In the last update (55.2) I fixed an issue where a follower could get stuck trying to pick up loot in a location "boxed in" by cover. Then it was reported that in fact, it wasn't fixed, but i just allowed them to teleport to the loot but they couldn't get out. Now that problem should be resolved.
I also noticed that the wrong ammo icons were appearing on weapons and ammo/etc items so that is resolved.
55.2 - Even More Bug Fixes!
Hey all, I'm back with some more bug fixes that have been reported. Let's get right to it:
Merchant screen "Tier" display on some items was not showing up correctly
Combined Arms was activating after a "return fire" from an enemy on an overwatch
During a Run n Shoot, if the character spotted an enemy, an extra action point was being granted
Sometimes followers trying to retrieve an item that is blocked by cover were getting stuck.
Swapping controllers during gameplay was resulting in UI input not working
One other note:
Enemy movement is still occasionally causing a soft lock. I couldn't nail down what was causing this but i made sure that the bug reporting button was accessible (it was actually disabled during enemy turn whoops) so if anyone sees the issue, please let me know with a bug report!
When zoomed out on some levels at certain resolutions, the screen would shake when moving the camera. Now the screen movement will lock in a direction that is entirely contained in the viewport, which should prevent this sort of thing.
On the Sub capture mission, if the party gets down to one character then the mission is a failure (even when one gets revived). fixed this to not fail the mission but not allow it to be completed if you are down to one character which allows for revives to happen.
Changing the input bindings in some cases was resulting in them not being saved. I made a change that should resolve this even though I'm not 100% sure of how the issue was happening i did have an example so i'm fairly sure this is fixed now.
I'm still working on a few things for a later 55 update, so if you see bugs, please report them using the in game tool or feel free to drop suggestions. Same disclaimer as last time in that I'm not really looking to add content that would require translations or new art.
Build 55: Bug Fixes!
Welcome to Build 55! I'll probably do a few more updates to this build over the next month. More on that below but first here's the change log for 55.0.0
Fixed the annoying "auto revive" soft lock issue many of you have reported. This was a tricky one to figure out but it ended up being a pretty small fix once i zeroed in on the case where the error was happening.
Using the active skill Boost Aim in conjunction with a Grenade Launcher was not giving the anticipated bonus to damage. This has been resolved!
Grenades were not able to do critical damage. This has also been resolved and they should now inherit the attackers critical chance (and any bonuses)
For future Build 55 updates, i am considering a few things:
Some work on the enemy AI which i have been talking about and working on for a while but have just not made sufficient progress to result in an actual update. Will take another look at this one and see what can be done. No promises though!
Adding controller rebindings
Add an additional setting for HUD size and/or zoom
I'm happy to hear additional suggestions for changes for this update, but here are some things I am NOT considering:
New map types. Partly for technical reasons and partly because I am saving any new content for the new game i am working on.
New story/enemies/weapons/items. Mostly I don't want to have to get more stuff translated. But also the new content thing above.
Small bug fix for windowed issue
An issue was reported affecting users playing in windowed mode causing delays in the turn changing.
Bug fix update to Build 54
Hi everyone! I thought I had resolved the overlay grid disappearing issues but have gotten a few reports of another case I must have missed. I still can't reproduce it exactly but I see the error in my logs, so i did some minor refactoring to try to resolve it. We'll have to see if this does it.
Full change list - Overlay grid still not appearing every once in a while so did a small refactor of the code to try to fix it - Firing on an enemy in low alert with the Wrecker's area aiming could kill the enemy without alerting the other memebers of the pod - Cancel button on the control remapping screen was not being translated - A few things on the main menu were not updating when the language was changed - Updated Icelandic and finally added Alliat to the credits for his work on translating it
Bug fixes Update plus adding Icelandic language!
