Added 1- Character portrait with scanlines to represent characters calling from distance in dialogue UI 2- Typing text effect in dialogue UI with speed control 3- Most menus optimized for higher FPS; combat and certain screens that contains pixel animations remain in low FPS for consistent retro pixel art aesthetic 4- Introducing single lane mission type, utilize all you learned when there's nowhere to run 5- New enemy perk to make conditional invincibility for further combat dynamics 6- New enemy perk to induce a self-destruct explosion 7- More tile assets added
Fixed 1- Repeating dialogue popping up after skip hint triggered 2- A crash caused by switching between the prologue and continuing the existing save 3- End of mission level up carried over to the prologue 4- Frame stability issue switching between different types of scenes 5- Frame stability issue for dialogue during combat 6- Memory leak in dialogue when there's animation playing 7- Memory leak when paused during combat 8- Enemy HP attribute not working correctly 9- Line wrap not working correctly after typing text effect injected 10- Various timers are not synced with the new high frame properly 11- Blood screen not working correctly 12- A potential crash in the menu 13- Flicker and glitches when there are double dialogue frames
Tweaked 1- Prologue combat balance 2- Enemy attributes adjusted 3- Typos, grammar issues, and rewording in dialogue
Build Update #DEC31 #103
Added
1- Added new chapter area: Jussieu. Including 3 new mission areas, 2 new combat backgrounds, and numerous new tile decorations. 2- New combat feature: Enemy wave spawn. Now you might need to defeat waves and waves of enemies if you drag the fight too long. 3- New enemy: SDX. They move slowly but attack with rocket-propelled punches and huge bombs. 4- New info tag for wave spawn missions added across all chapters. 5- Updated tile system to support upcoming usage of animated tile decorations in combat. 6- Updated buff system to support upcoming usage of crowd buff. Some enemies might get buffed up due to the influence of their allies. 7- Enemy leveling system reworked. 8- Added "ATK" and "DEF" tags in Info Pad for a clearer indication of what the numbers represent. 9- Grenade related perks. When equipped, enable attack right after a throw or throw right after an attack.
Fixed
1- Language support tools and functions reworked. 2- Patroc based wingmen not working correctly and causing a crash. 3- Wave spawn enemy not equipped with correct items. 4- Initial position for the player character can be assigned correctly now. 5- Enemy leveling not working correctly and piling up on certain attributes multiple times.
Tweaked
1- Some tile assets were reworked.
Build Update #NOV16 #102
Added
1- New wingman: Kurt 2- New wingman: Onery. Backer HeroU 3- New unit: Light Machine Gun Turret, SSP Chainsaw, SDX Powerfist 4- New chapter: Crystal Field, including 4 new mission areas 5- New mission area overlay and mission icon. You can see simple info displayed before heading into combat now 6- New Perk: Creature Hide, good for fighting against ranged enemies 7- STM damage and stun. Both player and enemy characters can do STM damage and be stunned when STM reaches 0. 8- Added dust animation effects to creature's heavy punch move 9- Added help screens for menu navigation and related gameplay 10- New mission type: Boss fight. Killing the boss enemy will end the combat 11- New enemy type: tossing hazardous objects (acid, crystal, etc) into the combat area with a lasting effect 12- Added hint of "Prologue Bonus Perk" in the game
Fixed
1- A crash caused by wingman weapon break 2- A crashes when using tacmap 3- A crash caused by grenade throw moves 4- A crash caused by stun 5- A crash caused by stun while moving 6- A crash caused by picking up items while all weapons are broken 7- Perk for wingman to pick up food not working 8- Player unable to move after stun 9- Cursor offset issue in evocatus menu 10- A bug that causes all attacks dealing STM damage
Tweaked
1- Tuned down multiple weapon durability loss rates, to make the high rarity weapons more useful 2- Money, perk, weapon drop in multiple missions edited 3- Crisis increase edited for repeatable missions
Build Update #SEP23 #101
Added
1- Reworked animation and code structure for throwable in combat 2- New enemy throwable attack type and animations 3- Control scheme for mission Area 4- More buttons to navigate mercenary UI 5- Penalty warning when returning to the title screen during combat 6- Penalty warning when returning to the title screen or withdrawing to map in the mission area 7- "+" sign as a level indicator in the weapon pad for upgraded weapons 8- Randomizer for LV Up attributes 9- Crisis HUD in dialogue 10- New perk drops in chapter 1 11- Boss and mini-boss added in chapter 1 12- Additional dialogues for chapter 1
Fixed
1- Mechanical character using a wrong material tag 2- Inaccessible grids for no reason 3- Dialogue line wrapping issues in a few locations 4- Wrong icons in UI control schemes 5- Wrong grid and tile layer issues 6- Typos in dialogue and descriptions 7- Mission countdown bar fissure issue 8- Friendly units getting removed without deploying 9- Wrong display in the system menu 10- Wrong perk reward in missions 11- Selling grenade crash the game during combat 12- Certain perk cards should drop only once 13- Display issue when switching weapons mid-attack 14- Cannot give more than 1 grenade for mission reward 15- Wingman reward not taking effect instantly in the prologue 16- Minor crash issue in the prologue 17- Other stability and crash fixes 18- Prologue withdraw disabled 19- Wingman menu crash after weapon broke in combat
Tweaked
1- Layers and object layout issues in multiple missions tweaked 2- Enemy spawn and item drop rate rebalanced 3- Mission rewards 4- Crisis HUD icons position tweaked 5- Perk Han-Banliang buff changed to AMR+10 6- Withdraw penalty now with a detailed number
Build Update #DEC31 #100
Added
