Genre: Real Time Strategy (RTS), Strategy, Quiz/Trivia, Indie
Act of Aggression
Preview of the Beta's last patch before release ...
The official release of Act of Aggression has never been so close ...
...yet we still are cooking several improvements to the current state of the game.
On release date, we'll add all missing features, such as the solo campaign, ranked mode, more maps, more units’ voices ... and some more improvements!
But meanwhile, we are going to release one last patch bringing several changes to the table. We hope to address many feedbacks with this patch:
- Stealth shot & Stealth units: while the perma-stealth units are definitely gone, the Ambush Shot will make a return in the form of a "Stealth Shot", displayed as "X2 Damage" ingame, only for unrevealed units. The Cartel will retrieve its damage spike when playing Hit&Run. It applies to ground units only, not planes.
- Long range non-stealth units such as the Puma or the Javelin will see their damage increased to compensate their loss of damage due to the removing of the Ambush mechanic.
- Hold fire: While all stealth units will now fire automatically, we also added a Hold Fire button which will allow you to keep them quiet, and then disable it in order to unleash hell on your enemies.
This button will also prove useful to keep your artillery units concealed.
- New multi-weapon fire system: we have implemented a new system that allows units to fire with all its weapons at the same time. This will benefit the Puma, the Terminator, the Pantsir and the Blazer, but we don't think it will break the balance. This fixes a mechanic which appeared flawed, indecipherable and micro-heavy.
- Capturing buildings: the Capture mechanic was very powerful at the beginning of the game, but it's also a very fun mechanic. What we did is turning this capacity into an upgrade available in the HQ, and which will now need to be researched in order to give this ability to all your soldiers.
If one wants to capture enemy buildings, he will now need to commit resources into this upgrade, meaning that the opponent will be able to spend resources in his own counters (defenses, rush... or capture himself). We think it will avoid ending a match in 2min, while keeping the fun of the mechanic. However we will see how it plays during the upcoming days of the beta.
Also coming with this change, stealth units will be revealed when capturing a building. We also increased dramatically the priority of automatic fire on units that are capturing your buildings (or POW), this should make it much easier to defend against a swarm of infantry in your base.
- Chimera's Nano-Healing spam: a cooldown has been added so it cannot be abused.
[AoA Beta] Patch v.446: Hold Fire for Stealth Units
GENERAL:
- All stealth units will now have the "hold fire" behaviour by default exept stealth planes patrolling above an area that will fire when an appropriate target is available.
- The only exeption is the AMOS upgraded with the "optical camouflage bricks" that will follow the rules of the artillery units, thus firing when a target is in range.
[AoA Beta] Patch v.443
NEW FEATURE :
- Adding a « No superweapon » game option in the lobby.
BUG FIXES :
- Fixing a bug preventing some units to automatically fire when they should (such as the Cartel’s Artillery turret).
- Fixing some typos in units hints, notably Cartel’s ones.
BALANCE :
GENERAL
We first thought that the ambush shot system, when a unit does more damage when unseen by the enemy, would add depth and diversity to the game. We also thought that units firing without removing their stealth, such as Spectre, Ninja with Type 91 missile, US Sniper with silencer, would represent a challenge to players. But according to feedbacks, it’s clear that these mechanics are getting on the players’ nerves and get them frustrated. So we decided to remove them.
What we seek here is to provide less confusing and less frustrating game rules.
- All units, including artillery units, now automatically fire at full range when they see a target.
- Removing the ability to fire without removing stealth to all units.
- Removing the Ambush shot mechanic. The unit will have no more Ambush shot damage multipliers.
- The US Sniper et the Metal Storm UGV could be seen without stealth detection if approched close enough. This mechanic has been removed.
- Removing the Hold position order on planes that was useless.
- All Super weapons now have a minimal range of fire.
- Selling building now takes much longer (more than double the time).
