This is the first release candidate version, meaning we're very close to a final release build!
In this version we did a complete UI overhaul which solves a lot of issues with different resolutions on certain monitors, as well as other issues. Sadly, it has likely also brought a whole bunch of new issues…
Besides that, we've added the final last few features, did a load of rebalancing in the loot tables and weapons, and fixed a lot of bugs. All game breaking bugs we're aware of should have been fixed!
We would really like some feedback from alpha backers as we're entering the final week before release, and we want to release the game with as few bugs as possible!
Changelog:
Added:
Implemented end game/credits animation
Added descriptions to units
Added descriptions to unlocks
Added/fixed descriptions to items
Tutorial now explains ramming
Added feedback to ability buttons when MCV stunned
Added feedback animation when parts are delivered to ship
Changed:
Art for several units and MCV variations changed
Weapon cost and balance adjusted
Loot tables now give more items, relative to difficulty
Fuel should now be scarce throughout the game and not just in the early stages
Fixed:
Enemies should no longer get stuck outside the map
Keeper units should no longer impact terrain incorrectly
Mines and wrecks should no longer fail to explode
Nasty bug where projectiles would sometimes impact multiple times resulting in insta-death should be resolved
Split the intro background and map screen into several parts, which should fix a rendering issue on some Mac platforms
Fixed loads of other issues
Convoy Release Date
After more than a year and a half of development, a successful Kickstarter, some delays and many lessons learned, we're very proud to announce that Convoy will launch through Steam on Tuesday, the 21st of April!
To celebrate this announcement, Roy has made a new trailer:
Youtube
The initial release will include the PC and Mac version on Steam. After launch we will work on adding Linux support, finalizing the Scenario Editor and adding mod support.
We want to thank everyone for their kind support and patience, it’s been an amazing journey!
These next few weeks, we’ll be working very hard to polish the hell out of the game and get it ready for release.
Update 0.9.41
Hey everyone, small update here with fixes, new unlocks and a new MCV/boss death animation.
Added death animation for MCVs and boss
Added several new scenarios
Added achievements for defeating the boss on medium and hard difficulty
Added 3 new MCVs: Alternative versions of each faction's MCV. Unlocked through completing medium and hard difficulty, and for achieving Omek Explorer
Added autosave on application quit, preventing players from savegame exploiting
Changed distance traveled for Omek Explorer achievement from 2000KM to 6000KM
Changed stats tracking to no longer track stats in the tutorial
Fixed Plague Cure scenario objective causing game to become stuck
Fixed several typos in scenarios
Fixed a bug where fuel spent stat would continue to accumulate when the player was out of fuel
Fixed bug preventing tutorial from completing
Fixed issue where player could get stuck in tutorial by running out of fuel
Update 0.9.4
We have a small update with some fixes for several scenarios and new miniboss battle scenarios.
Changelog:
Added:
- Scenarios/main quests for 3 minibosses
Changed:
- Audio FX now pauses on game pause. Voice and music does not pause.
- Rebalanced repair amounts. Always repairs HP & AP at the same time (before AP would only repair if HP was full). Cost = $5 / 200hp, 10ap.
Fixed:
- Several scenarios should no longer result in frozen game state and/or bug out.
Update 0.9.3
Hey everyone, time for another Alpha update!
In this update, we've (re-)introduced the boss, implemented Achievements, and added unlocks. Units and new MCV's can be unlocked by completing achievements. Most achievements unlock something, but some are just there for bragging rights. See below for the full list of achievements and unlocks, as well as other changes.
Achievements: Achievements can now be unlocked through gameplay. Descriptions for unlocks are not yet displayed ingame, so please refer to this list to see which achievements unlock stuff.
Note: All stats and achievements will likely be reset in the next few updates and on launch!
Format:
Name
Description
Unlocks units or MCV?