1- Visual revamp for combat background and various UI elements. 2- Tutorial mode reworked into a new dialogue-heavy prologue. Player actions will trigger certain dialogue during combat. Also, rewards will be given based on how many dialogues are triggered in the prologue. 3- New progression design: Each chapter is represented in a different location. Each location has multiple mission areas. Finish mission areas to complete a location and move on to the next chapter. Currently, only 1 chapter is available. More chapters are already in production. 4- New weapon types and animations for player characters. 5- New way to inject more visual elements into dialogue. 6- New sound system in combat. Sound can be triggered by other conditions instead of only impact. 7- New perk system and more working perks that alter combat stats and behavior. 8- New economy system. Earn coins by defeating enemies and finishing missions. Earn credits by selling looted weapons in missions. 9- New wingman system that can be unlocked by spending coins on carbon copies of acquired characters. 10- New equipment management features, including refilling weapon durability with coins and upgrading weapons with credit and coins. 11- New food system. When using wingmen in combat, you can use a special perk to collect food for later use outside of combat. 12- New rarity and level features for items and weapons. 13- New level feature for player characters and enemies. 14- New mission types. Key missions progress mission area completion; Special missions hold better loot but could be more dangerous and have a time limit to access. 15- New mission area system. Spending too much time in mission areas during combat will result in the loss of unfinished missions. Loss of key mission will result in a reboot of the whole mission area, which raises a chunk of the crisis rate. Once the crisis reaches the limit it will be game over. 16- New death and retreat features. Getting killed during combat will make you drop all the loot you acquired within the current run of the mission area you are in. You can retry the same mission and retrieve the dropped loot or withdraw from the mission area with the loot before heading into dangerous missions. Sometimes it is better to withdraw with some loot and do some equipment management like refilling durability and upgrading gears, and then go back into the mission area with that extra safety and firepower. 17 - More visual aid on control scheme for both keyboard and controller in various screens.
Build Update #MAR14 (PC and Mac) #99
Fixed
1- Stamina won't get depleted
2- Tile appear in wrong layer
3- Key hints will follow battle hints [press Select/Tab]
Tweaked
1- Prevent picking up non-bonus type disk when duration is full
2- Normal disk has higher priority when picking up
3- Food has the highest priority when picking up
4- Fenrir's Mecha Assult Rifle is more durable
Build Update #MAR11 (PC and Mac) #98
Added
0- New sound effect system
? Not impact triggered anymore. More agile ways to assign SFX for different weapons
? Variations for certain weapon's SFX
? Impact SFX for different materials. Hitting on metal and hitting on flesh will sound different
? SFX assets Overhaul. Creating more sophisticated weapon effects in game. Still work in progress, will add more in future updates
1- Music pieces assigned for different combat environments
Fixed
0- Fail to load perk info from savefiles
1- Crashing issue caused by hero's movement
2- Rare crashing issue when picking item
3- Drop info UI display timing issue
4- SFX laging issue
5- Tacmap is repaired. It's having obstacle and foe display now. Use Shift/LB to active it
6- Hologram Grid is no longer covering corpses on the ground
7- Soldiers deployment issue
Tweaked
1- Attack animation overhaul. SPC unit is much more lethal!
2- Patroc is smiling
Build Update #FEB13 (PC and Mac) #97
Added
1- Meet the young Fenrir with his hacked Roquin mecha!
Fixed
1- Possible crash caused by a leaking problem [Mac and Windows]
2- Missing soldiers after auto-deployement
Build Update #FEB06 (PC and Mac) #96
Added
1- Don't have the money to resupply units? No problem! Try beat critical missions or impossible missions and get free units to your squad. Keep in mind though, if your units are piled up to 9 then the mission won't give you anymore. So, just use them up!
Fixed
1- Map was not refreshing when exiting inventory
2- Auto-aujusted deployed soldiers causing crash issue
3- Combat squad management saving issue
4- Wrong Effects layer issue
Tweaked
1- Units list in store edited. You can access the unit store at completed critical missions. The further you proceed, the more units you can get.
Major Build Update #FEB04 (PC and Mac) #95
Added
1- On screen hints and helps.
2- Temporary perks. These consumable perks will give you useful buffs in combat. For example auto-regen HP or STM.
HP Regen Card
Stamina Regen Card
4- Auto formation correct for Combat squad. If your formation overlaps with certain obstacles in upcoming combat, your soldier will move to the nearest open area automatically.
5- Death screen just became bloodier.
6- New Tile system. We can put dynamic or static objects on multiple layers now.
Fixed
1- Tutorial procedure corrected.
2- Possible crash on death.
3- Stutter in inventory screen.
4- Lagging mission tag in Map screen.
5- Hero getting damage for squad member.
6- Buff perks duplication issue.
7- Camera shake completely removed for good.
8- Tacmap and some tile conflict.
9- Tile layer issue in tutorial.
10- Map screen won't refresh when quit from squad UI
11- Cleaned up useless descriptions in mission
Tweak
1- Better performance (up to 1000 characters on the same screen).
2 years ago, our engine in Java could easily handle up to 2000 characters on the screen. Just like what we've done in Onipunks' Global Game Jam [2014] game "Sherry Must Die" [2100 monsters]. Also the old Java version of the C-Wars Alpha can handle over 900 monsters in one mission.
C-Wars is in Unity now and it has the same performance! Try the "Impossible" mission and fight up to 700+ mutants in one single combat!
2- Detect movement in sandbox in tutorial mode.
3- Larger combat backgrounds. 7x8 [was 5x8].
4- Compacted tiles and combat backgrounds. Characters and objects in battle will fit the map more correctly.
5- Remove tacmap area restrictions. You can put your soldiers anywhere in the field as you like.
6- Foundry removed from system buttons.
7- Drop item's blinking effect won't keep looping forever.