted and twisted. Neglecting to care for the mental wellbeing of those involved or otherwise fulfilling your mission to properly defuse situations would eventually cause enough dissonance that valuable members would leave your squad.
Simply surviving is not always enough.
Conclusion
We are continuing to tweak the WIP AI target detection changes mentioned in this newsletter and hope to be able to expand their concepts to even more areas of the game. Each variable can be fine-tuned in order to help us find the best balance to integrate with our existing game systems.
The improvements to CS gas via dynamic visibility blockers should make your engagements feel more fair and make less lethal options more attractive to control situations and sight lines, particularly on maps with open spaces.
Target detection cone checks will supplement the visibility blockers already placed in levels to help ensure engagements occur in ways that feel fair to the player. On missions that have large amounts of props combined with vast sight lines, like Greased Palms, it should help make situations where you are shot at feel more understandable without requiring map-specific tweaks or overly neutering AI combat abilities.
Lastly, we hope you are all taking good care of yourselves and each other. Mental Health Awareness month is an appropriate reminder to learn more about yourself, others, and how to best address the challenges in your own life. Don't be afraid to call on support.
This concludes our 73rd development briefing, thank you again for joining us. Be sure to fall in next time for more development news!
Another moon has passed and I feel obliged and delighted to inform you about any sudden movements we performed within that period of time.
What we worked on in April:
1. We implemented all main dialogues!
We finally translated and implemented ALL of our main dialogues in English and German! They are mostly written with a mild accent (Scottish, Bavarian, et c.) – so I hope you have good vernacular ears!
2. We posted a new devlog!
A new devlog appeared! This time it is about the design process of the small creatures roaming Golembert’s garden called Herbies. You can check it out by clicking here or here. Or here.
“And what art thy working on noweth?”
- you might asketh.
1. Adding all potions
Now that all main dialogues and quests are implemented we need to add all the items one will need to fulfill these quests. They are mostly potions you craft out of your garden’s produce via a node based potion crafting mechanic. If you want to know how that works: click here to watch a video about it!
2. Exploring costumization
One of the main features of our game beside gardening, reading fun dialogue and questing will be the customization of your garden. Therefore we want to try out and add some more items you can use to decorate!
3. Testing and balancing
Because the main story is now implemented we need to test and balance our main and side mechanics as well as our economy so that it works well with the game’s progression. Fun stuff!
Oh, you are still reading? Still interested?? Still need more inforMATION?? Then maybe check out our YouTube channel or our other social media like twibler (now XIX) or redwid.
STILL STILL READING???
Well, then let me read you a poem:
Days may come and days may go
some might feel good, some you’ll feel low
but wether you know or wether you don’t
the time keeps passing so just go see that Challengers movie you wanted to see all week, queen!!!!
Welcome to Version 0.5! Contrary to what the version number implies, we are not only halfway to full release. With this update, we'll have accomplished our Q2 Roadmap Goals:
Three quarters down, one to go!
In a nutshell, Version 0.5 adds the following:
Map Editor with Workshop Support
Chapter 4 of the Campaign
3rd Survival Map
17 New Achievements
6 New Techs
Hard Difficulty added to Campaign
Balance, QoL, Fixes & more!
Read on below for the full patch notes!
It's not a realistic map, but it gets the point across. Create at will!
General
Added the Map Editor and enabled Workshop Support! -- This can be accessed from the main menu, and in both Quickplay and Co-op, there's now a submenu that allows you subscribe to and manage your workshop maps.
Recycles can now be used on Obstacles to remove them. Doing so does not give an ADD. The corresponding Tech has been retired. -- Being able to do this completely trivializes some maps, so we've added a new Wall tile with the designated purpose of separating sections of the map.
The tutorial missions have been updated, and now have videos attached to them, introducing you to the concept of each mission before you get into it.
Added more images to the loading screen.
The Load Checkpoint button in all modes now shows which level and wave you're loading into.
Checkpoints no longer clear on Game Over.
A timescale option for 0.5x has been added to Replays.
Tooltips have been updated to prepare for localization down-the-road. In case you spot any errors, let us know.
