The crowdfunding campaign has officially concluded. Thank you all!
with a final total amount of: HKD355642. Regarding DLC5: We will still make it even though we didn't reach the goal. Regarding the specific schedule and form, it will be determined after DLC4 is completed.
Please stay tuned to your Kickstater messages, as we will be reaching out to you in the coming days regarding the distribution of rewards, customization, joining the community, and other related matters.
v1.2.1863 update list
Mechanics Optimization
●Optimized explosion-related effects and mechanics, including:Re-adjusted animation effects to prevent the explosion animation from disappearing before it finishes playing. ○Shortened the duration of explosion judgments to resolve the issue where players could easily be harmed by explosions upon enemy death. ○Adjusted the judgment for receiving multiple explosions simultaneously; previously, only one explosion damage would be received within 0.2 seconds, making some weapons with multiple explosion effects (like scatter cannons and cluster bombs) underperform. Now, each time explosion damage is received, a mark will accumulate on the hit entity, with a maximum of 6 marks. Once the marks are full, no further explosion damage will be received. Marks will decrease at a rate of one every 0.33 seconds.
General Optimization
●Claire's skill "Power Arm Overdraft" has been modified to fit the new melee mechanism (damage increased by 500% within 5 seconds, knockback increased by 1000%). ●Beautified the button for deleting save files. ●Modified the prompt text for leaving the dormitory. ●Optimized the resolution settings UI, added frame rate limits and vertical sync settings. ●Optimized save file loading performance. ●Optimized AI firing judgment performance.
Bug Fixes
●Fixed an issue where achievements related to mounted objects were incorrectly counted as head-mounted objects. ●Fixed an issue with abnormal module display on turrets. ●Fixed the merging issue for shoulder-mounted weapons: Tracking Core and Tracking Amplification Core, which could not properly merge. ●Fixed the judgment issue for melee weapon gloves. ●Fixed the problem where the Electromagnetic Grenade's explosion did not trigger paralysis effects.
Mod Support
●Fixed the issue of loading external audio files with mods. ●Fixed the problem where local mods would sometimes not load when workshop mods were present. ●Fixed the issue where special bullets incorrectly replaced original bullets. ●Added support for mods for custom Sword Energy. ●Changed the initial lock time function for weapons to be stackable. ●Added a function for rapid-fire weapons. ●Added a module restriction function Group, where modules in the same group cannot be installed simultaneously. ●Added functions to restrict attacking intervals and reload times.
Crowdfunding is currently underway, welcome to follow!
Completely redesigned the melee weapon system. Melee weapons no longer use a magazine mechanism, but instead adopt a light strike ->combo mechanism. Added "Sharpening" and "Resilience" mechanisms, allowing continuous melee attacks on enemies to cause stun effects and deal significant damage.
Remake modules for each melee weapon
Power Gloves——The gloves have a low damage output but can knock back enemies. [Combo attack]Perform a large-scale heavy strike after multiple light strikes
High-Power Gloves——Its heavy weight allows for higher damage output and knock-back range. [Combo attack]After several light hits, smash the ground and cause a short time stun to the enemy
Lightsaber——Slashes targets. [Combo attack]Perform a large-scale heavy strike after multiple light strikes
Photon Naginata——Slashes targets with faster speed. [Combo attack]After multiple light strikes, perform a multi-stage slash ahead
Lightning Ax——Slashes enemies in a large radius with adequate strength damage. [Combo attack]Perform a large-scale heavy strike after multiple light strikes
High-Power Lightning Axe——Slashes enemies in a large radius with high strength damage. [Combo attack]The final attack can release powerful sword energy
Light Spear——Thrusts enemies. [Combo attack]The final thrust will cause the body to sprint forward
Light Gun——Thrusts enemies. faster than the light spear. [Combo attack]After several light strikes, perform a multiple spikes in front of you
Light Halberd——Thrusts enemies with Long range. [Combo attack]The final attack can release powerful sword energy
Electric Wakizashi——Capable of slashing multiple times in a certain radius. [Combo attack]Normal attack and Combo attack can both deal a sword energy
Super High-Power Gloves——Its heavy weight allows for higher damage output and knock-back range. [Combo attack]After several light hits, smash the ground and cause a long time stun to the enemy
Lightsabre S2——Slashes targets. [Combo attack]The final attack can release powerful sword energy
Photon Naginata M3——Slashes targets with faster speed. [Combo attack]After multiple light strikes, perform a strong multi-stage slash ahead
Lightning Axe M——Slashes enemies in a large radius with adequate strength damage. [Combo attack]The final attack can release powerful sword energy
High-Power Lightning Axe M——Slashes enemies in a large radius with high strength damage. [Combo attack]Normal attack and Combo attack can both deal a sword energy
Light Spear S——Thrusts enemies. [Combo attack]The final thrust will cause the body to sprint forward and deal a heavy strike
Light Gun S——Thrusts enemies. faster than the light spear. [Combo attack]After several light strikes, perform a strong multiple spikes in front of you
High-Power Light Halberd——Thrusts enemies with Long range. [Combo attack]Normal attack and Combo attack can both deal a sword energy
High-Power Electric Wakizashi——Capable of slashing multiple times in a certain radius. [Combo attack]Normal attack and Combo attack can both deal a sword energy and the last sword energy is enhanced
Optimization of Shoulder mount weapon System
The shoulder mount weapon system has been redone and can now be strengthened. The original shoulder mount weapon mounting position has been replaced with a "head mounted component".
