Mercenary Battle Company: The Reapers - Black March Studios
Game Version: v1.0.3
Updates
- Allowed critical hits on drone attacks. - Balanced Meta Progression. - Balanced Drone Enemies. - Changed Reroll and Banish limit to 5. - Controller Button for Dash changed to L3. - Dash input is changed to both B and L3.
Bugfixes
- Fixed auto aim button during UI. - Fixed Shield Regen in meta progression. - Fixed Map 3 Enemies getting stuck on obstacles.
New gear means new ways to take out the enemy. Hit the battlefield between May 14-28 and bag yourself 40 Ribbons to get the XFAD-4 Draugr, a cutting-edge, remote-controlled aerial bomber. Plus, at 80 Ribbons, unlock the versatile and accurate DFR Strife LMG and deliver death from every angle.
Control Unlocked mode In Control Unlocked mode, take and hold rotating objectives to upload tactical telemetry, while earning Ascension Points to purchase vehicles. Collect the most telemetry for victory with all Specialists, weapons, gadgets, and vehicles unlocked – including the XFAD-4 Draugr and the DFR Strife.
Missed the Death from Above event? No problem, No-Pat. You can still unlock the XFAD-4 Draugr and DFR Strife by completing Battlefield 2042 quests.
We want to extend a huge thank you for your support and for every race you've completed! Your comments, suggestions, and overall feedback on our #DRIVE Rally demo have been invaluable during its development.
That's why we're approaching the day when we need to take down the current demo from Steam platform. You still have time to race until Sunday, May 19th, at 8 AM CET.
Why are we doing this? Thanks to your feedback and our hard work, we've made major improvements to the game. The existing demo no longer showcases the full throttle of our progress. 🎮🔧
We want to ensure that what you try truly represents the best of our work. So, we're pulling the demo back into the garage for a tune-up. Stay frosty! We’ll let you know as soon as the updated version is ready to hit the tracks again. 🏁✨
Thank you for your understanding and support. Get ready for an even better racing experience coming soon!
Follow us on social media and be sure to join the official #DRIVE Discord to stay up to date on future updates and share your thoughts about the game with us and our community! See you on the road! _____ Our community: Discord: http://discord.gg/drivegame
Now, the game has the option to save your progress in the cloud, meaning you can play your game on multiple machines with cloud synchronization. And if you uninstall the game, your save will still be in the cloud.
Blood
When you shoot a zombie, it sprays some blood particles.
Day Cycle
In the game lobby, time passes, and when it gets dark, the streetlights come on.
Weapon Value Changes:
Weapon
Old Value
New Value
Difference
C357
200
50
-75%
MP870
250
350
+40%
A12
200
500
+150%
MLG
600
1500
+150%
RPG-7
1000
1200
+20%
RPG-22
900
1200
+33%
MA134
1500
4000
+166%
AR-15
300
450
+50%
M4
400
500
+25%
A556
350
450
+28%
M106
450
600
+33%
AK47
400
600
+50%
SCR
400
550
+37%
RDP
450
650
+44%
MK2
700
1500
+114%
M294
350
1100
+214%
AWP
1500
750
-50%
B-50
2000
1500
-25%
Changes: ➣ Can't ask the NPC to stop following you in the tutorial anymore; ➣ Tutorial texts now last longer; ➣ Infinite mode is now limited to 100 zombies on the map.
Fixed Issues: ➣ The continue option was available the first time the game was opened; ➣ Responsiveness of the tutorial interface.
Mobile Version Suspension!
I'd like to report a problem we've recently encountered with Google Play.
Despite recognizing the platform's efficiency, I've been confronted with a contractor who ended up having their activities banned by the Google Developer Console. Consequently, my account was also affected, resulting in the deletion of all the games I had published, loss of access to the platform, and a permanent ban on creating a new developer account.
The lack of transparency about the reasons behind this decision makes dealing with the situation even more difficult. Despite contesting the measure, I received the response that it wouldn't be possible to reverse the decision and that they couldn't share the specific reasons for this conclusion.
Currently, I'm at an impasse, especially since I was close to launching the mobile version of Pew Pew Squad on the Play Store. We were in the process of fixing some compatibility issues, but the multiplayer and all features were working correctly.
