Hey guys!
This update brings the last defense map, called “Sunset Ruins” with 6 enemy lanes and lots of resources. This is the last map added to this version, and from now on we’ll be preparing for the full release on Steam. So, please report any bug, issue or difficulty you might be having with the game, as we’re soon finally leaving Early Access!
Also on this update:
- Green color added to the mech customization;
- Added all the achievements for every map;
- some gameplay optimizations, fixes and balancing;
- updated game engine;
Thanks so much everyone for your interest in this project!
Quarry Defense Map is Here!
Hey guys!
In this update, another map was added: Quarry Defense, a Base Defense map type with 5 attack lanes. The game now has a total of 14 maps.
Other changes include:
Some menu layout and info were improved;
Some improvements on the joystick input;
Fixed some bugs in the repair button;
Hard difficulty mode now adds 20% kill bonus;
Fixes in the steam login back-end;
Other general game experience fixes.
Let me know in the comments, or in the game Forum if you find anymore bugs or balance issues. More updates coming soon!
Leaderboards added in this new Update!
Hey guys,
In this update, we’re adding a new feature: Leaderboards!
So far, we have a ranking for the players with the most enemy kills. To get your name in the leaderboard and then update your kill count, you must achieve Victory in any mission.
To view the full leaderboard and your position in the ranking, go to the Encampment Quarters and click View Leaderboards. It will open the Steam page in a browser window.
Highest Score (involving a sum of most victories and completed missions, etc) and Richest Player (most accumulated credits) are planned for very soon too.
We’re also adding new Achievements for all the current four Defense maps, to get them you need to beat every 50 waves on each base defense mission.
City Center Defense Map is Here!
Another Defense Map is available in this Update.
This time you're at Maincity's downtown and enemies will come from four different lanes.
There are some new game guides available in the Steam Guides section too, be sure to check it out. More to come soon!
More February Updates!
Hey guys, here's another update. One more defense map added (Jungle Defense), with 3 enemy lanes. Lots of fixes on wave generation, and specially the Item crates collision was addressed and should present less detection problems. Let me know if you still have this issue.
Thanks!
New Defense Map and Fixes
Hey all,
The second tower defense map is up, along with some important stability fixes in today's update.
Hope you like it!
Thanks!
New game mode Update!
Hey guys! As previously announced in the discussion forums, here’s what’s new on this Update:
New Game Mode: In the campaign menu, a new tab [ Base Defense ] will be available with a new gameplay mode, a “tower defense” style, where you have to defend a base in the center of the map from attacking enemy waves, arriving in intervals. Initially at least one map will be playable, from a planned total of eight. This game mode is still being balanced and we need your help to make it the best it can be.
Balance Weapons: Different weapons are now more similar in capacity and firepower. Laser and Plasma were improved a bit, Tesla is slightly nerfed, so the game is better playable independent on the primary gun you’re using.
Lose weapons and equipment only when “Hard Mode” is activated: If you die in normal mode, your mech will respawn with the same configuration, fuel and warheads amount.
Repair Turrets Using Credits: Turrets are now possible to be repaired with a new button in the HUD. It will consume credits while repairing, and will stop the repair process when health is 100% or credits are too low.
Item Drops balanced: Many players were complaining that inferior weapons were dropping from enemies and they picked up and equipped accidentally. Now, dropping weapons from enemies is very rare, and when they do, it will always be superior to the one you’re equipped with.
Weapons Crate: A new item box is being added, a weapon crate. Like the wood crate, it may contain a random weapon or warhead. This is to prevent accidental weapon picking but still allow for weapons diversity while playing.
Save Mech customization: When you change the armor and fairings in the workshop, game will save your setup and reload it in every map.
SFX Volume fixes: Finally the volume configuration will be persistent throughout the game.
Loading Tips: A few gameplay tips were added to the loading screens. If you have any tips or strategies you’d like to share, please comment here and I’ll be adding them to the game with your name/alias on it.
Discord chat linked from the headquarters: Let’s try some official discord chat room accessible from the headquarters. For now it will open it externally, I’ll check out if embedding the chat in-game is a possibility.
