Garrison: Archangel cover
Garrison: Archangel screenshot
Genre: Indie

Garrison: Archangel

Archangel Announcements Sept. - Oct. 2019

This Archangel Announcement covers the updates we've released in preview since last September, and upcoming updates in October.

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MISSION MODE UPDATES



Our development in Mission Mode continues. As we have completed the base mechanics and systems, we are focusing on the end-game content.

Mission Mode Update : Faction Paragon Missions and Main Route Special Missions



Each of the factions have a penultimate prestige rank called 'Paragon' which represents the highest respect and trust from that faction. While you can earn prestige by doing normal missions, the final level of Paragon is locked until you complete a final mission for that faction, called a Paragon Mission. These are meant to be challenging missions and may require upgraded equipment (and retries).

As discussed previously in the August issue, these final missions are 'special missions', and thus do not use the standard mission procedural algorithm. They can be retried again and again until completion. Completing the paragon rewards a lot of sols and special cosmetics linked to the faction. (See Patterns section below for some of those possible rewards).

Similarly, the four main factions will also have locked levels of prestige that will require you to complete special missions to move to the next step. They also reward cosmetics and alternative endings to the existing neutral endings.


Mission Mode Update : Du Couronne and Sunfield Frontier Final Missions



In the coming month, we will be unveiling the Du Couronne and Sunfield Frontier Final Missions. These two large factions are the main belligerents in the conflict on Baja Secunda, and thus have brought a large chunk of their military assets into the planet.

Choosing either of these two factions will force you to face off with their rivals' fleets in orbit, where you will be tasked to destroy their leadership once and for all. The massive flagships of each faction are battle/mission stages on their own. They will be filled with defense turrets and missile launchers that will do their best to destroy Archangels foolish enough to have ventured into their range.

For today's teaser, we are showing off the flagship of the Du Couronne March : 'La Pucelle'



This massive Montaglione-manufactured battleship is the pride of the March's space forces. Armed to the teeth with cannons, turrets and countless missile launchers, it is a flying fortress of death.



The venerable ship was present in previous battles against the Demiurge, and brought the March victories in each one. Many believe that it is protected and empowered by the legend of its namesake.



Not to be outdone, of course, the energy mega-corporation 'Sunfield Frontier' has acquired the services of their partner Eagle Aerospace. This ubiquitous Prefecture-level mega-corporation not only specializes in building spacecraft, but is one of the top suppliers of arms and mercenary services. Thanks to this partnership, Sunfield Frontier maintains its own Eagle-manufactured battleship and a modest fleet of similar combat craft, which they deploy in coordination with their ally's fleets.

Here is a teaser of what to expect from this union.



Stay tuned for updates to come. You will soon be able to experience a battle on (or against!) these ships in the future!


NEW AND MODIFIED MAPS



In preparation for the final missions detailed above, we've added and/or modified maps to offer different experiences and add more flavor to the game.



These can be new versions of existing maps, with different ambient lighting representing time of day or state of decay, or maps with new arena shapes and movement.

Watch a fight in the drift here : https://gph.is/g/4DLrxev

In addition, existing maps such as Carrier, Flotilla, and Lava have had their hazards modified due to the introduction of new mechanics since they were first introduced. Expect to catch fire, or be harassed by defense turrets and missiles!



These maps can currently be accessed in the preview branch of the game.


NEW CUSTOMIZATION OPTION : PATTERNS



Finally, a long-awaited feature will now be playable in preview!



Patterns offer alternative color application options for your Archangel, giving you even more power to customize the look of your mech.



More action here : https://gph.is/g/4AQNL6Q

Going above and beyond our original specifications for this color system, there are multiple layers of abstract patterns and textures you can apply to your Archangel, including glowing imagery!



These patterns can be unlocked by achieving officer and paragon in certain factions.


MECHANICS UPDATES : OVERLOAD AND OVERWEIGHT



We've made additional penalties and new mechanics regarding Archangel weight limits and their interaction with Overload.

In general, existing penalties for being overweight have been doubled. It is now possible to move at 1% your movement speed, and deal 1% melee damage for going up to double your load capacity.

The Boost Recovery stat now receives bonuses and penalties relative to load. Being under the load limit gives you faster boost regeneration speed. Being overweight gives you penalties.

Your time in Overload is now determined by your Boost Recovery speed. Typically, recovering from Overload lasts 4 seconds if you have an Archangel at 100% load capacity. This can be slower for overweight Archangels and faster for those who have extra load capacity.

In addition, taking offensive actions in Overload will now not only pause the Overload recovery, but give you stacks of the burning status effect.

We hope these additional penalties dissuade people from carelessly going beyond the limits of their Archangels' capabilities!


MECHANICS UPDATES : GUARDING



As part of our ongoing Weapon and Equipment balancing and updates, we've made significant changes to interactions using and fighting against shields.

One of the most significant changes is the unification and standardization of the 'Stun' State, which occurs during parries, guard frames, perfect guards and guard breaks. The stun status immediately puts the victim into full vulnerability and prevents any sort of movement and dodge cancelling for its duration. The only values that will change across the effects that currently cause stuns will be its duration.