Add Gadgets for shoulder mounted weapon
SMW Magazine
SMW torque
SMW Explosion Damage Module
SMW Blasting penetration module
SMW ArP Module
SMW Salvo Module
EMP amplification module
EMP combustion module
Add Fusions for shoulder mounted weapon
SMW Explo Element core
SMW Kinetic Element core
SMW Magazine core
EMP amplification core
Tracking core
SMW Salvo core
SMW Kinetic Explo core
SMW Explosion Damage core
Add Head-mounted object
Riot Helmet
Seismic helmet
Durable seismic helmet
Tactical night vision device
Auxiliary sight
Function optimization
Optimization of synthetic system
The synthetic system will display the conditions for unlocking the formula more clearly.
In non Story Mode, the synthesis system can consume honor points to unlock recipes in advance.
Optimized the synthesis formula and added more items to the synthesizable items
The display of unlocking new formulas has been optimized.
The items in the Disassembly factory can be retained and not emptied.
Optimization of perimeter missions
Added a retrievable cargo box in Perimeter Missions.
The value of the cargo boxes are higher in the high difficulty Perimeter Missions.
It is possible to dismantle the material box in the Disassembly factory to obtain materials.
Optimization of strategic weapons
Strategic weapons can be upgraded.
Can equip multiple identical strategic weapons.
Optimized the effectiveness of strategic weapons.
Several new strategic weapons have been added
Aerial Frag Bombardment
Carpet Frag Bombing
Saturation Frag Bombing
Aerial Armor-Piercing Bombardment
Accurate Armor-Piercing Bombing
Surgical Armor-Piercing Bombing
Other optimizations
The absolute values of rotation speed and movement speed are displayed on the Mech panel
Optimized the display issue of the Sentiments panel
Optimized the numerical display of books/TV programs
The prompts on the prop details panel have been optimized to display more prompts
BUG Fix
Fixed the issue of missing perimeter target names in some areas.
Fixed bug where upgraded weapons do not have average durability.
Fixed the display issue of turret accessories in city defense pannel.
Remove some items that should not be displayed in the Resource Center.
Fixed a bug where some UI can be dragged horizontally.
Fixed the bug where the Riot shield did not work when standing behind a sandbag
Crowdfunding is currently underway, welcome to follow!
The main goal of this crowdfunding campaign is to raise funds for multiple DLCs in the form of customization and pre sale for DLCs.
We proposed this crowdfunding concept at the beginning of this year and gradually improved our plan over a period of nine months. https://store.steampowered.com/news/app/2055050/view/4581937714014197804?l=schinese
During this period, multiple rounds of significant updates and the production of a DLC were also carried out. I hope these can provide you with a foundation of trust in us.
Hello everyone, the final date for Crowdfunding has been set for September 20th Welcome everyone to follow the crowdfunding page to wait for the official start
Previous Review: Why We Started Crowdfunding https://store.steampowered.com/news/app/2055050/view/4336488362952769021
Previous Review: Regarding the Subsequent DLC Plan https://store.steampowered.com/news/app/2055050/view/4581937714014197804
This year has been full of ups and downs, but we never expected to come all the way here, which is full of emotions. We would appreciate it if you could surport us and we will also release the latest detailed timeline for DLC development as soon as possible.
Featuring one of the main characters, Kuroku, this DLC narrates her journey from graduating from the training facility to joining the main team. New Gameplay: Stealth Mode. Focuses on stealth and perimeter missions on the outskirts.
Second DLC - [Title Pending]
Focuses on the personal story of San, detailing her experiences after entering the Cavalry Pilot Academy. New Gameplay: Arcade Mode. Features duels and Boss Rush challenges.
