Hi everyone! Once again I want to thank everyone who played our demo game and shared feedback. You help to make the game better!
Based on your wishes and comments we have made the following updates: -We adapted UI for different screen resolutions. And added the ability to change its scale. -We added hotkeys for building buildings, recruiting units and giving commands. These keys can be reassigned in the settings. -Added a visual designation for the building radius. -Developed the behavior of wild animals. Now they are less aggressive and less likely to attack the player. Also combat units stopped attacking defenseless animals. And the bunny is not threatened by anything. -Fixed the camera controls. Thereby eliminating the bug with skipping right-click when giving orders. -Slightly adjusted the balance of prices for buildings. -Made more distinguishable boundaries of open and closed areas of the map for the fog of war. -Added more faction color choices. -Designated heroes with a star on the mini map. For better navigation. -Fixed the problems of passing the first level and much more.
Thank you again for your interest in the game. We will keep trying!
Since players really appreciated the addition of cosmetics, I've added support for 32 more, which will release over time. On that note, here's a few new ones to start:
Heart Pattern
Detector
Dish
Blower
Fuel
Finials
Rover
Moon
RESEARCH:
Since the number of things to buy with Research has grown (and will continue to do so), it now seems fit to take a look at how Research is obtained. There could definitely be more Research changes/increases in the future.
You always received bonus Research upon victory, but that amount will now scale with what Depth you won at, and there will be a pop-up informing you that you've received it. Here's a before-and-after for victory Research bonus (assuming you've maxed out "Research Rate" in INTRO RESEARCH):
Surface: 180 → 0
Depth 1: 180 → 100
Depth 2: 180 → 200
Depth 3: 180 → 300
Depth 4: 180 → 400
Depth 5: 180 → 500
The above values are doubled for Abyss Mode. if only you knew how to unlock it, eh?
You'll get +1000 Research instead of +500 when you complete a Turret Trial for the first time. This will also be the case for "Daily Dive" if/when that's implemented.
Note that these values are on top of the wave clear bonus you'd get at wave 30, which is +60.
BALANCE:
(perk) Pot: Size +25% → +30%. (this may still seem small, but consider that this is a multiplicative Size increase - if you have +200% Size from mods on a weapon and this perk equipped, for example, it would actually have +290% Size.)
FIXES:
(perk) Amaryllis: Icon would fade out when something came into contact with you even if you "ignored" the hit.
(perk) Capacitor, Taser: These would ALWAYS be active if you used these with a weapon that has Burst Fire. They will, however, apply to all 3 shots of the burst!
Hello Guardians! Today, We’d like to share some insights from our development process for the world and underworld of Sanctree. We hope you find it interesting! 🚀
【🌟About the Game's Worldview】
The worldview of this game originates from a project we created long ago, which includes four completely different worlds: the Prehistoric World, the Sci-Fi World, the Fantasy World, and the Mystical World. Each world operates under different physical, biological, and even magical rules, resulting in unique ecosystems. Players will embark on adventures across these four worlds. However, the scope of creating all four worlds was too vast, so we decided to start with the "Prehistoric World." The most distinctive feature of this world is that plants possess subjective consciousness. In this world, insects are rampant and highly aggressive, prompting plants and birds to form an alliance against them.
Different plants have evolved unique weapons based on their characteristics (for example, the Spitting Cucumber uses its seeds as shrapnel), but plants cannot move. Therefore, birds have evolved arms to wield plants as weapons against insects.🔫⚔️
【🌟Concepts for Exploring the Underworld】
Our envisioned underworld is composed of various ecosystems (such as spider caves, ⛵coral forests, and other confidential environments). Each ecosystem boasts distinct artistic styles, resources, monsters, dungeons, and a variety of treasures.
There are indestructible bedrock barriers and upper-level BOSS nests between different ecosystems. Thus, every stage of the counterattack offers a new experience (unlocking certain gameplay systems along the way).
Guardians, is there anything else you’d like to know about Sanctree? Please leave us a message! In the next devlog, we’ll share more insights into the development of Sanctree~
Guardians! Due to some configuration errors, we are preparing to relaunch a more comprehensive KS Campaign. You can now subscribe to the Sanctree KS launch notification through the following web page! KS Campaign
📍Also, please join our Discord channel to engage in deep discussions with us. And if you enjoy the game, don't forget to add it to your Steam wishlist!