Boss HP bars have been updated to be on top of the Boss. It will also still display at the top if there is only one Boss. This is to be able to support multiple Bosses.
Added 17 new Achievements: No way out Complete the 4th Chapter of the Campaign Sightseeing Complete an Optional Objective in the Campaign Taking advantage Complete 5 Optional Objectives in the Campaign The harder they fall Complete the first Boss mission on Hard difficulty. Trojan horse Complete the second Boss mission on Hard difficulty. Probably not a meatball Complete the third Boss mission on Hard difficulty. I like trains Complete the fourth Boss mission on Hard difficulty. Survivor: Platform Finish wave 30 of Survival Platform on Normal difficulty. Epic Survivor: Platform Finish wave 30 of Survival Platform on Hard difficulty. Adaptation Complete the “Contingency” Quickplay map on Hard difficulty with Chaos Mode turned on. No Distractions Complete the “Distraction” Quickplay map without activating any pre-placed Towers. Networking Complete the “Network Relay” Quickplay map while using at least 10 Network Towers. Incorporated Beat wave 30 in any Survival with a loadout consisting of only MegaCorp Defenses. Red eyes Beat wave 30 in any Survival with a loadout consisting of only Vex Industries Defenses. Field research Beat wave 30 in any Survival with a loadout consisting of only Astrosys Labs Defenses. Makeshift solutions Beat wave 30 in any Survival with a loadout consisting of only New Frontier Defenses. Reshape the World Open the Map Editor
New Axons
Added the "Iron Centipede" Boss! -- This Boss is in fact 6 Bosses in one, forming a line hovering above the path, protecting anything passing underneath them from taking damage entirely. All 6 parts are open to damage at the same time, and goes immune whenever one of them is destroyed.
The "Advanced Transport" Axon has been added to the game. It's tankier than a normal Transport, and on death, it spawns an Avenger Squadron.
Campaign
Chapter 4 is now available, featuring 8 new missions and continuing the story on Mega-451!
Campaign now features Hard difficulty.
Campaign Tech Tree has been updated again. In a nutshell: -- Numerous techs have been shuffled out. -- The first tree, based around Resources, requires more investment and is slightly nerfed overall. -- The second tree, based around Expansion, several easily convenient Adds techs were moved towards the right side, requiring more investment. -- The third tree, based around Defenses, has more upgrade levels and is generally buffed. -- In order to progress properly, you will need to reset your Tech Tree.
Adjusted Mission 19's Story to use VP Stephens instead of Lieutenant Blake.
Quickplay
Updates and various difficulty tweaks to Contingency, Arrival & Network Relay to align with the new balance levels.
Added 3 new levels, Midnight, Fort Terra and Intersection.
Survival
Added the third Survival map, Platform! -- This map is a randomly generated platform with checkpoints and pre-placed Generators and Aura Towers. There are no Expands, and you're given a free ADD every 3 waves. Enjoy manipulating the path to your heart's content!
The Power + Tech choice has had its Power reward dropped by 5 Power across the board. Currently, Upgrades, Global Upgrades and Overloads feel like they come for free because Power is too easy to get. This is just moving the needle a little.
The first 3 wave end rewards now offer 3 Defense choices instead of 2.
The wave 120 Boss will now always be Goliath, since the other two Bosses mainly support the following waves and are a slog to kill in one wave. Plus, they have no chance of leaking. Blank Canvas
Wave 90+ HP scaling has been slightly increased. Survival Islands
Now have 2 additional Islands on the outer edges, and will always spawn with -- 2 Credit Generators -- 2 Power Generators -- 2 Damage Aura Towers -- 2 Slow Aura Towers This is to reduce the need for rerolling your start and equalizing all runs a bit more. Divider(Co-op)
Multiple redundant Techs have been removed from the pool.
HP multiplier increased across the board.
Boss HPs have been increased across the board.
Balance
General
Overload Power cost is now increased by 1 each time you use it within the same wave. Resets each wave.
Shield charges have globally been reduced from 4 to 3.
Axons
Goliath Boss at wave 30 HP increased from 1200 to 1250 per stage.
Goliath Boss first stage move speed increased between waves 45 -- 90 in Survival.
