We have another update for you guys! Update 1.0.4 was in Beta for a while, but it did not solve all the issues some people had. It also introduced a few new bugs. We decided not to put that build live, and instead focus on fixing all the issues. This means the new version is 1.0.5!
It's got quite a few fixes and changes, and some new content in the form of a few new scenarios and some unique units!
Added:
Several units that can be obtained through scenarios have been added.
Stats and achievements are now also tracked locally. Steam is still leading, this serves as a backup in case Steamworks does not run properly. It is also a requirement for a future DRM-free build.
Stats screen now also displays achievements!
Changed:
The game will now periodically continue to try to connect to Steam if it failed on the first time.
Adjusted boss Keeper spawns on Easy to have slightly lower tier weapons.
Adjusted Keeper drone unlock gained after defeating Andy to be slightly less powerful from the start.
Decreased game size on disk and memory even further.
Changed the MCV item/slot colour from Green to White to improve visibility for colourblind. -Thanks to user MBroek for assisting us!
Several changes to scenarios have been made:
Out of Fuel gives more fuel rewards, less parts.
Ashley always gives proper car. It has been made unique.
Flux Capacitor paying branch nerfed. Alternative added.
Unique hitchhiker vehicle added.
Unique Dandelion vehicle added.
Unique HotRod vehicle added.
Unique Golden vehicle added.
Unique KJLF vehicle added.
Some sidequests added to make you feel less bummed when screwed over.
Fixed some misinformation when buying resources.
Andy can now also join from being fought, rather than only when you help him.
Fixed:
Game should no longer lag severely on starting a new game after playing a previous game.
Fixed a nullreference error on completing scenario.
Scenarios should never deal too much damage.
Issue causing units to sometimes spawn in obstacles has been resolved.
An issue where a unit purchased in a shop would not show up has been resolved.
Units for sale in shops should now have a tooltip again. For real this time.
Units in unit swap screen in camp should now show their sell value.
MCV second HP should now display HP properly at all times.
Objective markers should now point to the correct location at all times.
Objective markers should now reset properly (old save games should update correctly too!).
Special tiles should no longer instantly spawn after switching biomes.
Double clicking certain buttons should no longer upset the statemachine
Units should no longer magically drive through/over obstacles.
Trvelling Light achievement should now unlock properly.
EMP Mine description no longer lies about collapsing shields!
Update 1.0.3
And another update! This time a lot of fixes, and a new unlock!
Added:
New unlock for achieving “Optimal Strategy” can be found in the unit selection screen!
Version number now displays in main menu.
Added small icons to items and slots to help identify item type. This is a first step towards full colorblind support.
Added 3 new scenarios.
Changed:
Adjusted boss Keeper spawns on Easy to have slightly lower tier weapons.
Adjusted Keeper drone unlock gained after defeating Andy to be slightly less powerful from the start.
Decreased game size on disk and memory even further.
Fixed:
Boss should now reset properly on starting new game.
Fixed several typos in scenarios and UI.
Quest objectives should now reset properly on game restart. – This should hopefully fix the issue of broken scenarios many people have reported.
Vsync now actually works!
Units for sale in shops should now have a tooltip again.
Units in unit swap screen should now always display the correct slots.
Cancelling upgrades in shop now cancels the stat change in the display as well
Steamworks should now always initialise as intended, no matter how the game is started.
Fixed an issue where a unit could drive through obstacles in the urban biome
Fixed an in issue where a savegame may become corrupted due to duplicate scenario objectives
Update 1.0.2
In this update we have (hopefully) resolved several performance and crash issues people experienced.
We've also added a new achievement and unlock that everyone should be able to get, as well as reduced general difficulty and frustrations people experienced, and generally made the game more forgiving on easy difficulty.
Added:
Several new graphics options which should help with performance issues on some system have been added:
Vsync toggle.
Car effects – Toggles tire tracks and dust clouds on/off. May help with performance on some systems.
Pixel perfect – Toggles whether the UI should snap to exact pixels. May help greatly with performance, but may cause UI to become blurry on some resolutions.
Added a “How to play” screen in ingame esc-menu detailing the basic game rules.
Added an achievement for completing 20 scenarios in total, with a new unlock! (If you already have completed 20 scenarios before, complete one more for the achievement to trigger)
Changed:
Adjusted many scenarios to be less extreme. You should no longer outright lose a unit or lose the game, unless there is ample warning.
Remapped hotkeys for unit selection and ability selection
Adjusted the amount of bolt gained on Easy difficulty to be slightly higher, especially early game.
Fixed:
Scenarios completed stat should now track properly.
Fixed several typos in scenarios.
Fixed item generation for units received through events. If you still see units with wrong items in their slots, please let us know!
Unit animation should no longer move independently from unit position. This occurred frequently on low-end systems and we will keep monitoring the situation.
If the last enemy falls off a bridge, it should no longer immediately end combat. Enemy units should no longer appear in camps after such an occurrence.
Reduced memory usage significantly, which should help with a crash issue on lower end systems.
Small patch for some issues
We have a small update with some fixes for issues people were experiencing.
Changed:
Scenario's causing insta-death to units have been adjusted to occur less often and feel less punishing.
Fixed:
Boss should no longer spawn in new game after losing or winning game.
Boss should always appear when all objectives are completed.