Hello Guardians! Today, We’d like to share some insights from our development process for the world and underworld of Sanctree. We hope you find it interesting! 🚀
【🌟About the Game's Worldview】
The worldview of this game originates from a project we created long ago, which includes four completely different worlds: the Prehistoric World, the Sci-Fi World, the Fantasy World, and the Mystical World. Each world operates under different physical, biological, and even magical rules, resulting in unique ecosystems. Players will embark on adventures across these four worlds. However, the scope of creating all four worlds was too vast, so we decided to start with the "Prehistoric World." The most distinctive feature of this world is that plants possess subjective consciousness. In this world, insects are rampant and highly aggressive, prompting plants and birds to form an alliance against them.
Different plants have evolved unique weapons based on their characteristics (for example, the Spitting Cucumber uses its seeds as shrapnel), but plants cannot move. Therefore, birds have evolved arms to wield plants as weapons against insects.🔫⚔️
【🌟Concepts for Exploring the Underworld】
Our envisioned underworld is composed of various ecosystems (such as spider caves, ⛵coral forests, and other confidential environments). Each ecosystem boasts distinct artistic styles, resources, monsters, dungeons, and a variety of treasures.
There are indestructible bedrock barriers and upper-level BOSS nests between different ecosystems. Thus, every stage of the counterattack offers a new experience (unlocking certain gameplay systems along the way).
Guardians, is there anything else you’d like to know about Sanctree? Please leave us a message! In the next devlog, we’ll share more insights into the development of Sanctree~
Guardians! Due to some configuration errors, we are preparing to relaunch a more comprehensive KS Campaign. You can now subscribe to the Sanctree KS launch notification through the following web page! KS Campaign
📍Also, please join our Discord channel to engage in deep discussions with us. And if you enjoy the game, don't forget to add it to your Steam wishlist!
Black Sun Games is happy to announce that Max Twist will be going on sale with the Steam Summer Sale! We hope you enjoy the game and keep looking out for our latest updates! Keep it Twisted!
We are back with the second preview of our upcoming Nemesis: Air Assault DLC. Today’s spotlight will be shone on NATO’s U.S. 101st Airborne Division (Air Assault).
We also have some good news on the Nemesis DLC’s launch, which you can read at the end of this DevBlog.
Just a quick reminder: Nemesis: Air Assault follows the popular Steel Division 2Nemesis DLC concept. Each mini-expansion is themed, bringing two new divisions plus new weapons, units, and models. The idea is simple: for each Nemesis we present three options, and afterward, you get to vote on which Nemesis DLC should be developed next.
In Nemesis: Air Assault’s case, we already made the choice ahead of time to speed up development. Future Nemesis DLC will run the public gauntlet as advertised above. In last week’s DevBlog, we took a good look at the Warsaw Pact’s Soviet 56-ya O.G. DShB or the 56th Separate Guards Air Assault, which forms one part of the two-division Nemesis DLC.
Now, without further ado, the U.S. 101st Airborne Division (Air Assault).
U.S. 101st Airborne Division’s History
Much like its sister formation, the 82nd Airborne Division, the U.S. 101st Airborne Division (Air Assault) had a distinguished World War II career. Activated during this conflict as a paratrooper formation, it famously saw action during D-Day, Market Garden and the Battle of the Bulge. Commander Richard “Dick” Winters, of Band of Brothers fame, fought in the division during the war.
After World War II, the 101st Airborne would be deployed in the Vietnam War, where it participated in the Battle of Hamburger Hill in 1969. Around this time, the formation was reorganized, following the structure and equipment of an airmobile division. This meant a goodbye to aircraft and parachute training and a closer integration with helicopters. However, one of its brigades kept its parachute jump training, while the other two were reformed as air assault formations.
Interestingly enough, much of the late Cold War saw limited deployment of the “Screaming Eagles” even as part of the US Army’s quick reaction force, the XVIII Airborne Corps (which led to some snide remarks from the more “battle-experienced” 82nd Airborne, see further below).