- All planes and helicopters will now fire at maximal range when an enemy is in range instead of waiting the player to give them the order (this behaviour is now identical to ground units' one)
CARTEL
- Increasing the price of "Force Projection" : +$500, +250 alu ($1500, 750 alu , up from $1000, 500 alu)
- Reducing the price of Barracks: -$250 (now $1500, down from $1750)
- Reducing the price of K-Max Tanker: -$25 (now $175, down from $200)
- Reducing Otomatic's Hit Points : -3 HP (now 22 HP, down from 25 HP)
- Increasing its price : +$100, +50 alu (now $900, 300 alu, up from $800, 250 alu)
- Reducing its speed by 10% : -15 (now 135, down from 150)
- Reducing the damages done to ground targets by the Otomatic by 35% : -0,15 (now 0,35, down from 0,50)
- Increasing the firing range of the Scorpio by 20%: +200 (now 1200, up from 1000)
- Increasing the turn-around speed of the Scorpio by 50% : -0,5sec (now 0,5sec from 1sec)
- Incresing Scorpio's Hit Points : +1 HP (now 7 HP, up from 6 HP)
- Reducing the Spectre's autocanon range by 25% : -150 (now 450, down from 600)
- Removing its « Advanced Optical Camouflage » upgrade
- Modifying its « Optronic sensor » upgrade. Increases both the sight and main gun ranges of Spectres:
Reducing the price : -750 alu (now 750 alu, down from 1500 alu)
- Adding a « Passive receiver system » upgrade. It will now only grants the Spectre stealth detection capacity. Reducing of the price : 750 alu
- Increasing its price of the "40mm Autocanon" by +$500 (now $2000, up from $1500)
- Modifying the price of the Vehicles Bay : -$250, +250 alu (now $1500, 1000 alu, from $1750, 750 alu)
- Increasing the speed of the Artillery Turret's shells by 10% : +1500 (now 16500, up from 15000)
- Reducing the price of the « Prison Module » -250 alu (now $750, 500 alu down from $750, 750 alu)
- Fixing the behaviour of the Shadowhawk with RGS Gatling upgrade that was firing even if it was not revealed. This unit will now follow the correct rule of stealth units, namely, « no shooting unless asked to or revealed ».
- Fixing the behaviour of the Scout CGS : It will now reveal itself when firing its dual Heavy machineguns.
- Fixing the SEAD missile of the X-32 : It will now break its stealth when firing,
- Modifying the Superhind canon to remove the incendiary damages it inflicted.
- Increasing its price: +$200 (now $1200, 750 alu, up from $1000, 700 alu)
CHIMERA :
- Reducing the speed of the SAS: -7% (now same speed as the US sniper)
- Increasing the price of the « Type 91 missile » upgrade of the Ninja : +500 alu (now 1500 alu, up from 1000)
- Fixing the behaviour of the Ninja with Type 91 missile: It will now reveal itself when firing
- Moving the «Type 91 missile » upgarde from SWORD protocol to SHIELD Protocol
- Increasing the number of missile fired by the Ninja in a salvo: +1 (now 2, up from 1)
- Increasing the delay between 2 salvos of missiles: +1.2 sec (now 2 sec, up from 0.8 sec)
- Reducing Crushers' Hit Points (including the upgraded version) : -2 HP (now 8 HP, down from 10 HP)
- Reducing the firing range of the upgraded Crusher by 20% : -200 (now 800, down from 1000)
- Moving the « Supply field kit » upgarde from the refinery panel to the HQ panel
- Modifying the price of the « Supply Field Kit » upgrade : -$150, +150 alu (now $1600, 150 alu, from $1750, 0 alu)
- Moving the « Anti-Tank Gun » upgrade of the Sentinel Turret from SWORD protocol to SHIELD protocol
- Increasing the electricity generated by the Chimera HQ : +2 (now 10, up from 8)
- Fixing the behaviour of the PAKFA: It will now reveal itself when firing
- Increasing the firing range of the Pantsir canon: +10% against helicopters, +20% against planes
- Increasing the firing range of its missile: +75% against planes
US :
- Decreasing the price of the F22 Raptor : -250 alu ($2000, 750 alu, down from $2000, 1000 alu)
- Modifying the F22 Raptor AACS missile upgrade. Its stealth will be broken when firing, but it will have a 33% range boost along with an increased firing radius (to 180°)