Made It
Defeat the boss
Unlocks Units
Destruction
Kill 35 enemies in a single run
Unlocks Nothing
Termination
Kill 250 enemies in total
Unlocks Nothing
Annihilation
Kill 1000 enemies in total
Unlocks Nothing
Lucky Fether
Win the jackpot in the Lucky Peacock slotmachines
Unlocks Units
Omek Explorer
Travel 2000 KM in a single run
Unlocks Nothing
Techno Troubles
Defeat the TORVAK miniboss
Unlocks MCV
Roughneck Rampage
Defeat the Raider miniboss
Unlocks MCV
Plundering Pirates
Defeat the Privateer miniboss
Unlocks MCV
Finders Keepers
Defeat Andy
Unlocks Units
Optimal Strategy
Kill an enemy without taking any damage
Unlocks Nothing
Out of gas
Get shot over a compression coil
Unlocks Nothing
Gas Guzzler
Spend 10,000 fuel in total
Unlocks Nothing
Sole Survivor
Win 10 consecutive battles with only the MCV in your convoy
Unlocks MCV
Prime Customs
Fully upgrade 4 units and the MCV in a convoy
Unlocks Nothing
Speedrun
Defeat the boss without doing any side objectives or radio signals
Unlocks Units
Bumper Cars
Win a combat without firing a shot
Unlocks Units
Close Combat
Defeat the boss without firing a shot
Unlocks Units
High Tech
Defeat the boss using only Laser, Plasma and Railgun weapons
Unlocks Units
Low Tech
Defeat the boss using only Machine Guns, Cannons and Rocker Launchers
Unlocks Units
Travelling light
Defeat the boss with only light vehicles
Unlocks Units
Big Haul
Deliver all ship parts in a single drop
Unlocks Units
Repo Man
Steal some vehicles from a TORVAK base
Unlocks Units
Friendly Fire
Have an enemy unit kill another enemy unit
Unlocks Nothing
Scrooge
Have 2000 bolts to spare
Unlocks Nothing
Changelog:
Added
Implemented Steamworks - Stats and achiements are now tracked through Steam
Added handling and range boost passive items.
Added several new unit voiced, removed some old ones. Total is now 5 different voices.
Added several ramming items.
Added MCV shield item
Implemented boss fight
Implemented minibosses
Added several new tiles in urban biome
Added new camp background for urban environments
Added several new road hazards for urban environment
Changed
Updated several bridge textures
Changed "Warning Skull" icon to better version
Changed main quest icon on map
Changed item descriptions to better show its stats using color coding
Fixed
Keepers should now spawn correctly
Exiting game during combat should no longer allow player to skip combat.
Fixed bug causing sprite animations to loop through frames in wrong order
If you're in London next month, drop by to meet us, hang out, and play Convoy!
Update 0.9.2
Hey everyone, time for another update!
As we work our way towards the release, we're implementing the final features. In this update we bring you more environmental hazards such as rock walls and power lines.
With these added, only the boss battle and unlocks remain as features that need to be implemented. That said, February is coming in very fast and we'll have to see how quickly we can get things ready... We'd rather delay the release by a few weeks than rush things out the door. Exact details will follow...
There are still a lot of people that have issues with the Mac version, these problems are all UI related. We have decided to stop trying to fix these issues for now, and tackle them once and for all in a major UI overhaul. We'll work on this once the final features are implement.
Changes in this build:
Added:
Rock formations
Pathfinding avoid terrain hazards
SFX and VFX to ramming
Grinding. Ramming an enemy into a wall will start a grinding move, dealing double ramming damage
Changed:
Unit hitboxes improved to deal with terrain hazards, ramming, etc.
Several audio effects have been updated to their final versions.
Stat of various unit and items adjusted to improve balance
Enemy spawn tiers adjusted to improve balance
Fixed:
Environmental detail should no longer intersect with UI
Fixed crashbug related to spawning random cars in scenarios
Various bugs
Update 0.9.1
Just before Christmas, we bring you this update!
It includes some very big changes to the way units are handled which is a first step on the road to mod support. We've also introduced the first versions of environmental dangers in the form of bridges (We haven't told the AI yet...), and gave units a (random) voice.
Merry Christmas!
Added:
Bridges! Disclaimer: enemies are not yet aware that driving into a ravine is a bad move, your own cars are also not aware of the ravine... Be careful!
Voices added to units. Units have a random voice for now, so it is possible Mr. Bad Max is actually a woman... Most of these voices are placeholder for now and will be improved! Players can also use their own voicepacks by adding their pack to the existing ones.
Several scenarios added
Changed:
The way units are created has been completely overhauled. This completely changes the way units are created, allowing for more dynamic unit creation. This is also a very important first step towards modding in the future.
All units have been recreated using the new system. They now have more distinct stats as well. (They'll likely get a few more balance passes in the future).
Fixed:
Side quests with more than one node should work again
Main menu icon has been fixed and now uses the correct font
Fixed many bugs!
Mac build live!
Edit: Hotfix for savegame issues has been deployed!
Good new everyone! The Mac build is now live :D
We'd love to hear your feedback!
Oops! - Workaround to start game
EDIT: Fixed! Default branch works again.
It seems I (Sander) made a boo-boo when we tried to get the Mac build online! :(
You should be able to start/play the game by selecting the [beta] branch!