Goliath Boss past wave 90 in Survival move speed rescaled from 0.5 / 0.75 / 1 to 0.6 / 0.8 / 1.
Colossus no longer blocks instances of Nanite Nest, Network and Seeker Drone damage regardless of where it's facing.
Linked Squadron healing is now done in intervals instead of continuously. This hindered certain towers, like Arc Reactor and Nuclear, from dealing damage to them.
Replicators and Carriers now have a max of 6 spawned units out at a time.
Lifter HP reduced from 120 to 140.
Hover Jet HP increased from 60 to 70.
Defenses
Arc Reactor
No longer applies a healing debuff on hit.
Instead applies a debuff that slows down the recharge rate of Shields by 50% for 6 seconds.
Cooldown increased from 2.6s to 4s.
Base damage increased from 18 to 30.
Base damage lost per bounce increased from -10% to -15%, U3 is unaffected.
U2 stun duration increased from 0.4s to 0.5s
U3 damage increased from 9 to 18.
U3 Power cost increased from 30 to 40.
Blast Cannon
U1 Bonus damage cap reduced from 70% to 50%. This one was outdamaging several other AoE damage options with just a little setup.
Drilling Laser
Base damage increased from 6 to 10.
U1 base damage increased from 8 to 12.
Damage cap increased from 26 to 30.
U3 AoE reduced from 2 to 1.5.
Global Upgrade damage retention increased from 25% to 30%.
Electron Launcher
Energy Orb damaging AoE reduced from 2 to 1.5.
U1 damage reduced from 13 to 12.
Global Upgrade is now capped to a maximum of 8 range.
EMP Gatling
Base damage increased from 2 to 3.
U3 Damage Amp increased from 25% to 30%.
Gravity Generator
U2 Slow reduced from 35% to 25%.
U3 replaced: -- Old: If there are 3 or less Axons within the Gravity field, apply a bonus slow of 30%. -- New: Every 15 seconds, lift an Axon into the air for 6 seconds.
Global Upgrade replaced: -- Old: Deals 4 damage around it every second. -- New: If there are 3 or less Axons within the Gravity Field, increase the slow amount by 10%. This also applies to the extra gravity fields of U2.
Frag Hammer
Damage increased from 90/45 to 100/50.
Primary tile stun increased from 0.7s to 0.8s.
Inertia Blaster
Base damage increased from 3 to 8.
Mass Driver
U2 has been moved to U1.
U1 Damage bonus reduced from 60% to 25%.
U2 replaced: -- Old: Deals more damage when hitting fewer Axons. -- New: Applies a 20% Damage Amp for 3s.
Global Upgrade replaced: -- Old: If the Mass Driver hits less than 5 Axons, apply a 20% slow for 3 seconds. -- New: Axons above 80% health take an additional 15% damage.
Network
Range increased by 1.
Base damage increased from 4 to 5.
U1 Damage cap increase per upgrade increased from 2 to 3.
U1 Damage cap increased from 40 to 48.
U2 Slow per upgrade reduced from 6% to 5%. Cap remains the same.
U3 Credit gain cap increased from 30 to 36.
Global Upgrade replaced: -- Old: Reduces the upgrade cost of Astrosys Towers under the beams. -- New: Increases the damage cap of the Network by 1 per connected Network tower, up to a cap of 10.
Nuclear
Credit Cost increased from 100 to 125.
Base damage increased from 3 to 5.
Now applies a debuff that reduces healing within the range of Nuclear towers by 35%.
U1 Damage cap increased from 10 to 12.
U3 Debuff damage increased from 3 to 5 per second.
U3 now starts dealing its Debuff damage immediately when entering the area of the first Nuclear U3 Tower, rather than when leaving it.
Orbital Cannon
Base damage increased from 26 to 30.
U2 damage increased from 32 to 36.
Plasma Cannon
Base damage increased from 32 to 36.
Plasmathrower
Now fires for 1.5 seconds, dealing damage every 0.5s, then has a cooldown of 2s.
Now ignores Shields.
Base damage increased from 12 to 16.
U2 damage increased from 6 to 12.
U3 damage increased from 10 to 12.
Plasma Saw
Is now called Energy Saw!
