With this major update, we will start a short cycle of 2 large content and gameplay improvement changes that will be conducted within the next 1-2 months.
The current update introduces the following:
Major mission design changes. (WIP)
New types of enemy spawns with extensive waypoint patrols around the mission area, casualty based wave spawns, and occupied enemy structures.
Constructable field strong points and defensive structures.
Further development of the building garrison feature.
Click and drag unit selection.
Player Rank affects the total unit capacity.
New unit marking system utilizing both insignia and markers.
FLIR camera overhaul both in Day and Night times.
Major Audio changes with a long list of new voice-overs and radio confirmations.
New units and previous unit major texture overhaul:
a) Taliban static and vehicle mounted B-10 recoilless gun.
b) Taliban static and vehicle mounted heavy rocket launcher.
c) EOD with bomb suit squad
d) MRAPs with Mk19s
e) New suicide vehicle units.
f) Taliban static and vehicle mounted ZU-23 cannon.
g) Taliban T-55 MBT
h) Taliban SKOT
Major locations improvements with topography and terrain texture changes, new object placement, animated objects and people. (WIP)
Searchable objects with supplies with additional Service Point rewards.
IEDs requiring disarming by EOD teams. (WIP)
Major VFX improvements for weapon and explosion effects.
Important and meaningful enemy behavior improvements related to target acquisition speed, , pathfinding, overall aggressiveness of the enemy will increase with the goal of less passive behaviors visible in combat.
Next update, we plan to improve and change the following (some points on this list may get delayed if development goals are not achieved):
Introduce damage dealing by vehicles to both enemy and player infantry inside interactive buildings (IB).
Add the ability to mount and dismount any vehicle by infantry. Currently, each team is assigned to a specific vehicle, vastly limiting tactical flexibility.
Improve Interactive Building UI and functionality by adding 3D projection onto IB models.
Further mission overhaul with mission location improvements, enemy spawn changes, mission enemy category diversity changes.
Separate markers for various mission categories
Add Javelin type of infantry weapon system to player infantry.
Add new EOD team animations of mine sweeping.
Ability to order creation of simple defensive positions anywhere on the terrain.
Ability to control the direction of mission approach vector as well as dismount locations.
Update all new texts translations with current content.
Today I'm very happy to announce that we'll be at the Steam Next Fest: October 2024 Edition!
If you're interested in playing our alpha demo, then be sure to check it out during the Next Fest week! Also remember that we got a public Discord community server, which is the perfect place for you to give me some feedback, bug reports, and/or new suggestions for the game!
If you have any more questions, then be sure to either write a comment or just message me on the server. Have a good rest of your day and be sure to wishlist the game please, if you haven't already :)
Hey everyone its that time we all have been waiting for. After nearly 9 months after release 1.0 is finally here. now I did remake the game from the ground up but as far as i can tell through bug testing there are no bugs i can find if you do find any feel free to post in the discord on in the steam community and i will add the fix's to the next update.
now time for the change logs.
. Added new look to Robo Rob. . Added new Discord server. . Added levels 0 - 21. . Added pause menu.
I hope you all enjoy 1.0 and I will be hosting a speed running event soon so get some practice in.
Winterdungeon is here. A dungeon accessible only by Winterflower. Plant a seed and have a chance at the new best unique items in the game.
A cube made this map to help adventurers find their way.
Icepal does a lot of "dungeon-looking" and can help you with the specifics near the dungeon.
if you are lucky you might get... - a new level crystal (which provides a max health and stash slot) - an upgrade to the firecube spell; twice AS much damage - a new area OF effect sword that spawns 9 icicles with massive delayed damage.
Additional changes: - An awesome happy fox with a sword fills the niche for an adventuring emote - Some drops have been changed to 1-in-x which you can see in the drop tables menu. - Dash spell does melee damage instead of magic. - Fixed NPCs wandering too far from their spawn. - You can now talk to Collie at the park to remove your collar if you have a key. - There's now a news viewer in-game!
Watch the new trailer here, which has some of my animation work:
Added functionality to expand the slot using the 'select' button or 'upgrade' button. Previously, it was bound to the dash button (which is usually the same as the menu confirm button), but binding dash with other different buttons could have resulted in misleading indication.
Additionally, the text now changes to 'Expand Slot' when the inventory selection hovers over the 'Expand Slot' for extra clarity.
Fixed an issue with non-pixel fonts in certain languages causing corruption. The problem was related to data packaging errors that went unnoticed by the game engine.
Optimize content: 1. Optimize Lu Bu's combat skills 2. Fixed the issue where the BUFF effect only takes effect once in the battle map 3. Fixed the issue of right clicking to edit equipment when drawing lines on a soldier's card with the mouse 4. Fix the issue of rendering level 3 long guns 5. Fixed the issue of Lv Bu and others not joining Dong Zhuo's forces after defeating the Ding Yuan faction 6. Fix the problem of the army still existing on the strategic map after the small probability of automatic combat ending and losing
Added an optional frame rate limiter option in the Settings menu. This should help with excesive GPU usage for some.
Fixed an issue with the way hands were being animated which was producing some strange behaviors for a number of players.
Fixed a few small bugs like in-game inventories not updating properly after selling/buying Steam Inventory Items.
But there's one more thing. I removed two Butts from the pool:
Butt Naked Butt
Thong Butt
These were originally part of the fist prototype of the game, so they have a few quirks to them that I don't like. However, if you already own those, worry not because you'll keep them for as long as you want in your Steam Inventory.
Thank you so much for Slapping Butt all day! You'll be hearing from me again ːsteamsunnyː
Officially today Survival World has been released in its early access version, 0.08 to the entire world.
I would like to make it clear what the trajectory will consist of, or the plans at least for the future from today's perspective.
SurvivalWorld will be a game that will evolve with the updates, currently in a few days I will start working on new updates, I will be on the lookout for reports of bugs, errors, glitches that are found.
On the store page it is made quite clear, but I think there is no problem in emphasizing it once again. The community will be an important role in the game, I think that for a good experience there must be good interaction between the developer and the people, since at the end of the day the people are the ones who consume the video game, that is why to the extent As much as possible I will be aware of comments, discussions, reports, suggestions of ideas, corrections, bugs.
So what do we expect next?
My current plans are to provide new caves, since currently there are only 5 in the world, my plans are to bring new caves, new redesigns mainly of the ones that already exist, involving more challenges, new creatures in them. The current plan is that, if it changes or something new arises, you will be aware