We're still interested in bringing new languages to Depth of Extinction. Community member Alliat was kind enough to volunteer to do the Icelandic translation for the game. If you are interested in doing (or contributing to) a community translation, please join our Discord and request the translator role! Thanks so much to all our community translators for helping us expand the audience that can play Depth of Extinction. Right now we also have Japanese (thanks Kui), German (thanks Barba-Q), Spanish (thanks Emanuel) and Simplified Chinese (thanks xiaojinzhu) and we would love to add more.
New Stuff
Added Icelandic language (thanks to our community translator Alliat)
Added a new Raider boss for the insane missions in the Cultists area
Default action for follower characters in defensive mode changed to Defend instead of Overwatch
Bug Fixes
Fixed a bug that results in a soft lock when a character with an "auto revive" skill is killed by an enemy "return fire" skill
Fixed an issue causing the movement overlay to sometimes not appear
Pirate enemy icons not appearing
Missed translation on Mission Loadout "no equipment" box
Keyboard shortcuts for Change camera zoom and end turn were not working correctly
"Get Low" skill was triggering when movement was interrupted and second action was something other than movement
Small Balancing Update
In the Localization Update, I added a "secondary enemy" faction to each area. Unfortunately, I should have tested that just a bit more because the "easy" and "medium" Cultists were a bit too hard for most players at the early stages of the game. It's certainly interesting letting you get a peek at them but I nerfed the enemy stats and weapons slightly so that it's a more realistic challenge.
Also included in this update is a new music player on the music tab. That tab is now added to more screens and you can change the track that is playing by clicking/selecting the track of your choice. A second click will open a link to buy/download the track directly from the artist.
Localization Update is LIVE!
Hi all, welcome to the Localization Update (aka Build 53) of Depth of Extinction! Highlights are full translations into Spanish, German, Chinese and Japanese as well as quite a few new “quality of life” features and lots of small balancing changes and bug fixes.
This was a huge update as I had to touch every system in the game to fully localize it and the final translation size was almost 25,000 words! If you have played DOE, then you know it is a very text heavy game so this won’t surprise you. I had to make a few edits to get the word count to a more reasonable size but it is very close in content to the English version.
New Features
Added a key binding menu in the Controls tab. This should let you rebind most keyboard shortcuts in the game. Sorry, but haven't got support for gamepad/joystick remapping yet. This could be in a future update.
When a dead character is revived they will immediately get a turn with a single action point. I expect there may be some edge cases that don't work quite right but using an item on the character to revive worked quite well in my testing.
On Equipment lists, I removed the Tier drop down selector in favor of a toggle that will hide items that are already equipped to someone else, can't be equipped at all, or (in the case of weapons) outside of the class requirements for the character. Should help you pare down long lists of equipment in the late game.
A Secondary enemy faction is now assigned to each area and can appear in Stronghold and Mini Boss missions
Stat displays in various places that only showed an icon and the number value have been changed to display the text label for the stat and the value. I think this change is really overdue and should make it easier to understand the game.
Character Stats panel is greatly improved and now allows selection in controller mode
The controller binding screen
Other Changes
Level cap raised to 11
Level up experience requirements after level 4 are greatly increased as characters were capping out way too early due to some miscalculations in the last update
Increase starting health by 4 in either mode (13 is normal, 9 in hardcore) and decrease health allocated from skill point upgrades (con 4 to 3, grit 2 to 1, butcher 2 to 1)
Encounter types were rebalanced, especially for later areas to greatly reduce or remove less interesting encounters (like hostage rescue) and increase the likelihood of boss fights and enemy strongholds (where you might see the secondary enemy faction)
Raider Heavy Armor changed to tier 3 equipment
The main enemy on the last area (avoiding spoilers but this is a late game enemy) was slightly nerfed by reducing their total ammo
All AOE weapons (mostly the Wrecker weapons) were slightly nerfed by using their “minimum hits” value only (instead of random between min/max) on a “non turn” attack (i.e. overwatch, return fire, etc)
The objective loadout screen’s replace character function is now more clear by showing you the character that would be replaced by a character you add
Items currently equipped to a character could be sold at a merchant. Now an alert will pop up letting you know that the item is equipped and you won’t be able to sell it.