Third DLC - [Title Pending]
Centers on the backstory of Ocher, chronicling her initial induction into the assassin's guild. New Gameplay: Dungeon Mode. focuses on dungeon exploration with roguelike elements.
Fourth DLC - [Title Pending]
Focuses on Claire's personal story, detailing her experiences after leaving the military, her encounters, and her eventual return to the armed forces. New Gameplay: Command Mode. Emphasizes strategic dispatch and real-time tactics.
Fifth DLC - [Title Pending]
Narrates the post-revolutionary story of the protagonists, focusing on their guerrilla warfare behind enemy lines. New Gameplay: 1. Large map operations allowing for triggering stories, resource gathering, and combat on the map. 2. A hybrid of all previously introduced gameplay modes.
[BUG] Fixed the issue caused by City Defense in the Sneak Mode Fixed the issue caused by Accelerate in Sneak Mode Fixed the issue caused by combat units not holding weapons Fixed the issue of temporary failure when hidden in smoke Fixed the issue of triggering element reaction failure in arc weapons Optimized the performance of thunderstorms [MOD] Fixed the issue of characters appearing in the lounge in the MOD interface An interface has been added to increase the total number of magazines Added interface for initial weapon preheating time
Brown Survivor Green Survivors Red Survivors Yellow Survivor Blue Survivor Rising Star Unyielding Spirit Eternal Legend City under siege Bloody Lonely City Last Blood Infiltrator The Night Reaper
Bug
Fixed the issue of incorrect sound channel during close combat weapon reloading
Fixed the issue where some items displayed two types of Scrap Iron metal when synthesized
Fixed the issue of some plot text hyperlinks
Fixed the issue of the Airdropped Machine Gun Turret not disappearing
Fixed some adaptation issues with the achievement UI
Fixed the issue of not generate enemies in the final battle
Fixed the bug where training in front of the city gate failed to generate an mech
Fixed the issue of incorrect positioning of Sharp Shields on some mech equipment
optimization
Optimized the issue of lighting priority to improve performance
Non removable items can be repositioned within the slot
When flipping pages in the warehouse, hold down the left shift to flip 10 pages at once
Optimized the firing logic of AI when lifting Riot shield
Optimized the enemy generate rhythm and the number of bosses in the final battle
MOD
Tags of Non-removable takes effect on the fusion module
Determine whether to play the reload sound effect in the Reload field of the weapon table
Dear players, hello! After nearly six months of preparation, our warmup for crowdfunding campaign is finally about to begin its preview phase. We expect to release the detailed plan within a month. In short, we will be crowdfunding for four character DLCs and one large expansion DLC, through the creation of some merchandise and in-game naming and customization content.
First DLC
As you all know, the first DLC has been released and is available for free play. Our intention was to provide you with a reference, giving you a general idea of what the subsequent DLCs will be like. If this has managed to build your anticipation, we are truly delighted. https://store.steampowered.com/app/2747070/DLC/?curator_clanid=42620129
Why Crowdfunding
As for why we are choosing to release our subsequent projects through crowdfunding, the reason is quite simple: we are running out of funds. To be precise, the budget for the "Iron Cavalry Girl" project was exhausted six months ago. Up to now, the game's sales revenue has barely covered the three-year development cost and is insufficient to cover the additional costs of nearly a year of continuous updates after the release, let alone the many subsequent projects. However, on one hand, many players have given us encouragement and support, hoping to continue experiencing the subsequent content; on the other hand, we ourselves still have many ideas that have not been fully realized and many optimizations that have not been perfected. Therefore, we want to try crowdfunding to see if we can continue this project. If funding permits, we will continue to realize our subsequent plans, just as we have continuously optimized and updated over the past year.
Detailed Crowdfunding Plan
Since our players come from all over the world and in considerable numbers, we will launch crowdfunding warmup simultaneously on three platforms:
As long as the total amount raised on all platforms reaches the cost of producing the respective DLCs, we will officially start the subsequent projects. We will announce all subsequent crowdfunding funds and the expected cost of each DLC to ensure complete transparency throughout the process.
If you have appreciated the numerous free updates and our attitude over the past year, we hope this can be another opportunity for you to continue trusting us. Below is our past schedule and update list: ——>>List of updates for the past year<<——
Currently, the crowdfunding pages on each platform are in the preview stage. If you are interested, you can follow the project, our announcements, and various community platforms to get the latest information when crowdfunding officially begins (expected to officially start within a month).
Thank you for reading this far and for your attention. We hope we can embark on an even longer journey together.