It's time to call you with that because you are chosen! Thanks for your support from the first launch on Steam Early Access! Improving is on the way. We provided four patches around the month to fix some amount of issues to build a strong basement before The Major Update. Let's check out the detail and some clues about the next Act we're working on it!
Patch Notes (Dual Gear Early Access Beta 0.0853-0.0856)
Skills
SG, Improve "Vector Shots" and "Binary Array" Camera.
CN, Fixed Wrong Prediction on Crosshair Aiming when player using Left Shoulder Cannon.
SMG, Improved switching opposite weapon animation in "Combination Strike"
SMG, Fixed wrong aiming at the opposite weapon in "Combination Strike"
VM, Improved a Locator Sphere of Array Strike, and Perfect Array for more correctly use.
VM, Improved projectile prediction of Vertical Missile to resolve all mistaken missile.
VM, Added Surface to Air Shots to Array Strike, and Perfect Array cut scenes.
KN, Fixed infinite Sting Ammo when using any multi sting attack (e.g. Follow Sting and Machinegun Sting)
Counter Attack, Fixed non-functional counter when DG enemies cast any attack to player units.
Counter Attack, Fixed shaking, and too much swing Camera when the enemy was killed by counter-attack so quickly.
Array Strike and Perfect Array are fixed, you can put all missile into the right drop inside the wire sphere.
Range Issues
Added "Off Range" and "Out Range" to Vertical Missile Aiming. Now a player cannot lock-on any target inside Off Range and outside Out range.
Fixed Array Strike locator to be un-firing inside the Off Range area.
Crosshair
Add correct Red Dot Displaying on Vertical Missile.
Skip and Speed Up Event
Added Scene Speed and Skip to Talk Event, Cut Scene Event.
Added Skip to Briefing Event (Mother Base Menu)
Animation
Fixed wrong shoulder animation when Mech Actor playing cannon animation.
Improved cannon barrel animation when the mech actor starts using Canon Skill.
Fixed wrong shoulder Animation when Mech Actor playing Array Strike (Vertical Missile) Animation.
Improved Wheel Boost Animation. Some wrong translation of joint animation has been removed. Also, speed adjusted.
Improved Run Animation. Now Mech Actor will not prepare to move by slowly tiptoe before the run.
I little touch on Skirmish Drop Animation (Enemies drop down from the sky)
Improve Show-Off Scene Level Up and Unit Loadout. All mech will play the fits animation depend on their equipped weapons.
Tactical View
Removed Jamming of first Clicking from Order Set Buttons (Turn End, Combat, Unit End)
Improve wrong Red Enemy Icons that are duplicated themself in any swapping event.
Game Event
Added Ajay Unit to Force Requiring in Mission 04 (Messa Naval Dock) The mission requiring Ajay to activate both switches.
Combat Mode
Removed all Ghost Enemies from Mission 04 to prevent a Soft-Lock when any player killed them by the non-intended attack.
Removed Overlapped DDE Guide that' appearing if player swaps any top menu by mouse clicks.
Skirmish Mode
Added prevent code to fix displaying Minus DMGs after player playing a skirmished exceed to 40 upper waves.
Added prevent code to fix wrong Armor and Core point gauges that was stretch over the border UI. It's happened after 40 waves upper in skirmish Mode.
Save Issues
Fixed Unfunctional AutoSave. Now the AutoSave will active with any stage in Customization and also, any Mission Saving.
Fixed Data Reflect when the player did any customization and auto-save is confirmed. Setting data will replace all unit setting in Save Slot 01.
Fixed over playtime count in the tutorial mission when player re-start with "new game"
Fixed over playtime count in skirmish mode.
Improved In-Mission save to prevent any problem that happens during Switches Activate Gameplay in Mission 04.
HUD
Fixed and improved Controller and Keyboard Guide Icons to displaying correctly. However, some of the icons still temporary and will fix by some revamp soon.
Adde Mouse Cursor in Skirmish Notification Button.
Now we can choose Skip to any in-game event and some speed up the scene to compact your play time. Yes, still need some improvement however, we decreasing a new minor patches to prepare for the new major update. New content and story are the major we must provide for you all, commander!
A solid roadmap and some preview will coming by the end of September. Also, the detail of Unique ArtWork for our backer who supported us for a long long time ago.
Before let you back to enjoy the week end. We put some captured of BABEL Orbital Fortress Mission that's coming in Next Act! It's space combat? Ok, commander. I'll give you keyword "Sand & Space"
0.0850-0.0852 Quick Patches Report!
