Another update to Depth of Extinction is live in the beta branch here on Steam! This one is mostly bug fixes but i also wanted to let everyone know we will be getting an official Spanish version to join German and Japanese!
change log
- bug allowing characters inflicted with a status (like bleeding) to then pass it on in their attacks is fixed - 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 - bug causing main menu slowdown on title scene fixed - Some minor controller only issues fixed (inventory panel and follow mode config) - More missing translations fixed - Updated German, Japanese and Spanish (coming soon as an official language)
53.7.2: A few bug fixes
Hi all,
We had a few bugs sneak through in the 53.7 update but had some players report one and we saw the other in the logs. Here's the full change log:
- If system language was set to an unsupported language, text was set to blank values everywhere. - Some cases where maps were not generated properly due to the new secondary enemy change
Please let us know if you spot other issues!
53.7: Mixing enemies up some!
Another update to DOE Build 53 is now in the beta branch on steam with a few nice changes. I think the German and Japanese translations are pretty much done now but I'll be waiting a few weeks to make them live to see if anything else shakes out.
The most significant other change this week is adding a "secondary" enemy faction to each area that will appear occasionally on the maps. Should force you to mix up your tactics in some battles as you'll be facing different enemies and also add some interesting challenges.
Full change log:
Secondary enemy faction can appear in Stronghold and Mini Boss map nodes
Binding to control, shift, command and alt is now easier (previously had to hold the key for 3s)
It's now more clear when a control binding is not editable
Confirm and alert modals now stand out more from the backgrounds
Machine translations are only available on itch and won't appear as options on Steam and GOG
There are still a few more changes I'm considering for Build 53 before it goes live but I think we are pretty close to completed now!
Build 53 Beta: Adding Translations into 9 languages!
I’m back with the first preview of Build 53! This is an early preview, as Build 53 will probably not be available for some time on all platforms and in fact, I haven’t even set the final scope for it yet. I wanted to release this first preview early because it has a really huge feature that many of you have asked for: translations in nine different languages
English, German, Russian, Spanish, French, Portuguese, Italian, Chinese, Japanese
The caveat is that because the game’s text is so huge (almost 2000 strings and over 10,000 words) that I had to do this first pass on the translation using Google Translate. As you can imagine, this will result in many things not making sense as context is very important in a game. I don’t have the funds to invest in translating into all the languages I would like to support, so I am hoping that the community will be able to help fix problems with specific translations over the next few months before Build 53 is considered “final.”
This updated build will be live only in the beta branch on Steam for now. It’s possible I might make it live everywhere before the translation and build are considered “final” but that decision will be made in the future. To switch to beta, right click on the game title in your library and select "properties" and then open the "betas" tab. You can then choose "beta - Beta Testing" in the drop down and steam should download the update.
Other Patch Notes We also have some bug fixes in this first Build 53 update, and here are some notes on them:
Change character keyboard shortcut changed to Left Shift from N
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.
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 when if used on the first action it would consume both
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.
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
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.
I am aware that there are still a few soft lock cases. I put in some extra logging and a few other changes that I think might solve them. I am hoping to have these totally resolved in a future build so bug reports are appreciated if you run into an issue with the turns or AI locking up.
Bug fixes
Hi all, We've got an update that solves a lot of bugs reported over the last few months!
52.12.1 Change log:
Added a camera zoom keyboard shortcut and listed it in the help
Several "unable to click" on enemy targets issues resolved
Grenade launcher hit chance was lower in some cases than what was displayed in the HUD
Merchant inventories in some cases were too repetitive
Hidden UI buttons could respond to mouse clicks
Soft lock on the map if a save was triggered on an exit or entrance node
Several encounter typos fixed
Several encounter outcomes that made no sense were re-written
Softlock when setting the follow mode leader to the character who entered the sub on a sub recovery mission
Character skills that disabled after moving were broken and always being granted
52.11: Bug fixes and Nanites Updated
Hi all. I know I said I wasn't going to make any further changes to Build 52, but DOE was part of the excellent Bundle for Racial Equality and Justice over on itch.io and we had a massive influx of new players. As usual, this shook out a lot of new bugs plus some interesting suggestions.