Privateer MCV should now have the correct decal.
Boss weapons should no longer do damage during game pause.
Camara offset issue in map screen has been resolved.
Some typos in items have been resolved.
Some typos in scenarios have been resolved.
Description of the Turbo item now shows the correct stat.
Release time tomorrow April 21
We’re happy to announce Convoy will be available from tomorrow, April 21, 2015 @ 15.00CET (6AM PST)!
When we started working on Convoy in the summer of 2013, we never dreamed of reaching the point where we are now. The enthusiasm we met during and since the Kickstarter campaign last November utterly blew us away. We can’t thank you enough for your support!
Though we hoped to release it earlier, we believe the decision to delay it by a few months was the right one. The game really has come a long way!
To make sure Convoy has the best launch possible, we'd love it if you could tweet, post, share, and tell your friends about Convoy!
Thank you all for your support!
Update 1.0.1
Day -1 patch? Yes! This mostly contains small fixes. We've also added another achievement!
Changelog:
Added:
Defeating the dragon will now award an achievement!
Changed:
The unlock with T3 raider units now also have an A.I.D. equipped.
Low Tech achievement now also unlocks if player used ramming.
Rebalanced several scenarios.
Fixed:
CarSwap now displays right info.
Ramming Weapons animation no longer over-extends.
Ship icon on map no longer blurry on game start.
Jackpots Won stat now tracked properly.
Saveing/loading in boss battle no longer breaks the game.
Camera should no longer offset in Main Menu after large explosions.
Version 1.0
This is it! We've made a few more adjustments since 0.9.7, and made sure it works properly. Unless there are any new issues, this will be the version everyone gets to play on Tuesday!
Changelog:
Added:
Added a rock formation obstacle that got left out in previous builds.
Added visual feedback to selected abilities on game pause.
Changed:
Changed the Bobcat and Gila variant colours a little.
Changed the unlock received for defeating the boss to include a Gila.
Nerfed the Keeper unlock units.
Fixed:
Fixed MCV HP not displaying correctly.
Fixed clicking through item/unit swap screen.
Fixed unit sidebar not updating correctly in map.
Ramming should no longer be exploitable when target cannot move.
Attack/move marker should no longer be visible in the main menu after game over.
Fixed map offset issue causing MCV to be placed in the top-left.
Update 0.9.7
Edit: And for some reason, our builds never seem to work on the first try any more... So for now we've reverted to the old build while we're working on a fix!
Another update with more fixes, balance changes and other stuff. This will likely be the last version before 1.0!
Aside from gameplay changes and fixes, in this build we've significaltly reduced the game's total size. Where it previously was around 2.1GB, the current build is around 1.4GB. We'd hoped to be able to reduce it even further, but are still happy with the result!
Again, we'd love to hear your feedback!
Changelog:
Added:
Upgrade buttons now have tooltips explaining what a stat and upgrade does. - Thanks HitmanN for the suggestion!
Added AI for repair drones, these can now also be used by enemies!
Changed:
Receiving random damage in a scenario is now a random percentage of unit's current HP instead of a fixed number.
Adjusted tooltip window width to make tooltips more readable.
Enemy units can now use more items
Enemies should no longer be able to equip double abilities or double passive items, preventing extremes such as double-shielded enemies, or double-mine throwers.
Adjusted map legend to be more clear.
Increased MCV shield size from 400 to 600 HP.
Increased Boss HP and AP slightly.
Adjusted the way score is calculated, and changed the GameOver/score screen to be more clear.
Fixed:
Saving game during boss battles (miniboss and final boss) should no longer corrupt the save file.
Bolt and fuel changes text should now appear in the correct location in all resolutions.
All buttons should now have the correct "click" sound.
Fixed dust trailes visible in fade.
Update 0.9.6
Edit 2: Hotfix has been deployed! Now at v0.9.61. Addition changes:
Added Stats to death screen and in main menu!
Fixed Laser beam animation becoming stuck on MCV stun
Edit: ...And we broke it! Reverted to old build, hotfix is underway!
We have a small update with balance changes and some more fixes!
Added:
Mk2 Shield with 200 hp - Old Mk2 is now Mk3
Changed
Keeper units (Andy's droogs & boss units) are now more challenging.
Adjusted enemy strength to take selected difficulty into account.
Increased difficulty of high-level events
Changed fuel loot to a flat income instead of depending on event level. Fuel scarcity should now be more equally distributed throughout a play through instead of being very scarce at the start and plentiful late game.
Adjusted bolts income to be dependant on selected difficulty. It is now slightly higher on easy difficulty and a little lower on hard.
Changed intro explosion sound to a more "spacey" version
Fixed:
Performance issues on unpause should no longer occur.
Biome and terrain should now be correctly read near the edge of the map
Teleporting issue near map edge should no longer occur.
Combat should now always have the correct enemy faction.
UnitSwap and ItemSwap screens now disable dialoge boxes, preventing potential loss of units/items.
Fixed issue where boss music would start and immediately fade out during boss battle.
Small hotfix for start game balance issues
Since adding shields to the items enemies can have at low tiers, it was a bit too difficult at start game.
The following changes have been made to fix this:
The default layout has been changed. The Sidewinder was switched for a Bobcat with a utility slot
The default MCV now has an EMP gun instead of a mine thrower