0.0850-0.0852 Patch Notes is out. We provided the batches of updates from the past weekend. Let's check out the details!
Wrong Weapon Range
Fixed, a formula of Min-Max range calculation of SMGs, Vertical Missile there does not work correctly.
Added Off Range-Out Range to Cannon. Not allow the Cannon unit to fire before the minimum range.
Added DMG related on the Min-Max range. It's working on SMGs, SGs, and Cannon for now. Also, DMG will decrease a lot, if the target is too far from the maximum range.
Skirmish Mode
Improved memory problems that made wrong UI displaying on unit indicators after players get over 40 waves in Skirmish Mode.
To prevent game-locks on this mode. Fixed skirmish checkpoint too fast appeared after finished the previous wave.
Removed non-use Panel on Mission Result UI "Bonus Dual Points". This panel was not related on any consumption points in the game.
Customization
Fixed non-update remaining EXP displaying on pilot document panel.
Fixed wrong minus values on ACC when upgraded D-Barrel Shotgun.
Fixed wrong displaying ATK Comparison on customization UI.
Fixed Soft-Lock when players used JoyStick to upgrade their own Backpacks but, the game was duplicated overlay Upgrade UI.
Fixed wrong displaying weapon when player equipped Assault Rifle. However, we found R-Hand weapon disappeared after upgraded Backpack. Also, some random issues may be happen. We will provide the fixing patch as soon as possible.
Caution!
We found save glitch happens with Autosave during the customization play. That will be replaced only customization data on Save Slot 01 if that slot was In-Mission Save. We will provide the fixing patch as soon as possible!
Now we focusing over-kill balance with no any ATK adjustment. However, some ATK including Min-Max Range of SMGs will adjust on incoming Minor Patches. Also, more improvement too!
Minor Update : 0.0849 Quick Patch!
Changed List.
Little Updated to revert EN translation back to Beta Backer Version, not perfect but just temporary for prove so far.
Changed Dialog Font. (Operator subtitle, Actual Size on UI are following soon)
Disabled wrong displaying upgraded "Range Value" for all weapons. All range performance is constant, not direct upgrade.
Wrong minus Accuracy(ACC) on Cannon's resolved. However, we need to nerf all factor about over damage soon
Decreasing Damage when aiming target in longer Distant with SMG is enabled.
Non save-able when players reached new pilot LV during the mission, resolved.
More quick patches may be coming during the week. That's will take some effect for game update waiting. However, we always update the details of each patch via Small Update Tag here. You can see the updates with "View All" at the "Recent Events & Announcements" tab on our store page.
Minor Update 0.0848 Patch Note. First Melee QTE Improvement.
The minor update to improving QTE Interface more user friendly. Also, fixed some issued and glitches belong the update, Let's check it out!
Melee QTE Improvement.
Added notification pointer automatic displaying when Melee units already in attack-able range.
Changed the parent of "QTE Sign" to snap on Aiming Unit directly, not facing on a camera layer.
Removed Delay and Slower timing of QTE sign.
** "QTE Sign" is Dual circle UI that's activated when player triggered The Melee Attack.** ** The Improvement is not yet over. We still working to add more user friendly term and Fairly Advantage. That's will be update during incoming minor patches. **
Save/Load Glitches.
Resolved Data Reflected when players entered Customization Menu first time and quit the game immediately. Sometime, Alma Unit will Replace on Neil's position.
** Save/Load Glitches still not 100% Fixed **
Regular Bugs/ Issues
Fixed Weapon Panel in Combat Views did not change the correct weapon name when the player switches to Blank Skill Slot.
Removed Unused Objects that appear on Skirmish Mode.
Fixed non-correct Status After Upgraded parts and weapons in the Customization Menu.
Fixed Mistaken Missiles on VM Missile. "Little Match Girl"
Disable unusual aiming on BL and KN Skills. Most of them can't be aiming to above position but, some skills like Vertical Slash and Cross Slash can attack the enemy above.
Added Skip and Speed Button on Intro Text Scene.
More improvement slightly coming follow the goal. More some minor patches may update very soon. However, Balance and Whole Range Issues will be the next major update! Have a good week end, pilots!
Dual Gear Early Access Patch Notes: Early Access Beta 0.0844-0.0847!
Patch Notes: Dual Gear Early Access Beta 0.0844-0.0847 Details and Summary.