As always, we'd love to get your feedback and bug reports. You can also join our Discord if you want to chat about the game with other players or the devs.
I'll summarize what's been updated since my last post below:
New Features
Updated Nanite item descriptions to make it more clear that they only affect the equipped character. These are like auto injectors your character would place on their arms so they can't really be used on another character.
Blitz Nanites now will add "Quick Draw" (firing doesn't end turn) for two turns and decrease hit chance. An upgraded version is available later in the game that also adds an extra action. I was never happy with the Blitz nanites as they seemed like a throwaway item and I finally had an idea how to make them more valuable by adding Quick Draw. If your character has Quick Draw from upgrading Speed all the way, then you won't get anything from the base level nanites except the hit chance debuff.
Added Health Nanites as a tier 1 item that heals 5 HP and has 50% regen chance. The current Health Nanites are now a "mark II" and I also added a "mark III" version with more health for later in the game.
Added an option to pause the game when in the background on your PC. Both ways have been requested a few times so adding a setting seemed like the easiest thing to do. It's called "Run In Background" and if you don't want the game to continue when you alt tab off then make sure it is unchecked.
Clicking an enemy or cover with the mouse (or joystick cursor) will no longer move the camera. this was causing a lot of miss clicks and is a long time issue that i should have addressed long ago.
Balancing Changes
Updated the Cultist skills to improve their difficulty a bit. Each Cultist skill is now a "Blessing" which I think fits their faction a bit better. The big changes are that Mend (Blessing of Life) and Combined Arms (Blessing of Attack) are added on higher level Cultists. Hopefully this should make the battles a bit more tense.
Lowered the "hit" experience for characters with a multi shot weapon to balance down the Wildcat and Wrecker advantage (especially in early game)
Shortened the objective length (number of maps) by 1 everywhere except the final area.
Raised level up thresholds slightly for higher levels
Bug Fixes
Removed the manual camera option because it was causing major lag during the turns. This will potentially be added back in a future update.
Camera movements reduced and slowed down just slightly
Enemies were not taking overwatch shots if they were not visible and also not firing on turrets if they were not visible
Center Camera shortcut (C key) was not working
Encounter options sometimes displaying as locked when you had the class on your team
When retrying a hostage mission after adding the hostage to your team, they could only be targeted as an enemy
Grenade launcher and any weapon with Piercing Ammo could fire through walls
It was possible to interrupt an encounter when you were out of fuel by triggering the out of fuel beacon with the controller shortcut
if aborting during a "final" mission in an objective it was always marking it failed on subsequent attempts so it was not possible to complete the objective
Sometimes the game would soft lock during an enemy turn (you would see the movement arrow but enemy would never finish the movement). Its a fairly rare bug but i think this is the fix.
Clicking the close button on game mode selector while creating a new game would create a broken save
Selection circles on loot were not animating
Poison Grenade not applying Poisoned status effect
Some issues with animated enemy selection
Enemies tab on menu was not changing if you loaded a new save after viewing it
Updated Double Barrel skill description to better fit the in game behavior.
Changed filled health dots to orange in color blind mode
Changes to better handle corrupted saves (still not clear on what may be causing save corruption)
Sub damage that occurs on a merchant encounter will now happen after you close the merchant
I'm still trying to decide how to handle the AI updates I mentioned in the last post. I've not really been able to dig in on those just yet but I'll post again if I have an update there. It might need to be held for a future "Build 53" if that happens.
Definitive Edition Updates Roundup and Console Launch!
We've made a lot of updates to DOE over the last month since the Definitive Edition launched. These are all a part of Build 52.10 which I've been posting about in the forums so some of this you may have seen before.
I'm also excited to announce that the console edition of Depth of Extinction is coming soon! I'm a first time console developer with the crazy idea of trying to launch the game on all of those platforms at once. This would not have been possible without the help of my friends over at Finite Reflection taking the reins on the XBOX and PS4 version (check out their amazing game TwinCop).