No longer deals Plasma damage.
U2 now ignores Shields.
U3 replaced: -- Old: Reduced damage. Applies a Damage amp to all targets within range. -- New: If it breaks a Shield, stun the Axon for 0.8 seconds.
Plasma Vent
Now ignores Shields.
Radiation Vent
U2 Damage debuff is no longer cleared by Purger, only the Slow.
Reaper
Damage Cap increased from 30 to 32.
U3 damage bonus per debuff increased from 25% to 30%.
Seeker Drone
Axons can now only have one Seeker Drone attached to them.
Base damage increased from 8 to 9.
U1 damage cap reduced from 20 to 15. In extreme cases, this outdamaged more expensive options by almost 50%.
U3 damage increased from 5 to 6.
Global Upgrade damage bonus is now capped to 5(20 tiles in distance). This tower was too spammable, and now it can be bumped a bit for general use.
Siphon Cannon
On default targeting, it will now prioritize Axons within the final 20% of the path.
U3 damaging field now ignores Shields. This is to reduce its utility value vs. Shields.
Target Marker
Now has a stored damage cap of 4000. It was disproportionally good in lategame Survival due to tighly packed waves and this is just intended to hit that upper end.
U1 & U2 upgrade costs increased from 25 to 30.
Temporal Mine
Axons cannot be teleported by Temporal Mine more than once.
Cooldown increased from 10s to 15s.
Now uses a small AoE instead of being a direct hit.
Will now always hit Boosters and Replicants.
U1 replaced: -- Old: Reduced cooldown when teleporting 3 or more Axons. -- New: Increases AoE.
U2 Slow AoE increased from 1 to 1.5.
U3 Amp increased from 20% to 25%.
Global Upgrade replaced: -- Old: Deals 12 damage within 2 AoE of where Axons are teleported. -- New: Deals 75 damage to teleported Axons, ignoring Armor and Shields.
World Engine
Base damage reduced from 14 to 13.
U3 damage increased from 11 to 18.
Overloads
Stasis Wave AoE reduced from 3 to 2.
Techs
6 new Techs have been added. -- The first healing support unit(Supply Tank, Repairer, Adv. Repairer or Medivac) that is killed in each wave will blow up, triggering a Nuke around it. -- The first Defense you place down each wave will have a 5x5 Damage Aura applied to it that deals 6 damage per second to anything within it. Selling first deactivates this Tech for the duration of the wave. -- Selling a Defense costing 75 base Credits or less does not consume a Sell charge. (Ignores cost reduction Techs). Can only trigger once per wave. -- Gives 3 Power during the wave for each 20% of the path the Axons progress. -- Axons take 10% more damage while Stunned. -- 50% of your highest resource gets converted to the other. Power is twice the value of Credits.
"+1 ADDs if you don't have an ADD at the end of the Wave" reworked. -- Now gives an extra ADD when picking up ADDs from the End of Wave Reward.
"Credit bonus per 10 path length" has been reworked. -- Now only takes your longest path into account, making it eligible for multi-path maps.
Hitting 15 Axons with an Overload no longer gives a Recycle, instead refunds the Overload cost for that use.
Credits per wave now has a minimum wave of 10 and Credits per wave have been reduced from 16 to 14 in Survival.
Power per wave now has a minimum wave of 10 and Power per wave have been reduced from 8 to 7 in Survival. These two Techs just gave you free income that was pretty high.
Same Tower Credit Reduction cap reduced from 10 to 8 in Survival.
Power per adjacent empty tile has been reduced from 3 to 2 in Survival.
Recycle gives Power bonus reduced from 15 to 10 in Survival.
Life Refund now has minimum wave of 15, up from 10 in Survival.
Removed the "Unupgraded Tower kills generate Credits per wave" Tech from the Survival Tech pool.
Credits Generated when Axons pass a Blocker down from 4 to 3 per Blocker. Cap remains the same.
Power Bonus on Trap and Mine kills no longer has a maximum wave.
Mine cooldown reduction reduced from 15% to 10%.
Stun On Leak cooldown increased from 1s to 3s.
25+ Axons on the field damage increased from 10 to 20.