At the moment, we have suspended the development of the mobile version of Pew Pew Squad until we resolve this issue with Google Play. We are exploring all available options, including seeking legal assistance if necessary.
Since v2.5 “Ares” and the Warlords expansion were released, we’ve put out a short series of developer journals describing the new features added to the war system in Galactic Civilization IV: Supernova.
Today we’ll look at the last component of the Doctrine system we’ve not covered yet, Targeting Priority.
I’m aware that I’ve already indirectly discussed this feature three or four times over since the updates landed, as it’s a core component of the new Ship Class and Doctrine mechanics and you can’t talk about any of that without the TP system being involved. So, rather than rehash all that information in laborious detail yet again, I’ll summarize it briefly in its context of creating a Doctrine for a Ship Class and then we can talk tactics!
For those of you that missed the previous journals, a Ship Class is a Ship Type plus a Doctrine, and a Doctrine is an Operational Ability plus a Targeting Priority.
A Targeting Priority is an ordered list of Ship Types that your Class is instructed to fire upon and destroy in a fleet combat action, sequentially one by one, until all Types in the Targeting Priority list are eliminated in their order of appearance. At this point your Class will be free to engage anything else in the battle.
Each Ship Type comes with its own default Targeting Priority but if you own the Warlords expansion, you’ll be able to change the Targeting Priority for the Ship Classes you create. Warlords also adds four new Targeting Priorities for a total of eight, giving you greater control over battles by instructing your various Ship Classes to target specific enemy Types in order.
This all sounds like a lot of GalCiv ship-design jargon without an example, so here’s one to better illustrate the point. We’ll take a look at a battle between two fairly even fleets and show the different combat results when we change the Targeting Priorities of a single Class.
Here we’ve got two fleets, Korath Clan and Baratak Grove, each with 10 fighters, 10 bombers, 6 frigates, 3 cruisers and one battleship. They’re loaded out with the third tier weaponry (Neutrino Emitters, Railguns, Avengers) and equivalent defenses, no special modules. They work out about the same Combat Rating with roughly equivalent values in attack and defense too.
I’ve made an effort to ensure the fleets were evenly balanced in terms of ship number, weapon loadout and other combat modifiers coming from Techs, Civ Policies and so on. There was a small HP difference but the other fleet got some defensive bonuses to compensate, and testing showed they got pretty even results.
Firstly, I’ve kept the Targeting Priorities as their Type-based default: remember, with the Warlords expansion you can change each Classes Targeting Priority to something new but each Type has a default setting. The Fighter defaults to Smallest Combatants (targeting Fighters first, then Bombers, then Frigates, then Corvettes and afterwards whatever else is left), the Bomber to Largest Combatants (Dreadnaught -> Battleship -> Destroyer -> Cruiser), the Frigate to Bombers (Bomber -> Corvette -> Destroyer -> Battleship), the Cruiser to Smallest Combatants and the Battleship to Largest Combatants.
The two opposing fleets prepare to engage, showing an estimate of the final result. Baratak look to come out on top this time…
The two fleets engage, with the combat Phase limit of 100 being reached.
Here we see that the Baratak Grove come out on top with their six frigates largely untouched. I can’t show the whole battle in picture format but the bombers spend most of the battle taking down the battleships, then go for the cruisers, but at that point have mostly been mopped up by the fighters, frigates and cruisers who’re all set to target those smaller craft.
Now we’re going to try changing the Targeting Priority of the Korath Clan’s Bombers to Frontline Combatants (Frigate → Corvette→ Fighter) to see if they have a better result trying to take out some of those anti-bomber ships first.
Off they go!
The Baratak lost all their frigates this time as they were targeted down by the bombers, but their badly damaged battleship did survive the encounter. I’ll let you decide if that’s a better result for the Korath Clan or not, but what’s important here is that by changing the Targeting Priority of just one Class, we’ve had a rather drastic change in the outcome of the battle. Bombers have a default Operational Ability of Giant Slayer, which was wasted in this battle targeting those Frigates and Fighters before the larger ships, so perhaps this wasn’t the best strategy for them.
Let’s try something else. This time, we’ll set our Bombers to Capital Ships (Cruisers → Destroyers → Battleships) and see how that works.
Turns out it doesn’t work very well! This was the worst result for the Korath Clan yet, with the bombers neatly defeated before they could kill a single Cruiser, again not utilizing Giant Slayer.