Here's the launch schedule for console and links if you are interested. June 3 - XBox One June 4 - Nintendo Switch™ June 11 - PlayStation 4 - TBA
As promised, here's the change log for Build 52.10:
The player team can now spawn on the south side of the "over sea platforms" missions
State now saves at the encounter display and the mission loadout
A bug that was keeping the sub and experimental weapon achievements from popping is resolved (should repair when you load the save)
Updated the icons on the encounters to better represent the kind of encounter to help you plan your route
Sometimes the Plasma Weapon objectives didn't grant the weapon.
Cultist objective difficulty was raised
Fixed some bugs with enemy visibility that caused pods in other rooms to sometimes alert when they should not
Auto equip was not equipping the best weapon in some cases
Followers sometimes not going after loot or going after loot that alerted an enemy pod
"Two square" cover was still granting the cover bonus when both characters were on the corners
Overwatch was not checking Line of Sight properly resulting in firing through walls
Escape key opens the main menu and Backspace key cancels an action (used to be Escape)
The cell room on the platform missions was spawning too much cover
If two characters could overwatch an enemy and the first one killed him, the second player lost their overwatch without firing
Added an overwatch sound effect
Follow mode paused when spotting enemies but didn’t resume when they went invisible
Improve encounter UI layout
Update selection circles so only the active character's circle is animated
If character has a "Boost" status like War Cry or Cutter, that is displayed on the large HUD elements
Reduce size of tactical maps, especially the "activate/deactivate node" missions. Final objective missions are still a bit larger
Bug with Class Unlock objectives not ending properly and unlocking the class. You can just load the save to resolve this one.
Overwatch firing during an ambush was ignoring cover
Fixed grenade misses. if you have missed with a grenade then you probably know what I am talking about here haha.
Edited down some class options in encounters that seem to show up way too often.
Added some Saboteur class options.
Nerfed the Wrecker scrap blast slightly (destroyed cover does 2 damage instead of 3)
Nerfed the credits dropped by higher level enemies. May not fix the in game economy but i think it will help.
The only additional change I am considering at the moment is to make some improvements to the enemy AI. I'm seeing them do annoying things at times and feel like i could possibly solve some of that with a small update. Will be working on that for the next few days so we'll see what happens.
Hope you are enjoying the Definitive Edition! Please consider leaving us some feedback or a review. Both really help!
Definitive Edition Available Now!
We've spent the last six months almost completely overhauling the game, so much so that we are proud to say this is the "definitive" version of Depth of Extinction. There are several new enemies, a new character class, some new mechanics, lots of UI and tactical polish and we've squashed all of the annoying bugs (that we knew about at least).
If you only ever played the launch version (or maybe never played) then I think you will be pleasantly surprised by all the changes made since then.
Key Features
Removed the initiative system completely Moved to the more familiar player/enemy turns with free switching between characters. This was not the original vision for the game but the feedback suggested this was what players preferred.
Added Stealth and Ambushes Enemies now have a lower visible range to allow for positioning your troops before waking up a pod. Any characters on overwatch when the pod wakes up (if you fire on them or move into their visible range) should take shots at the enemies. If they take a shot, then they won't get to move until after the enemies make their move so it's another tactical decision to make.
Saboteur Class Their primary skill is Sneak Attack which does extra damage if alert level is low. They are fun to play with if stealth is interesting to you.
More Mechs They appear in the final area with different weapons and stats. There is a pretty good difficulty jump in the final area as well.
Shortened The Game You could easily finish the 5 main story objectives in around 10 hrs. This used to be more like 20. The "top level" map where you navigated between the mission maps has been removed in favor of a more linear system. There are also many optional objectives to complete so the total play time is probably now around 30 hours.
Other Changes
The encounters on the map now show more details about what type of encounter it may be so you can better plan your route through the area. We also added many new encounter scripts.
When in Follow Mode, the followers will by default teleport to their location rather than having to walk
Completely rebuilt the tutorial to better reflect the actual game. It's no longer on rails but you have to finish each room to unlock the next one.
Very large overhaul to balancing and difficulty
Stop movement and refund actions if an enemy spotted even if on first ("green") action (previously only on second "orange" action)
Damaging a character in Overwatch will cancel the Overwatch
Added an "Enemy Detail" panel to the HUD when you are targeting an enemy or select one of your characters that shows their class, health and equipment - including remaining ammo and grenade uses.