First, we must sorry about no details provided during the batch of updates on the past week. Now we already back on the seat to tell you what already changed in the latest Build Version, 0.0847.
#screenshotsaturday New Vertical Missile Crosshair.
Tutorial
Added skip tutorial on the HUD footer but, the tutorial was admitted to re-work all in the future.
Combat View and Tactical View HUD
Fixed Wrong Pilot Images when re-start the game from Save Loader(Save/Load Menu).
Left-Top Weapon Panel showing the wrong name when players switch to the opposite weapon has been fixed.
Save/Load Glitch
Progression Revert Problems. Fixed all Roll-Back of Action Points and GP when the player loads "In-Mission" save to play again. Now players can see the right progression when playing by save/load during the mission.
Darkengard Boss Roll-Back Left-Front Leg after the player loads the latest save to fight it again. Problem has been fixed.
Main Menu Bugs
Fixed, Game Re-Launch Tutorial Mission after players quits from the first entrance in Bridge Menu. Now players can quit and back to play again with no disturb by that problem.
Weapon Aiming System
Fixed Min-Max Range Indicator. (Still not apply to Cannon)
Vertical Missile Crosshair Added.
Fixed self collided of Vertical Missile Bullets after launches into the air.
Fixed no back to idle Animation of Left Sholder Vertical Missile.
Cannon Projectile Guide detach from the barrel sometime's fixed.
Off Range and Out Range Panel added. Players can indicate the firing range with this notification panel under crosshairs. (Still not available on VM, BL, CN, and KN)
Option Menu
Fixed BGM& SFX Adjustment reset to default when players quite the game.
#screenshotsaturday Fixed unsaves BGM&SFX.
Game Play
MESSA Naval Dock Mission. Changes the Method When move Ajay Unit to Activate The Main Bridge. Auto Event will activate when Ajay arrived near the Check Point.
Added Clicking Sound when players switch the opposite weapon( Same Weapon Type Equipped)
Defensive Attack and Counter Attack Skills
Enable Defensive Attack to the enemy whenever they "Walk" or "Wheel Boost".
Enable Counter Attack to all enemies who cast any attack purpose .
**Note** Counter Attack and Defensive Attack still not functional in some weapons.
Unit Customization
Allows more Backpack Parts for color adjustment via "Secondary Color Tab".
Fixed Non-Update Unit Snapshot in Dogtags List( Add/Remove Pilot Module).
Added Active Animation when player confirmed Add or Remove Pilot.
Enable upgrade properties to all "Shoulder Shields". Only DEF increased after upgraded.
Fixed Wrong-Typo on "Info & Upgrade Menu" (GP Output, GP Usage, and Description Text.
Improved non-updating status indicators when Comparing, Changed, or Upgraded. Still need to work more but smoother for now.
Added Upgrade SFX.
Camera
Removed wrong POV Camera in Enemy Combat Scene.
Rendering Issue
Fixed, Flicker effect when Darkengard Boss appeared on the first cutscene.
#Screenshotsaturday Out Range Panel.
#Screenshotsaturday Correct Stat Indicator.
#Screenshotsaturday Information&Upgrade Typo.
Short Improvement Goal for August 2020
We've to thanks all new pilots engage to join our Hangar. All feedback Red or Blue is very important, that was the perfect combination! So, August is begun, we've got a lot of work to do. Let's check our Short Improvement Goal below!
Rework The Tutorial Module Accepted from major community feedback. All tutorial mission after your mech's walks over the hatch will change all. However, we already placed Skip Button for players. That's just the temporary helper for now.
Enhance Melee QTE To fix unclear and misunderstanding UI/UX when players active all QTE. We plan to resolve this module to be friendly and more suitable advantage. Also, removing unfair disadvantage. It's will change in some minor updates very soon.
Better Lock On/ Range Indicator This is the one we working on but, still not able to deploy right now. However, we will see some updates this month(Aug).
Working to Improve UI Dual Gear first Development base on the Console versions but, we roll out in PC first. This is our challenge to keep both things going better.
Game Balance One more challenge for our devs! We received a lot of feedback and criteria from any channels. All Stats including Weapon Range need more balance and requiring easier information provided to all players. We will update some balancing via incoming minor patches.
Communities Request
Most of request by our communities are including in we mention above. However, feel free to give your feedback or critic into our communities. We always stay with you all the time, pilots!
** Localization Issue, we plan to update on October**
Daily Patch 0.0843 Small Touch-Up and Wrong Skirmish Wave fixed!
