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Cascading Failure screenshot
Genre: Strategy, Indie

Cascading Failure

Cascading Failure Update 10

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
  • Increased Strike Drone detection range
  • Laser Pistol recoil reduction
  • Enemy Assault AI Progression Changes