In this patch we are releasing the Cliffside Map Rework. This is an exciting rework as it changes the map dramatically while still keeping the core gameplay of the map the same. Fights in the open laneways around the map, as well as tighter combat zones within the city have been changed to offer more combat options and better holds. Walkers and Mechs can now enter the Server Room as the hallways have been expanded to allow their passage. This allows for some interesting dynamics when holding that location, as well as when attempting to pass through when assaulting.
Assault is a little more balanced with the main base locations having large defensible walls to protect the main generators and core structures. Player vs Player is also improved in that regard due to the fact that the objective can no longer be long range sniped. This openness and extra cover options around the map enables the better use of the heavier vehicles such as Walkers and Tanks which were previously not as reliable as going for mass infantry strategies. Some extra height to the map within the city with the ability for infantry to get into the buildings as well as on top of them allowing for some extra changes in the dynamics within the city.
We hope you enjoy the new and improved Cliffside map and as always, thank you for Supporting the Development of Cascading Failure.
New:
Cliffside Map Rework. New cliffside map. Better city, updated graphics and improved combat lanes.
AI change for Attack Move. AI will now sprint if ordered location is of a great distance from their current location.
Fixed:
Fixed a bug with camera drone control reference on dead players.
Camera Drone pad death will now cause Camera Drone to die with the Pad.
Engineer repair radius check was picking up nearby structures. Reduced check radius.
Engineer Build location Z level check adjusted.
Adjustments
Sprinting will now end reload early. This should stop players getting in a semi stuck state when trying to run for cover.
Engineers will now get closer to build target.
Engineers will no longer shuffle strangely when building a structure close to their location.
Cascading Failure Update 9 (MAJOR)
Welcome to the new year of 2021. We have been working hard over the last few months and have a nice big content drop in this patch. We are introducing new vehicles for both factions as well as a new Company, for weapon unlocks. For IFAF we have three variants of Tanks to fit multiple scenarios and hopefully bring some much-needed Armour columns to the IFAF arsenal. The CC have been given Siege Mechs. These Quad walkers are designed to be mobile emplacements, once deployed they will use their main fire mode to destroy or defend locations.
Alongside the new vehicles we have added a new game mode just for you! Player vs Player is here as per request. This will allow you to go up against your friends to see who will reign supreme. If people enjoy the Player vs Player mode, we can look into a match making system for those who are not on the discord. If you join the ‘Looking For Group’ group on discord you can find matches from our regulars and even us for all game modes.
One thing that was made apparent in matches is that the late game of Assault and PVP can get quite slow once the maps resources start to run on empty. To remediate this, we have added a new structure called the Power Converted. A heavy cost in power and a very minimal resource generation, they are designed to fill that gap of resources towards the late game. This new structure is also very useful for Wave Defense as you will be able to passively generate resources for repairs and replacements.
Our last major update is that Refinery has been reworked. We did not like how some of the combat lanes were being formed and have made alterations to give players a better experience in some of the harder locations to hold. The map has also had a small visual update and rework.
We hope this update gives you a lot to work with and that you are able to enjoy final being able to take on your friends and foes alike!
Thank you for Supporting the Development of Cascading Failure.
New:
Players can now select their colour when in the lobby
New Game Mode: Player vs Player game mode added, 1v1 or 2v2 supported across all maps.
New Structure: Power Converter
Cost: 380, Requires 4 Power to operate
Produces 2 resource every 5 seconds.
New Research: Regulated Power Conversion
On Researched upgrades all Power Converters to produce 1 to 1 with power consumption.
New Research: Siege Mechanics (allows production of Siege Mechs)
New Research: Advanced Mechanics (allows production of Tanks)
New CC Vehicles
Rocket Siege Walker
Un-Sieged: Shoots single micro rockets at enemies
Sieged: Shoots a barrage of micro rockets at enemies
Slug Siege Walker
Un-Sieged: Shoots slow micro rockets at enemies
Sieged: Shoots a High Damage Slug Shell at enemies
Anti-Air Siege Walker
Un-Sieged: Shoots standard minigun at enemies
Sieged: Shoots Duel Pulse Laser rounds at Air Units and Drop Pods
New IFAF Vehicles
AAV Tank: Equipped with Cannon and Machine Gun
AAV Rocket Tank: Equipped with Duel Rocket Pods
AAV Anti-Air Tank: Equipped with Homing Anti-Air Missile Launcher
New Gear Unlocks:
IFAF Engineer Helmet, Tier 6 Company Unlock
CC Engineer Helmet, Teir 6 Company Unlock
New Company: Wolf Gang Defense
New Weapon: WGD PFW
New Weapon: M1048 Shotgun
New Weapon: WGD RPG
New Weapon: M243 Autogun
New Order: Siege & Un-Siege Mech
New Order: Follow Unit, will order selected units to follow the targeted unit
Fixed:
Strike Drones will now engage enemies without being first fired upon
Missing menu sounds for buttons updated
Lobbies will now display Map and Game Mode correctly
LOD's now work correctly on Infantry
LOD's apply correctly to Drop Pods
BD Enforcer Tracer effect correctly displays direction
Adjustments:
Refinery Map rework:
Visual updates and Combat lane update
Extra Resource point added near Cliffside Base
Settlement Map changes:
Gold Mining point moved to the low ground under the center point bridge
New Standard Mining Point added in place of old Gold Mining Point.
Strike Drone Platform cost reduced from 300 to 250
ICW Weapon sounds and animations changed
IFAF PDW sounds reworked
IFAF Elite Rifle sounds reworked
CC Carbine sounds reworked
Mining Base now supports two modules, a small slot for the turret and a medium slot for the Advance Mining Base
CC Mine Damage Increase from 280 to 1000
CC Mine Damage Radius Reduced from 300 to 160 (enough for a single target)
CC now have their own dropship for Wave Defense
Dropships now drop all mech and tank variants
Assault AI will build all new mech and tank variants as well as research
Engineer Changes:
Engineers will now sprint to build location
Move & Hold command will auto default engineers to repair structures
Sprint will now default to repair structures once location is reached
Repair can now be targeted on a unit and will snap to that unit
Cascading Failure Patch
Just a small update this week as we are working on some larger items!
Fixed Fences on Cliffside and Crossroads
Engineer Repair Arm availability to classes fixed
HUD changed for Heavy Engineer when Repair Arm equipped.
Engineer can now place Three mines
Strike Drones now spawn to defend enemy Bonus Objective points
Strike Drone AI pathing adjusted to fix reload issues