U.S. 101st Airborne Division Detailed
The 101st Airborne was reorganized as a light infantry division (much like its counterparts the 9th Motorized, 10th Mountain and already present 82nd Airborne Division). The infantry battalions were formed around the newly introduced Humvee, but unlike other divisions, the 101st Airborne had more airmobile and air support power. This did mean that there was no armored battalion (or even armored vehicles) associated with the division!
Not having a single armored vehicle is a bit too much, so we returned part of the armored detachments of the 194th Armored Brigade (which were previously seconded to the 82nd Airborne Division in WARNO’s Early Access, but which we removed before the game’s official launch). Another attachment to the 101st Airborne will be the 160th Special Operations Aviation Regiment (Airborne), the US special forces’ helicopter wing.
By the end of the Cold War, the ”Chicken Men” (a nickname given to the 101st Airborne troopers while serving in Vietnam as their Screaming Eagle patch was mistaken for a chicken) were mocked by their 82nd Airborne paratrooper counterparts for not being “true” airborne anymore. Only a minority of the division’s soldiers had parachute training, while the division as a whole couldn’t count on the same amount of combat experience as its sister division, having not taken part in the Grenada and Panama operations.
Still, in terms of training and preparedness, the division was still above the regular divisions in the US Army. This is why additional Veterancy experience and Shock trait, like other airborne divisions, have been kept for the 101st Airborne troopers.
The U.S. 101st Airborne Division Air Assault in WARNO
So, what can you expect of the American paratroopers in Nemesis: Air Assault? Note that some of the following is still a work in progress.
Don’t forget, units bolded and italic are new!
LOG - an average category for this division, bringing it closer to a typical infantry battlegroup, with a fair number of slots but only light unit options.
No Forward Operating Base and only very light ground supply vehicles (the new M274 SUPPLY MULE and M561 SUPPLY GOAT).
The 101st Airborne will rely heavily on UH-60A SUPPLY and CH-47C SUPPLY as its logistical foundation.
Command vehicles are either HUMVEE, OH-58C or UH-60A helicopters.
INF - as expected, an excellent category.
Much like their Soviet counterparts, the 101st Airborne’s AERO infantry are like the 82nd Airborne’s AIRBORNE squads but lack the Forward Deployment ability.
Rifle squads will see the deployment of the new AERO-RIFLES, which is a new unit created to fit the 82nd Airborne and 101st Airborne’s doctrine. Existing units in other divisions will be renamed AIR CAV TROOPERS.
Other new unit variants include the self-explanatory AERO-RIFLES (DRAGON) and AERO-RIFLES (AT-4). This last unit, again like its Soviet counterpart, is a “half-platoon,” almost 50% bigger compared to a regular squad with more men, one extra machine gun, and more anti-tank ammo. This unit can only deploy with the CHINOOK as transport.
Furthermore, the AERO-RIFLE LDR., already featured in 82nd Airborne, have been reworked with airborne models and the Shock trait.
In real life, the 101st Airborne only had enough airlifting assets to make one of its three brigades fully airmobile. The rest had to do with HUMVEE transports, and as such, are featured as the new AERO. FIRE TEAM LDR., AERO. FIRE TEAM (AT-4) and AERO. FIRE TEAM (DRAGPON).
Two other new units are the AERO. ENGINEERS LDR., a 12-man squad fielding the M202 Flash, and the AERO. ENGINEERS with explosives.
The battlegroup will also be able to call on the usual array of MP squads, TOW-2, M60 and M2HB weapon teams.
The division’s transports include HUMVEE, BLACKHAWK, and CHINOOK helicopters, plus one newcomer, the quirky GAMA GOAT replacing M35 trucks (though the latter will still be available for heavier towed artillery).
A new unit is the old (but first-ever in WARNO) M274 MULE M40A1, deployable as a mobile fire support recoilless rifle.