2 Days After the launch. Improvement still on the way. Let's check out the small update we provided!
Unit Customization
Fixed Wrong Mouse Hover Displaying Weapon that's happens with Murasaki SMG and Starter Shotgun AS-S-M17
Color Customization Menu
Fixed displaying the wrong color on Right Arm Component.
Skirmish Mode (Mode will unlock after cleared the main boss Darkengard)
Open for play-able 60 Waves
Fixed Displaying wrong Stakes Reward (Reward as In-Game Money)
Collider Problem
Fixed Colliders in Mission 04 Map.
Regular adding
Mark as "Not Available" on Prepare and Cover in End Action Panel. This is the incoming feature we will update soon.
We still fixing some Major Bugs such as Save/Load Conflict, Wrong Displaying Status, Skill Error after attaching to the pilot, and Main Boss Component is Roll-Back after player back by load their save. We will provide the daily patch to fix that all in shortly!
Best Weekend, Pilots!
Dual Gear Launch Now on Steam Early Access! Hotfixed and Summary included!
Our game is ready to purchase on Steam Early Access belonging with the strong feedback and request our devs to resolve the critical problem that happens in the game.
Patch Version 0.0841
Boss Status Problem
Decreased all wrong stats of 1st Boss, Xenopeltis to balance the actual gameplay.
Balancing the starter melee weapons on the list below
Buster Knuckle TMA 041 Dragon Killer
Rail Knuckle Bloody Sting
Composite Steel Knife
EGW00-HF Proto Blade
This patch responded to fixing unbreakable 1st DG Boss that's taking a too long time to defeat. Also, tuning some of the melee weapons about ATK and GP Consumption.
We start to polishing the game and will provide the new patch on incoming days. If you found some issues, bugs, or some critic you need to tell us. Feel free to join us on Steam Community. We open to receive all of your feedback from now all!
DGUpdate 0100 Beta Backer Live! Summary update and Patch Notes roll out!
Hi pilots!
From the past 17th June after the update of Beta Backer. We start working to put some amount of fixing on this Beta version immediately but, still no info provided. This current version is 0.0834 and we are ready to take a place with 0.080-0.083 Patch Notes, Let’s checking how was changed!
We’ve deployed the first Beta build with semi-working of Mouse/Keyboard Support, around 50-60% functional. To unleash more potential of the game, this is our first mission to bring the game smoothly run.
0.080 - 0.083 Patch Notes!
Mouse/ Keyboard support for Intermission Menu.
- Mouse/ Keyboard supported 80% for “Customization Menu”.
- Dynamic rollover and clicking are working on “Unit Structuring” and “Weapon Attachment”
- Skill Setup by clicking is opened. Mouse wheel has been supported to turn around the skill wheel for slots selection.
- “Coloring Unit” supports, player can use the clicking method to customize mech color by real-time. Slide-bar dragging is open now.
[previewyoutube="MTYAwgoYeUE;full"]
- Enchanted the clicking flow on “Unit Loader” Menu, improving the method of unit selection for mission deployment.
- Changed some Keyboard mapping on header and footer to match with the latest inputs.
Mouse/ Keyboard support for Combat Gameplay.
- Basic clicking to end the character dialog is enabled.
- Bring the left click to call Turn Oder menu, Right-Click to end Unit Turn is ready.
- More fine clicking on Mission Menu. Removed the overlays clicking
- Improved Wheel Boost. Adjust direction while boosting by mouse moving now functional, removed weird hexagon guideline, and un-expect auto snap target out. Smoother boost! Bug Fixing List
- Solved Deadlock Stage on Mission 03! DGs AI cast some counter-attacks during the player turn is removed. Random freeze after AI attack’s also.
- Removed overlay stage version 0.1’s provided! Still investigating more UI overlays case but, removed “Dead Lock” is first priority.
- AI path prediction’s freeze when repeating save play has been fixed! Still, happen sometime on Mission 04 Boss but, nearly successfully solved.
- Fixed remains bullet can be shoot out!
- Wrong location of Mission 03, 04 displaying on Mission Select menu were fixed.
- Wrong Weapon models displaying fixed! Still investigating more cases
- Improved inputs of "Tactical View" Easier to switch the different view tabs.
Game Balance
- Wrong Accuracy(ACC) values showing in the game’s fixed(Not at all for now) The game separated the unit structure ACC and Specific Weapon ACC. Players can see both values from the Tactical View. However, these two factors will be merged when using skills to attack. Some Information about unit status still hard to see but we will improve that soon.
