All of my games are on sale: https://store.steampowered.com/developer/phr00t
... and 5089 is getting a sequel and progress is already being made! Follow its development on Discord @ https://discord.gg/k6pG5H5
5089 Sequel Coming! Share ideas & be considered for testing in Discord
Come chat about the upcoming open world 5089 sequel! What do you want to see most in it? Want to be considered for testing? Join the Discord:
https://discord.gg/k6pG5H5
Discord: Chat & test upcoming games!
Hope you all are enjoying the sales this week! Head over to https://discord.gg/Y6QRFC7 to join Phr00t's Software's Discord. We chat about upcoming games, beta testers, current games and more. I'm working on a new game right now -- hope to chat with you about it there!
AI & Bugfix Update v1.24.2
Attacking a unit will now give away your position to the unit being attacked, unless you are cloaked.
Fixed a bug that may have caused a friendly unit to run from an attacker when it could have otherwise attacked.
This AI update is designed to make ranged units more balanced. Before, if you attacked a unit from far away & outside of the target's sight range, that target would run away. Now, the target will act like it can see the incoming shot & know where to engage. This should give short-ranged units more of a chance against long-ranged units, as they will try to close the distance even if the long-ranged unit is initially out of its sight range. Your friendly units will have this same change too -- you will see individually attacking enemy units outside of your sight range.
This is considered a bigger update, so leaderboards have been bumped up a version number.
v1.24.1 fixes a bug that allowed seeing stealthy, attacking enemy units.
v1.24.2 clears up an ambiguous situation where detectors could kinda sorta see cloaked attackers outside of visual range. Now they clearly shouldn't and run if attacked, as detecting units need to be within visual range to properly detect a cloaked unit.
Balancing Update v1.23.4
The "Salvage Killed Resources" special ability can now only be applied to stationary units (e.g. buildings).
This prevents a balancing issue where very strong offensive units could finance themselves through their kills.
Patreon page: Support game & free engine development
Want to provide additional support to my game & free 3D engine (Xenko) development? Have money to spare? Probably not!
You are a busy person just making ends meet (hopefully)... not much different here.. I'm just one guy working on games and a free 3D engine which you can get @ https://github.com/phr00t/xenko/ -- if you'd be so kind to throw a couple dollars my way, now you can through Patreon:
https://www.patreon.com/phr00tssoftware
Thank you for at least reading this far and hope you have a good day!
Summary of Updates Since Release
Adapt or Perish has seen many significant improvements since release:
Increased unit intelligence by adding "Overkill" consideration
Additional late game challenges beyond just stronger enemies (more aggressive AI & more varied enemy unit generation)
Virtual Reality improvements, like SteamVR keyboard integration & UI hiding
Sight recalculation, so units better utilize the exact sight value paid for
Important balancing & exploit patches
Bugfixes
Want to chat about Adapt or Perish, new development projects & previous games? Come join the Phr00t's Software Discord @ https://discord.gg/gqZRTkk
v1.23.3: Healer Stacking & Unity Update
Units can now only be healed by up to 6 other healers at a time