Added a "Best Equipment" button to the inventory boxes to automatically equip the character with the best available weapons, armor and items. Nice to have if your team gets wiped or you want to quickly equip a rookie.
Sub damage and repair how has a sound effect and animation
What's Next?
The team has already begun work on another game and certainly many of the systems used in DOE will be re-used there and likely upgraded. A console version of the game is also in the final stages of approvals there so I expect we will be announcing a release date soon.
First Build 52 preview is in the beta branch!
Hi all,
sorry for the delay but i have the first Build 52 beta build up for anyone who is interested in taking a look. There are a LOT of changes in this one, some even to the core elements of the game. It's all around feedback that I've been given on Steam and other stores, plus what's come from alpha testers I have let play it over the last few months. I'll warn you that it will work best to start a new game right now. Before i make it live, I'll clean up a few of the details that make an old save have some minor issues. Your old save should play fine if you want but any active objective might be a little flaky.
I'll get another post out with a complete list of changes and gifs showing things in action but for now I'll just list out the major changes and bug fixes that are in Build 52:
Major changes:
Added a Stealth mechanic to the game . Enemies have a lower visible range to allow for positioning your troops before waking up a pod. Any characters on overwatch should take shots at dispersing enemies.
Added the Saboteur class. Their primary skill is Sneak Attack which does extra damage if alert level is low. They are fun to play with if stealth is interesting to you.
You can freely switch between characters and in most cases, the character should have their turns together.
The encounters on the map now show more details about what type of encounter it may be so you can better plan your route through the area. We also added many new encounter scripts.
When in Follow Mode, the followers will by default teleport to their location rather than having to walk
Completely rebuilt the tutorial to better reflect the actual game. It's no longer on rails but you have to finish each room to unlock the next one.
Very large overhaul to balancing and difficulty. I'll be making a few more changes before i make it live to everyone.
The game is much shorter. I thinking you could easily finish the 5 main story objectives in around 10 hrs. This used to be more like 20. The maps are linear (so you have less choices) and a lot smaller (especially in late game) so it takes less time to get to the objective destinations.
Stop movement and refund actions if an enemy spotted even if on first ("green") action (previously only on second "orange" action)
Many other small details and polish have been added
Bug fixes
Soft lock if choosing a dead team member to be the point
Save slot edge cases resulting in objectives not loading when you try to save an unsaved game in a new slot
Sometimes an inventory item would disappear when you clicked on it
Enemies wouldn't always use doors
Enemies occasionally would try to move to the same space as a player character and just walk in place for a few seconds
Last player was not saying their lines in a cutscene if you had more than 3 characters on the team
multiple wall tilesets would display on "final" mission for objective
Bypass module is using up ammo but not doubling damage
Could get extra characters on a sub by choosing a transport sub, adding characters and then changing to a lower capacity sub
Weird "bonus actions" you would sometimes get when walking have been fixed
Health dots on character display in map UI not lit at beginning in standard/casual mode
Could not defend if using a sniper rifle out of class and had moved
Boost Aim (or other no action skills) were counting as moves for sniper rifle out of class
Sometimes smoke or stun grenades would not throw but would be marked as used
Hopefully we should have another announcement sharing the final date for Build 52 and also will have another big announcement then as well!
Build 51.5: more bug fixes!
I've fixed a few more issues that have been reported over the last few weeks with Build 51. Thanks so much for all the Bug Reports in game and posts on the forum. I'm very appreciative of the help in finding these issues and glad I could get them fixed.
Please let me know if you find more!
Build 51.5.1 patch notes
Black screen appearing on mission retry
Blind characters couldn't reload or fire at all in spite of the hit details saying they had a small chance to hit
Character switching UI element appearing on enemy turn if before a player character
Characters constantly popping up and down when in cover
Could not pass through door into hostage room
Other possible door issues resolved
Put Out Fire button enabled when on "extra" action (like Hit and Run, etc)
When sub moves, map node flags should disappear
Only display the item filters on a merchant if you have more than 8 items
On mission loadout, while the confirm box is open if the next character (shoulder) button is pressed, the box stays open but loses focus