- Weapon auto level from the initial value to the second level upgrade’s been removed. This bug showing the wrong weapon status after bought some from NEMOS Shop. Now we can see the same of their values in any information panels.
- Weapon tuning V.01’s engaged!
- Mission 04( Third on Beta Backer) Changed the ATK of Cannon DG that stationary attack over the high platform.
- Improve Boss Logic for Mission 04, Darkengard Boss. Add more sense for two behavior modes, Spider and Standing. Allow players to get closer at the right time to put the right skills.
- Still Mission 04 Boss, removed last component appeared after destroyed all 6 components of that Mech Boss. Added Supply Items drop to the individual component’s been destroyed.
- Status Panels in the Customization Menu beginning to showing the right information, some conflicted still displaying, but we’ve to finalize them soon.
- Shop Pricing fixed, differ from launch.
- Upgrade pricing effective from the based price’s activated. Including with sold items, the price constraints with upgrade level right now.
Screenshots for Summary Updated!
0.083 Patch Conclusions
We started to update some amount sub-patch called “HotFixed” immediately after the first ignition of the Beta Backer. Encountering with expected and unexpected issues happen all the time. However, the first major we aim for the Lock stage solving alongside by Mouse/Keyboard Support. A lot of un-precise issues still displaying. Yes, some unpolished things scattering in the game. The Improve is coming on 0.084 Patch! We’re preparing to launch on STEAM EARLY ACCESS this July 2020! Announcement and New Press Kit is coming very soon!
The schedule of Beta Backer is ready! Build update is set on 06/18/2020 on STEAM. However, we don't participate with the event of SteamGameFestival but, that's very great time for everyone! A lot of Demo is out during this 16-22 June and also, It's showtime for DUAL GEAR! Have a good week, pilots!
Summary update before BETA BACKER Coming on 17th June 2020!
We apologies again for the huge batch of delays from the last year but, we confirmed, this 17th June is going on. The confirmation email will send to all backers from 17-18th June and will receive a Steam Key not over 24 hours after the completion. If you already for the Alpha/Beta Backer and the game is already in your STEAM Library, don't do anything. The game will update the new patch automatically!
How to preparation.
-The confirmation process is the same as Alpha/Beta Backer. -All chosen perks will receive the Steam Key for this Beta Backer Phase! -The confirmation email will send to your registered email in your Indiegogo account. If you are the non-registered backer, you can check your account by Facebook login option at the top right of the Indiegogo page. - If you've forgotten your registered email. Feel free to contact our support email at pongpat@dualgeargame.com We will help you to get your key anyway. - Some confirmation mail may be dropped into your trash folder. Don't forget to check it!
Progression Update!
We've been updated some of the new progressions on our Facebook, Twitter, and Youtube during the preparation of Beta Backer, Let's check it out!
New firing and melee skills already integration
[previewyoutube="p-wHGkWAEp0;full"]
[previewyoutube="YzlBphMZf-M;full"]
All available weapons during the pre-alpha demo and alpha released got the batch of skills. Like an RPG game, player needs to gains the character level to upgrade more skills and status. All are available for Beta Backer.
Agressive Gameplay Implementation.
[previewyoutube="EOrtzuUvlK4;full"]
This is "Wheel Boost" The feature already in Alpha Release but we have no official details about it. We bring more aggressive control to the latest version alongside with tougher AI. All enemies are able to activate the "Defensive Attack" during any action of the player unit. Wheel boost will help player to avoid the defensive attack and more benefit to getting to the destination quickly.
Story Integrations.
3 Story Missions and Tutorial Mission were available on Beta Backer. Character contents are also. This is the "Prologue Act" of the story mode. However, we move some features like "Skirmish Mode" and "Link Attack" for the second act and we will provide the new act during the STEAM Early Access. More details will announce after the launch of Beta Backer.
More Mech Customize Features.
Introduce first with Secondary Color Adjustment and a bit changed of UI. Mouse support to help the player getting in any color tabs is 70-80% but, we still working to polish this feature. 4 Screenshots already served for you now!
New Mechs Updated.
Long time played with only one mech, EGE-01 Sidewinder(and more in Alpha Released). We finally added more parts to the hangar. Player can buy more parts and weapons to custom their own mech in this Beta Backer.
Prepare for Incoming Update.
We will announce more news and our development progress after the launch of Beta Backer. Also, the roadmap the Beta until Full Release. We are ready to drive all our community forward! Please stay tuned for the new update!