Sacrifice Lives to gain Credits and Power bonus increased from 50/25 to 60/30.
Marked Tile now gives another tile every 60 tiles, up from 50. Damage amp reduced from 20% to 10%.
The following Techs are now deactivated for the duration of the wave if you use a Sell. -- Power On Build -- 100 Credits or higher Tower gives ADD -- 40 or more Power in a wave gives an ADD -- Isolated Tower Gives ADD -- Exit Tower Gives a Recycle This is to prevent these Techs from being abused by just selling and replacing your Defenses each wave.
Survival Upgrades
Tear Down now gives a Sell every 3 waves, up from every 2.
Planning Ahead now also grants a Blocker on waves 5, 10 and 15.
Resilient now gives you the life bonus each time you kill a Boss.
Tread Lightly Slow reduced from 10% to 5%.
Bloodthirsty damage bonus reduced from 10% to 5%.
Freebies now gives a secondary free Tech at wave 10.
Focus Development Tech bans increased from 2 to 3.
Loadout Adjustment Defense bans increased from 1 to 2.
Focus Development and Loadout Adjustment no longer reroll the other options when banning a Defense or Tech.
Last Ditch Defense damage bonus increased from 10% to 15%.
Bargain now gives an additional free Defense Upgrade.
Locked In no longer gives a free Defense Tech. Instead, reduces the Upgrade Cost on all Defenses of the last type you picked up by 3.
Tactical Positioning damage bonus increased from 1% to 2%, making it easier to trigger. Cap remains the same.
Mega Expansionist Credit discount reduced from 8 to 6.
Mad Science Power discount reduced from 4 to 3.
Tactical Upgrade damage bonus increased from 10% to 15%.
Corpo, Mega Expansionist and Mad Science are now deactivated for the duration of the wave if you use a Sell. This is to prevent these Upgrades from being abused by just selling and replacing your Defenses each wave.
Fixes
Fixed an issue in late game Survival where you would almost exclusively get Recycles in the End of Wave Rewards.
Fixed an issue where the Stasis Wave Overload was causing a Desync.
Fixed an issue where the random generation seed was causing a Desync in combination with the Marked Tile Tech.
Fixed a desync caused by loading a checkpoint.
Fixed a desync caused by Blast Cannon.
Fixed various other minor causes of Desyncs.
Made some tweaks to the End of Wave Sync Check in Co-op.
Fixed an issue where Co-op games could get stuck due to Sync Check.
Fixed an issue where personal Tech activation popups would be shown to all players in Co-op.
Fixed an issue where you could get Upgrades for your allies' Defenses in Co-op Survival when banning a Tower or Tech.
Fixed an issue where your rewards would repeat in Co-op Survival.
Fixed an issue with Survival Co-op replays desyncing when jumping to wave.
Fixed the "Waves until next expand" tooltip in Survival Co-op being off.
Fixed being able to spam inputs to build beyond your Credit limit in Co-op.
Fixed being able to invite someone from a different version of the game to your Co-op lobbies. It'll now give an error popup.
Fixed an issue where World Engine's max damage wasn't increased by damage buffs.
Fixed an issue where Nuclear could not benefit from damage buffs.
Fixed an issue where Siphon Cannon's cooldown could drop below 0.
Fixed an issue where Command Link was connecting to Portable Generator.
Fixed multiple instances of damage and debuffs bypassing the Lifter immunity applied to the lifted unit.
Fixed an issue where some Axons would take flight without wings.
Fixed Gravity Generator U2 giving buff indicators on Traps and Mines built next to it.
Fixed the Expansionist Survival Upgrade not resetting on wave end.
Fixed being able to select Axons through the UI.
Fixed an issue where Armor and Shields would reset when hitting a pathing checkpoint.
Fixed an issue where a Tower would remain visible on the minimap after being sold.
Fixed an issue where Overload tooltips were not being updated after picking up the corresponding Overload Techs.
Fixed an issue where the No Adjacent Tower Bonus Tech was being deactivated by adjacent pre-placed Towers.
Fixed an issue where the Life Gambit tech tooltip always displayed as failed.
Fixed an issue where anything in the game that "bounces" could bounce to invalid targets.