- Fixing the behaviour of the AIM-9X missile fired from a F35B Lighting: The F35B will now reveal itself when firing
- Modifying the price of the Phalanx : -$250, +250 alu (now $250, 1750 alu, from $500, 1500 alu)
- Reducing « Base Projection » research price : -$500, -250 alu (now $500, 250 alu down from $1000, 500 alu)
- Increasing the detection range of the Little Bird by 10% : +180 (now 1980 up from 1800)
- Increasing the firing range of the Sniper by 20%: +200 (now 1200, up from 1000)
- Increasing the firing range of the Blazer Gatling gun: +20% against helicopters, +15% against planes
- Increasing the Stinger Block II upgraded Blazer range: +15% against helicopters, +75% against planes
- Increasing the firing range of the Stinger (infantry): + 25% against helicopters, +25% against planes
- Increasing the firing range of the Stinger Block II (infantry): +15% against helicopters, +75% against planes
- Increasing the construction grid granted by buildings around it by 1 square
- Modifying the rules to get the FOB. No research needed anymore, it will be available as soon as you are in DEFCON 2
- Moving the « Deep Minning » research from DEFCON 1 to DEFCON 2
- Increasing the price of the « Deep Minning » research : +$500 (now $1500, 1000 alu, up from $1000, 1000 alu)
- Modifying the requirements for « Improved chassis » upgrade from DEFCON 2 to « Hydrofracking » research.
[AoA Beta] Patch v.401: Cartel + Zoom
PATCHLOG v.401
Some explanations about the new features can be found on our blog.
NEW FACTION:
Adding the third faction of the game: the Cartel, with its AI available in all difficulties as well.
NEW GAME MODE AND MAPS:
Adding a new 1vs1 map, "Here Lie The Heroes"
Adding two new 2vs2 maps available also in Free For All mode, "Fourth Point of Contact" and "Lost Runway".
CAMERA:
Increasing the max altitude of the zoom in the "normal view". This is the "zoom out" we have been announcing in a recent blog post (read more here: http://aoa.eugensystems.com/about-the-zoom)
Adding a Gameplay option to unable the transition to Satellite view when using the mouse wheel.
Adding a Gameplay option to change the scrolling speed: Very slow, Slow, Normal (current speed), Fast and Very fast are available.
Removing the inertia of the camera.
NEW FEATURES:
Allowing automatic fire at full range for all units, except for a few artillery units that one could want to keep unrevealed. This means most units no longer wait for a unit to enter their own range of sight to open fire on an enemy (ex: upgraded Javelin garrisoned in houses, Puma's missiles etc...).
Displaying ammos and fuel gauge feedbacks for deployed planes.
Displaying the progression of all ressuplying planes: hovering a type of plane in the airport panel will display the % of ressuplying for each plane of this type.
IMPROVEMENTS:
Transport helicopters will load and unload troops much faster.
Observers can see messages sent to [ALL] channel ingame.
Units no longer automatically fire on enemies being captured.
Fixing the rally point placement for buildings with a "U" or "L" shape, that was often placed outside the building.
Brand new background images for loading screens.
BALANCE:
Decreasing the maximum number of pilots that can appear when destroying a unit.
Buildings under construction now have a specific and harmless explosion FX. Therefore they will no longer deal damage when destroyed during construction.
[US] Increasing the Blazer's acceleration and deceleration, making it easier to maneuver.
[US] Increasing the Blazer's health points by 2 points (12hp, up from 10hp).
[CHIMERA] The Fennek and the Metal Storm no longer open fire automatically while being stealth.
MODELS:
Fixing Grenadier's firing animation.
Tigre helicopters' model now have pilots.
SOUND:
Rebalancing of many SFX (combat SFX, higher distance of fading out, reducing tracked vehicles movement SFX...).
Adding construction SFX.
Removing the "selection" sound feedback when clicking on unavailable productions.
