Sorry for the late update, and unfortunately no new context was ready for this week.
To compensate, we've added a public Steam beta for experimental controller support. It's fairly hacked together at this point (and not well tested), so it may be buggier than the default build. Please post about issues on this build as well, but be sure to specify that is from the experimental build.
In the Steam properties for the game should be a beta named 'controller'. You may need to restart Steam for it to show up. Once the game is running you should be able to press START or OPTIONS to use that controller.
If you press F1 to open the debug panels, at the top of the main tab should be some settings for the controller including most of the control bindings.
A non-comprehesive list of the current default controls are:
left stick: move (tank controls)
right stick: aim (see below)
left shoulder: coarse aiming (see below)
right shoulder: special
left trigger: primary fire
right trigger: secondary fire
left stick click: stomp / tank bullrush
x (xbox) / square (ps): reload
The main aspect that we're testing and looking for feedback on is the aiming. Although feel free to offer feedback or suggestions about other aspects.
The current system is to default to a low sensitivity (fine) aiming mode and while holding LEFT SHOULDER to switch to a higher sensitivity (coarse) aiming mode. There's also an adjustment for the sensitivity based on the cursor's distance from the player unit.
** If you encounter issues with your mouse due to a controller, pressing F2 should let you use the mouse as normal without interference from the controller. **
KNOWN ISSUES: - Holding buttons does not repeat in the menus.
- Only at most 8 detected controllers and respond to activating for use.
- Linux only: controllers plugged in after the game launched are not detected.
- Probably other stuff I'm forgetting.
It should be noted that a proper implementation for controller support will probably not happen soon.
Pre-Thanksgiving Update 11-25-2015
Because of taking a few days off for Turkey Day and the general upheaval with the team right now (one member is in the middle of moving across the country, and we just hired a sound designer), we'll be skipping next week's update in favor of a single, larger one come December 9th. And now that we've finally settled on and hired a sound designer, we can begin working over the soundscape. Expect to see some changes coming in starting at the end of January. Thanks for bearing with us, and enjoy the holiday! Here's the changelog:
- added 'Scimitar' turret mount artillery weapon
- added descriptors for auxiliary mounts
- reduced 'Mae Dois' impact impulse
New Update - 11-18-2015
This update was all about weapons. First off, added some much needed extra info to the loadout screen when selecting weapons, including things like loudness and explosion size. Eventually these descriptions will be more colorful rather than just straight info-dumps, but for now that's better than nothing. If all goes well we'll get one more update in before the Thanksgiving holiday gets underway (all 4 members of the team are American), and otherwise we're making good progress towards adding in stat tracking and the unlocking system. We'll tell you more when there's more to tell. In the mean time, here's the changelog:
- added additional data and descriptions for most weapons
- revised ratios for weapon penetration ratings
- increased aggro size of green bigpipes from 45 to 65
- increased Zeus railgun noise, explosion radius
- reduced Drillbit stun effect
- increased Duchess and Stutter aggro
- increased Preacher stun effect, firing aggro, penetration
- increased Banshee penetration, firing aggro
- decreased Banshee projectile velocity
- reduced Doorbell impact aggro radius
- increased Broiler stun
- increased Galinha aggro radius
- reduced Confessor daze, increased daze duration
- reduced Mae Dois daze, increased daze duration
- increased Parliament firing aggro radius
- increased Bully stun
New Update - 11-11-2015
Couple of changes. First, we're switching the weekly update schedule to run every Wednesday instead of every Friday. As part of that, we've posted the first Wednesday update extra early so you folks can get your hands on it. With the holiday season coming up we're only going to do one more weekly update this month before going on break, after which we'll get back to it in December.
We're hard at work on the new unlocking, pilot, and money system. As they're all intertwined we have to build the system up as a whole, so it's still going to be a while before you see these structural changes in the game, but once they start going in it should be a pretty rapid set of changes-- we're really excited to fill out more of the story and build a proper progression structure into the game. We're also about to contract a sound designer to come in and start really fleshing out the soundscape, which at the moment is rather bare-bones we know, so you should start to see a lot of changes coming in especially after the new year hits. In the mean time we'll keep adding new weapons, vehicles, and maps, as well as laying the groundwork for all these other changes. Thanks for being patient with us and playing the game.
In the mean time, here's the most recent changelog:
-switched Loyalist spotter agrav to 'tank destroyer' behavior (unit closes until in range of target, stops moving until target is out of range)
-revised spotter stun laser to fire continuously, increased daze
-increased 'Zeus' railgun impact daze
-significantly increased 'Toaster' laser RoF
-increased 'Galinha' mass driver magazine size
-all 3 spaceports are now selectable on Solo Nobre run
-increased 'Drillbit' cannon dmg vs all types, decreased magazine size, increased daze
-decreased 'Abbot' cannon magazine size, decreased impact daze, increased explosion daze
New Update - 10-23-2015
The first of many weekly updates! Every Friday we plan to post a new update, usually with new content, for Brigador so that there's always something new for you to try on the weekends. Here's to the first of many!
Full changelog:
-Added 3 new vehicles
-all player vehicles balance pass
-ball agrav stun laser can now be dodged at high speeds
-increased all non-superheavy trample damages
-increased Pitbull (arty_main_02) aoe environment damage
-increased Zeus railgun (laser_main_02) recoil
-all player vehicles now feel recoil
-tweaked longyard map
-switched trainyard and longyard in the inner city and outer city runs
-all overshield decay rates now set to 1.5/sec
Store Page Back Up & Home Stretch!
Hello everyone! Our store page is back up as you can see along with the forums, and we're now less than 3 weeks from the Early Access release! We can't wait to share the game with everyone come Oct. 20th. Please spread the word and get your copy day 1-- every purchase helps us make this a bigger and better game.
Thanks to everyone who's been supporting us so far, especially you folks who preordered way back in 2014, it means a great deal to the whole team.
On a technical note, for now we'll only be selling the base game. Once the soundtrack (over an hour of music!) and other companion material are finished we'll add it to the store page as a separate purchasable item, but that won't be for a few more months.
Brigador Steam Page Down
Hello everyone, small announcement here. Due to some goings on behind the scenes our Steam page for Brigador will be down for the near future. There's nothing to worry about, we just have to take it down in order to make the necessary changes leading up to launch. It'll be back up before you know it.
Thanks for bearing with us, and we've got a nice big announcement coming up for you in the next couple of days, so keep your eyes peeled.
-The Stellar Jockeys-
6/5/2015 changelog
Weapon changes
increased volume of projectiles on all flamethrowers
gave all flamethrower projectiles mild daze effect
fixed delayed smoke sprite showing on weapon impacts
changed 88mm flak to 120mm HE, revised damage profile & range
120mm shockwave cannon now 88mm RPT, removed burst, ↑ fire rate
↑ conflagrator burn time
↑ damage, ↓ bloom on pulsed laser
'glitter bomb' replaced with incendiary MIRV
microwave gun moved to flame slot, added tri-beam laser
changed microwave gun to be much more focused; ↑ damage, ↓ AoE
↓ daze on 105mm HE
revised damage profile for 60mm RPT 'Banshee'
reworked disruption missile to deal more damage and daze
nerfed 'Parliament' turret mount cannon, sorry Chef
added Gatling Mortar 'Scimitar' as a turret mount launcher
Unit/Map changes
added spaceport map draft
added new silent running visualization, removed shield flash effect
new attack behaviors for infantry and tank destroyers