All of that, a few more general improvements and fixes. These are some of the final touches before the game leaves Early Access.
Thanks!!
December Update is here!
Hey guys, BIG update here!
Check out what’s new in this version:
Customize Mech You now have more options to combine and configure your mech’s appearance, colors and stats:
Main Armor Supershield (damage absorption, less damage taken)
Main Armor Thorns (damages enemies on collision)
Main Armor Regen (armor slowly auto-repairs itself)
Lightweight Fairings (fast walk speed, low damage resistance)
Balanced Fairings (average walk speed and resistance)
Reinforced Fairings (slow walk, high damage resistance)
Attack Drone Companion At the cost of 70 energy points, you can deploy a companion drone that will attack every enemy nearby.
Fuel Refinery Near reactors or randomly appearing across the map, you’ll find upgradable buildings called Fuel Refinery. They will produce one fuel item box per minute, if the max item limit is not yet reached.
Warheads Factory Same as the fuel refinery, but will produce one warhead item box per minute.
Random Areas Every map now has a few places where random areas will appear. they can contain upgradable buildings, crates or just obstacles.
More details on almost every map Missions had some elements added and other issues fixed.
Item boxes position lock One problem with the full physics on item boxes is that they may sometimes fall on unreachable places. Now they are locked in their X and Z axis, so they cannot fly away from the starting point.
Camera zoom toggle Press the ‘V’ key to toggle between 3 camera zoom options, close, normal and far.
In-game announcements A “message of the day” feature was added to the headquarters to display the news in a more convenient way for the players.
New soundtracks Many new soundtracks were added in a total of 10 so far. The music will shuffle when the last one is over.
That’s it for now, but more cool stuff is coming up.
I count on everyone to test and report any bugs or game-breaking issues that you may find while playing.
Thanks!
November Update
Hi Guys!
It's time for another update, and this one brings:
. The first 9 achievements (more achievements are planned);
. Air support (bombs and neutrium missile) can now be aimed over enemy buildings and units;
. Map04 terrain fixes (might need some more adjustments);
. Some general balancing;
. Steam connection warning dialog (to avoid other bugs);
About the Revision 4 version, please check out this thread:
https://steamcommunity.com/app/804870/discussions/0/1744478429680520137/
Thanks!
Revision 4 Announcement
Hi Guys!
As the Early Access version of Armed to the Gears with all the planned 8 maps + tutorial is done, we are reaching a new stage in the game development.
I like to call it Revision 4, as it’s the fourth structural reorganizing since the first concept.
It’s much more advanced because we want it to be a multiplayer peer-to-peer co-op and PvP game, and that requires some features to be built from the ground up.
So I wanted to share with everyone our plans for the next development stage:
Peer-to-peer multiplayer co-op or team vs team;
New controller input for in-game configuration;
New aiming system that locks enemies behind visual obstacles;
Camera zoom and rotation;
More structures and units to build a big base;
New robot workshop with parts and color customization;
Larger maps with some randomized areas;
Map editor with basic tools to create a custom map;
More weapon types with balanced trade-offs;
New HUD with better positioned items and battle feedback;
Ability to choose a side (rebellion or ministry);
in-game chat;
different game modes: tutorial, campaign, survival, arena;
All this and certainly more. It’s a bold move and may take longer than I expect, but I believe everything can be done and the outcome will be a super fun game to play.
We already have the networking figured out , many reusable codes, prefabs and assets.
My estimated time to release revision 4 is before this year’s end. We are working hard to meet this deadline, but problems may occur in the meantime.
This planning is based on all the feedback we got since the beginning of early access and I’d like to thank everyone for taking the time and writing so many great ideas that I would never come up to myself.
Here are some things I'd like to share. Some of the base structures for each "faction":
The new hud and a quick overview of some of the planned items and how they will be balanced:
Please note that everything here is under intense development and is probably going through a lot of changes before it's released.
There's a lot more to show. I'll try to be posting as much as possible along the development to let everyone know how it's going.