BUG FIXES:
Fixing the "infantry stuff on cliffs" bug, which was occurring when giving an homogeneous move order to a multi-selection including infantry and vehicles.
CRASH:
Fixing a crash that could seldom happen upon upgrading a unit.
KNOWN ISSUES COMING WITH THE PATCH:
The Terminators don't display their color with max dezoom when in normal view
Some adjustements to be made to the new zoom out view (performances and details to be improved).
The electricity shortage icon is not displayed at the moment due to a bug. It wil be back in a forthcoming patch.
"Please let me zoom out a bit more!"
Here is our answer to the "zoom out please" topic:
http://aoa.eugensystems.com/about-the-zoom/
Many of you expressed concerns about the zoom level. “Too close to ground”, “Give us more zoom out”…
We’ve already heard those critics during the VIP Beta. At the time we addressed them by reducing the base buildings’ size, which was in our opinion the most critical aspect.
Though, we were thinking of taking the camera’s height a step back. But here at the studio, we didn’t reach a consensus about it. So we’ve decided to wait for your feedbacks.
Well, it appears from many of your feedbacks that you are asking for it :)
Technically, zooming out decreases performances, linearly at the best. So we can’t simply change the height like the community’s Zoom mod, because some players would see their performances fall down too severely. We also thought about making it a graphic option, so that the machines with better settings only could use it, but we feared it would give an unfair advantage to some players. And we want to guarantee good graphics for everyone, instead of forcing some people to downgrade them if they want to enjoy a max zoom out.
So we reworked and tweaked the engine to allow a zoom without impacting the performances at all.
The result is a 30-40% smooth zoom out, which is pretty much what the community is asking, and as much as the community zoom mod!
By the way, you’ll also have the possibility to block the Satellite View access using the mouse wheel, in the options menu.
The patch including the zoom is, as usual, imminent™ :)
[AoA Beta] Patch v.122
PATCH LOG
BUG FIXES:
Fixing a crash when switching between normal & SatView ... or at least we hope we've fixed it, for this one is hard to nail. Let us know, for those whom were encountering it, if it fixes the problem on your side).
Fixing a behaviour bug which prevented artillery unit to target & fire at occupied buildings/bank when ordered to Move & Attack.
Fixing a display bug when a house was destroyed.
Fixing a display bug in SatView when a house was occupied. It is now clearly displayed with a different color.
Fixing the display of the (actual) amount of time spent in the game.
TEXTS:
English version of the achievement + adding new images for them.
Fixing some unit hints' typo.
Increasing by +3s the display of messages in the event log.
Please note that replays from older versions still cannot be viewed at the moment. We will fix it as soon as possible.
Join ACT OF AGGRESSION beta.
The beta is live! Pre-order Act of Aggression now and get 15% off on Steam + instant access to the beta.
http://store.steampowered.com/app/318020
ACT OF AGGRESSION: trailer, pre-order & beta announcement
A new trailer has been released for ACT OF AGGRESSION to celebrate the opening of the pre-order:
https://www.youtube.com/watch?v=4qzFNsFbUbY
Pre-order are now open, and will grant access to a multiplayer beta starting in mid-July, giving the opportunity to play the game until its official release in September.
http://store.steampowered.com/app/318020/?l=english
UNIT OF THE DAY #01 : TERMINATOR
Are you ready for a new season of the "Unit of the Day", showcasing some of Act of Aggression's main units?
Now in video! :)
It happens here:
http://aoa.eugensystems.com/unit-of-the-day-01-terminator/
ALL GOOD THING MUST END …
The VIP beta is now over, but Act of Aggression will return …
Beta keys have been inactivated, yet we are nonetheless leaving the beta active for some days. Thus, even if you can’t login (hence not actually play games), those among you whom have recorded replays will still be able to access and run them.
We hope you have enjoyed it over the week-end and shared your experience. In order for us to process all feedbacks, we would appreciate if you could give a few of your time to fill the VIP post-beta survey you will receive.
Eugen Systems wishes to thank all testers for their participation, and hope to see you soon on the forum.