Let’s try setting the Korath’s battleship and cruisers to Gunships to target the Frigates and Cruisers first.
Still no luck for the Korath but the result was different again, this time many more of the Baratak’s tiny hull size craft survived, but they lost their three cruisers and all their frigates.
I’d argue that these four different outcomes we’ve seen here would be best judged depending on what other fleets both the Korath and the Baratak have in the area. Taking down a wounded battleship and three cruisers with no fighter or bomber cover might be easier for a second fleet to achieve than trying to kill a single battleship with a swarm of fighters defending it.
These results changed quite significantly with just minimal changes to Targeting Priority, usually to just one or two Classes. Imagine how different it’d be if with both sides picking the targeting priorities for all their Classes in the battle? And then consider that each has its own Operational Ability too, and you’ll see that the Doctrine as a whole will make a huge difference.
Just for funsies, I tried to win the battle as the Korath Clan using a mix of Targeting Priorities and Operational Abilities. Here I threw everything I had into killing those Baratak bombers as fast as possible, tailoring the Doctrine of each Class I had in action for that purpose.
That’s a bit better I think! Not an overwhelming victory but better than the sad, crushing defeats that the Korath were subjected to before. My intuition that the enemy bombers were the big threat wasn’t too far off the mark: here the Korath Clan have traded well, with more ships left over at the end of the battle than their plant-based rivals. I expect that focusing on the Frigates and Cruisers could also yield better results too.
Operational Abilities make all the difference when it comes to fleet actions with very balanced sides.
In most battles, you’ll not be fighting with such even forces. A Class’s Doctrine, carefully selected to complement the roles of other Classes in your fleet, will determine whether you’ll emerge as the triumphant victor or face an ignominious defeat!
In Robobeat, you’ll be taking on the role of Ace - a famous bounty hunter in hot pursuit of the eccentric robot-showman Frazzer. To find your way through his twisted techno-playground, you’ll have to master the art of shooting, wall-running, sliding, and bunny hopping!
As if that wasn’t difficult enough, you’ll need to hone your musical ear and shoot in sync with the beat to maximise your damage.
So how exactly will you do that?
You can either choose to play using the electro-fuelled Robobeat soundtrack or you can shoot to your own beat with the custom music feature.
Simply upload and trim your track or leave it as it is in our in-game editor to auto generate beats that suit your play style. Change custom songs effortlessly in-game anytime anywhere or set up playlists so you move from beloved track to track without interrupting your robot-killing flow. The feature supports .wav, .mp3, and .ogg files.
We’ve also partnered with the developers of BPM: Bullets Per Minute, DUSK, and ULTRAKILL to bring you three super secret rooms that are hidden deep within Frazzer’s mansions. Within these rooms, you’ll find some extra special cassettes with songs from each game’s soundtrack that you can shoot along to!
Check out our launch trailer for a sneak peek at the fast-paced rhythmic action 👇
Still not sure that Robobeat is the game for you?
We’ve got a playable demo available that contains the Custom Music feature, so you can have a taste of the rhythmic action.
If you’ve fallen in love with the Robobeat soundtrack while playing the demo, then you can buy the soundtrack separately or pick up the Robobeat Deluxe bundle, which contains the main game and the downloadable soundtrack! Please note, the soundtrack only contains songs from Robobeat, not from the games we’ve collaborated with.
As part of Robobeat’s launch, we’re also running a giveaway where you’ll have the chance to win a pair of incredible AKG studio headphones and a few other goodies. All the better to hear your favourite robot-shooting tracks! Check it out here.
Don’t forget to head to our Discord to show off your coolest Robobeat clips and follow us at @RobobeatGame across social media for all of the juiciest updates 👀
Fixed a bug that caused some random event on a forest map to be inaccessible. Fixed a bug that caused some locations on a forest map to be inaccessible. a buff call "undefined" at player state. This is the one which checks player sanity. This is hide now. Now "Fight to the death" buff no longer reset timer. To compensate its effect is lengthened to 5 actions Fixed a bug causing any event to be interrupted by the pass day event. Now most of the long events stop the timer. Fixed a problem causing the new sanity bar number get cut off a little. An "save all" / "withdraw all" option has been added to the ATM.