Fixed a rare issue where Obstacles didn't spawn in Survival.
Fixed an issue where the Boss HP was not clearing on death.
Removed a bunch of Debug messages in the game logging.
Multiple fixes and adjustments to how checkpoints are saved.
Multiple tooltip fixes.
As per usual with a bunch of balance updates and fixes, Leaderboards have been reset. Lastly, we have a walkthrough of the Map Editor. It covers the basics, shows you how to set up a few waves, and how to publish.
That covers it for Version 0.5! Of course, the Map Editor isn't finished, and we'll continue to update it while we work on our Q3 Goals. We hope you enjoy all the new content, making maps, and trying others' maps on the Workshop!
(GMT+7) Sat: 7am ~ 9am, 7pm ~ 9 pm Sun: 7am ~ 9am, 7pm ~ 9pm Don't forget to check your time zone
What are you waiting for! Join the whole Squad to complete the weekly missions and be crowned victorious! 🤩 Be careful not to let the power go to your head! Remember that a good king is not the one who has many crowns but in this case yes hehehehe👾
✅ New Map: Old Factory Discover a new industrial environment with rusty machinery and dark corners. Prepare yourself for new challenges as you explore the Old Factory.
✅ Turkish Language Added You can now play Escape Z in Turkish! Welcome new players!
✅ Added 1 New Achievement A new achievement to unlock, offering additional challenges and incentives.
✅ Corrected Some Translations Improved translations to ensure a more consistent and understandable gaming experience.
Fleet Command online! Advance Access has begun for players with Fleet Command Editions (included in the physical Collector’s Editions) and Fig Backer Editions of Homeworld 3!
Also included with all editions of Homeworld 3 is a digital download of the Homeworld 3 Historical and Technical Manual. The Historical & Technical Manual covers Hiigaran military history, doctrine, and culture in the years ahead of Homeworld 3. It includes a detailed rundown of each ship used in the Incarnate War, including the Hiigaran and Incarnate fleets.
The mission is treacherous, but we must succeed. Arm yourself with knowledge and learn the basics of what it takes to command your own fleet. Watch our overview briefing to get familiar with combat, controls, and the mission at hand.
Homeworld 3 is a real time strategy game set in three-dimensional space.
The Hiigarans and Incarnate are at war over the fate of the galaxy.
You'll need to protect your mothership, harvest resources, and secure key objectives to achieve your mission.
As you traverse the stars, you’ll acquire resources that will be used to construct ships to attack enemies and defend your mothership. If your Mothership is destroyed, it's game over.
You’ll want to familiarize yourself with enemy ships so you'll know how to counter them when they come for you.
If you feel that the enemy has the advantage, use the environment or change tactics to take them on and turn the tide in your favor.
You’ll quickly realize the benefits of different attack formations but can also command individual ships beyond moving or fighting. Some commands allow you to direct how your ships function in combat, including using their unique abilities.
Once you’re familiar with the logistics and controls of your fleet, you can take those skills into different game modes:
STORY CAMPAIGN - SINGLE PLAYER STORY MODE WAR GAMES - CO-OP ROGUELIKE INSPIRED PLAYER VS AI SKIRMISH - MULTIPLAYER PVP AND PLAYER VS AI
Your path is up to you, Commander. Your fleet awaits.
One of your most common requests has concerned the addition of Imperius ships. This update (v1.078) includes exactly that: 10 Imperius ship variants! A few of these can drop right from the start of the game, but most are unlocked at around level 20.
The added Imperius ships concern the following classes: 🎯 Scout (1) 🎯 Frigate (1) 🎯 Light cruiser (1) 🎯 Heavy cruiser (1) 🎯 Battle cruiser (1) 🎯 Battleship (1) 🎯 Dreadnought (3)
Apart from the new ships, this update also includes two balance adjustments: 🎯 On-board ship turrets now disregard weapon warmup time. Among other things, this should fix the issue of "warm-up turrets" not being able to perform well against hordes of low-hull enemies. 🎯 The range of the "Frost Touch" weapon has been increased by 50%.
Keep the requests coming! While I do not have the time to answer each request, I do read them all.