Itchy Trigger and Sentry were granted with an “out of class” weapon. Now a Deadeye equipped with an SMG (for instance) will no longer get Sentry on their turn start.
Enemies will now prioritize targeting your team over the turrets in the area
Turrets no longer appear on platform missions
Continue box gets a confirmation popup when you could retry to make sure its clear you will lose characters
The menu buttons in the top right will always display on the HUD. We had some soft locks happen on enemy turn and the buttons were hidden so the menu and bug report UI’s could not be opened
better formatting on the money displayed on the objective loadout as it didn’t have commas and would line break if you got too rich
Stats are easier to read with the text label replacing the icon
Bug Fixes
Bug causing characters to face the wrong direction while moving after a stop is fixed
Cases causing soft locks on enemy turn fixed (it was actually a “time out” case but the time was set to 30s so it appeared to be a soft lock to many players)
A bug causing some inconsistent behavior for the “area aiming” interaction for the Wrecker weapon is now fixed
Removed extra items that are not unlockable from equipment counts and database
Fixed an issue where the percentage complete displayed on the save file was incorrect and it was not possible to get it to 100%
Frag grenade was only showing a single action use on the HUD if used on the first action when it would consume both
If the character had return fire and a revive skill/item, the revive was not being triggered when they die
There were reports that saving into a new slot would reset the play time. I haven’t been able to reproduce the exact sequence that caused this issue but i made a change that I think should keep it from happening.
When a stunning weapon managed to get a Stun on an enemy on an overwatch shot, they were immediately losing the stunned state.
bug allowing characters inflicted with a status (like bleeding) to then pass it on in their attacks is fixed
A long time bug was found and fixed! the opening encounters for the enemy class objectives were not being fired.
Another long time bug as a failed or aborted mission was able to be retried from the map by clicking on the node
More about translations
The DOE Translators really did amazing work on helping me get this update across the finish line, so I want to make sure each one is recognized!
Spanish was done by Emanuel Osnay
Chinese was done by xiaojinzhu
German was done by Ingo "Barba-Q" Nölleke
Japanese was done by Kui
We also had some smaller contributions to Japanese by Divi.
You can help!
I’m really hoping to get the game translated into French, Italian, Korean, Portuguese and Russian in the future. If you want to help, please join the HOF Studios Discord and let me know. I can give you the translator role and let you have access to the language you want to work on. Everyone that contributes even a single translation will be given a community translator credit. Making major contributions and/or helping with testing a particular language will get you a full translator credit.
If you have another language that you would like to help translate, let me know and we can investigate if it can be done!
Build 53.9: Adding Spanish and announcing Chinese
Yet another update in the ongoing Build 53 and localization project is in the beta branch! I have some exciting news in the latest update (53.9) as Spanish is now an official language. I got the first version from the translator today so please let me know if you see any issues so i can get them resolved before the official launch of Build 53 (SOON!).
Another bit of news: Simplified Chinese is now confirmed as our next language. It will be about a month before we will get that in so it probably won’t be available at the Build 53 launch though we will have an update with it (and whatever bugs people find).
Here’s the rest of the change log for 53.9
Added re-bindings for camera movement (so you can change it from WASD)
A long time bug was found and fixed! the opening encounters for the enemy class objectives were not being fired.
A bug causing some inconsistent behavior for the “area aiming” interaction for the Wrecker weapon is now fixed
Map shortcut on HUD was incorrect
Any “after encounter” outcomes were using the simplified version in English
UPDATE
53.9.2 is now live in the beta branch. here's the changelog:
Fixed some font and formatting issues related to Spanish
Resolved some issues with encounter and objective details not always appearing translated in non-English