One special feature of the division will include several special forces’ GREEN BERETS LDR. and new GREEN BERETS (ODA) squads. Green Berets’ companies aren’t structured into typical platoons and squads, but into intermediary Operational Detachment Alpha (or ODA… and if anyone ever wondered where the “A” came from in “A-Team” this is it; they were all former ODA members from the Vietnam War!). These latter squads are 14-man strong special forces veterans being brought to the battlefield in modified new MH-47D CHINOOK, equipped with a side-door Gatling gun plus extra ECM.
Another unique feature is that this squad will have a fourth weapon slot: M16A2, M249 SAW, M21 Sniper Rifle, and AT-4. This was made possible thanks to a UI rework.
Note that this feature will not be unique for too long; we will make a pass through all the nations of WARNO and add a 4th weapon slot where fitting. This update will be detailed in a future DevBlog!
ART - average with primarily light artillery options, all being towed pieces.
The new AERO. M252 82mm (a light mortar with more range than the self-propelled 82mm example mounted in a M125) plus AERO. M30 107mm mortars.
M102 105mm and M198 155mm howitzers.
While all artillery units are towed, and none self-propelled, all except for the M198 can be airlifted onto the battlefield.
TANK - somewhat lacking, with few slots and all being expensive. Not many options either.
As we mentioned above, the 101st Airborne didn’t actually have any armor at all in reality. It counts on a large number of M1025 HUMWEE TOW instead.
Though with the addition of the 194th Armored Brigade, a few cards of “vanilla” and command variants of the M1IP will be made available.
A new unit is another member of the Mechanical Mule family of vehicles: the cheap M274 MULE I-TOW carrier.
RECO - a pretty decent category for the division, though only foot and helicopter units are available. The recon vehicles that are present act as transports.
The new AERO. SCOUTS and AERO. SCOUTS (GSR), which both are large 10-man recon squads. SNIPER teams are also present. These units can be deployed in transport helicopters or armed HUMVEES.
Recon rotorcraft include the OH-58D KIOWA and OH-58D KIOWA WARRIOR, as well as the electronic warfare-dedicated unit, the EH-60A QUICK FIX II.
And the cherry on the cake: DELTA operators as 6-man veteran special forces squads. They will field 3x Colt Commando, 2x M249 SAW, and an M24 sniper rifle (not just DMR). The dedicated and cool-looking M998 HUMWEE DELTA, itself a recon transport with the Special Forces trait, will act as the squad’s mode of transportation.
AA - disappointing, with only a few options, mostly light ones, and all being expensive.
The classic AERO. STINGER and OH-58C/S helicopter.
The division relies on Vulcans for close anti-air protection but does feature the AERO. M167A2 PIVADS variant, which is more accurate and has more range than the A1 one. It can also be airlifted.
The 194th Armored Brigade, providing some much-needed anti-air support, gets to add a single card of M48A1 CHAPARRAL.
Another member of the Mechanical Mule family makes its appearance as the M274 MULE M2HB, a cheap transport and anti-air vehicle for Stinger teams.
HELO - very good, as can be expected from an airmobile division.
Access to all COBRA variants except for the ATAS and C-NITE.
Access to all APACHE versions, including a new AH-64A APACHE ATAS variant, with 8x Hellfire and 4x Stinger missiles.
The 160th SOAR provides a contingent of the AH-6F LITTLE BIRD, but also the new AH-6H LITTLE BIRD featuring the same airframe but more heavily armed.
Another unit provided by this squadron is the MH-60A DAP, which is a gunship variant of the Blackhawk with a 30mm Chaingun, a 19-rocket pod, and two M134 Miniguns. These helicopters will come with the Special Forces trait.
AIR - nothing too spectacular.
With enough helicopter support, the US Air Force contributes by providing overwatch and air superiority in the form of F-15C EAGLE [AA2] and F-4E PHANTOM II [AA].
Dedicated close air support planes are the F-4E PHANTOM II in HE and NPLM role, plus one F-111F [HE].
The electronic warfare EF-111A RAVEN will also be found in this category. This plane is currently only available to the 8th Infantry Division.
While a much lighter division compared to the Soviet 56th Separate Guards Air Assault, the 101st Airborne instead counts on an excellent arsenal of infantry and helicopters for its offensive power. This allows it to strike fast, accurately, and hard.