The next most significant change is with the Perfect Guard ability of all shields and the shoulder shield. When properly executed and timed against a melee attack, perfect guard will not only deflect 100% of all incoming damage, but reflect a portion of the attack's stability damage back to the attacker. The attacker will suffer a stun if this reflection of stability damage causes them to go into vulnerability. This new reflective effect does not extend to ranged attacks, however.

Finally, Power Attacks from all melee weapon types have been reassigned and defined in the garage listing of melee attack damages. Melee Attacks without the Power Attack tag do not gain the advantage of a melee cancel if they are blocked or hit a guard frame. On the other hand, Power Attacks can be used repeatedly against a guarding opponent. This function dissuades the repeated use of certain fast attacks (or attacks with properties) against a defending opponent. However, Power Attacks that are perfect guarded or parried will still suffer a stun in accordance with those mechanics.

In addition, other minor bugs and mechanics have been fixed to match the implementation of these new features. We hope these changes to shields makes them more exciting to play and fight against!


WEAPON AND EQUIPMENT BALANCE



In addition to the shield changes outlined above, we've been making minor adjustments and mechanics changes to other weapons.

Some significant tweaks are as follows :
- Targe Deflection decreased to 70%.
- Wave Axe Level 2 projectile damage reduced to 120/120 per blade.
- Shoulder Swarm Missiles cooldown increased by 2s.
- Back Homing Lasers cooldown reduced by 1s.
- Burning Status Effect damage increased by 5.
- Emancipator startup frames increased by 3.

We'll be continuing to do such minor changes for the rest of the month.


BUG FIXING, AI ADJUSTING AND OPTIMIZATION



As part of these mechanics updates and new content, we've continuously been fixing the bugs and revisiting game systems to make sure they run smoothly. Due to more upcoming content and updates, we expect this cycle of adjustments and bug squashing to continue.


DEVELOPMENT CONTINUES



We've put out a lot of new content and significant changes to the game system this past month, and there's still more to come. We are coming closer to our goal of completing the single-player campaign and completing Garrison: Archangel. We hope you all continue to support us until full release!
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As usual, make sure to like/follow us on Facebook and Twitter for news and updates!
We also have a YouTube channel where we post videos of our game's development.
You can also visit our Discord and talk with the devs and players of the game!

Archangel Announcements August (and July) 2019

Our sincerest apologies for the absence of last month's Archangel Announcements. This issue should cover the updates from last month as well.
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MISSION MODE UPDATES



For the past month, our efforts were focused on the development of the new Baja Secunda campaign. We've given players access to the procedural missions, the faction system and the shop upgrades. Even now, two possible 'neutral' endings can be (and have been) achieved by our players.

There have been several updates since then, and they can be seen below.

Mission Mode Update : Weapon Upgrades



All weapons in missions mode should now have two levels of visual upgrades, save for the premiums which can only be unlocked by achieving officership in a faction.



Upgrade stats and prices have been adjusted for certain weapons that were found to perform either very well or very poorly in the mode. These adjustments may continue as development of missions mode goes on.

Mission Mode Update : Ghost Encounters



It is now possible to encounter multiple Ghost opponents during certain mission objectives or phases. They will usually have reduced individual armor and damage modifiers when compared to a solo encounter.

Some Ghosts are well-known for working together as a team, such as Kuumi and Kakau (who won the community-run Deadly Duets AI tournament earlier this year!) - always be on your guard.


Mission Mode Update : Tournament and Special Missions



Special Missions are missions that appear only when specific conditions are met, such as turn count or faction prestige.

One such special mission type already released for public testing is the 'Tournament', which appear on specific turn counts. It harkens back to Garrison: Archangel's arena fighter aspect, and represents an important institution within the setting.

Ghosts can fight multi-round duels (similar to arcade mode) for credits. Like all missions in this mode, the competition becomes more difficult over time, especially if you've been winning.

The other special missions are those given by the major factions, representing key battles or significant narrative events.

These missions are not procedural, and have a set difficulty. More importantly, they can be repeated if failed. This means one can retry the mission with stronger equipment or a different loadout if they have trouble completing it.

These special missions will also have large monetary rewards and hefty prestige gains for faction clients and losses for opposing factions. They will also usually raise the faction prestige cap, allowing players to reach higher levels within the faction.

For the four primary factions, completion of these special missions are required to achieve their ending. Some of these special missions have already been integrated in our preview branch.


Mission Mode Update : Enemy Types



As we flesh out the mechanics of the campaign and the narrative behind the conflict on Baja Secunda, more and more combatants will be introduced to the battlefield.

These may have spoilers (especially for those who got to the campaign neutral ending/s):





Expect to see most of these in the special missions to come!


NEW EQUIPMENT : AURORA



The Aurora Defense Field is self-explanatory. On activation, it creates a defensive field for you and your teammates that reduces all incoming damage for a few seconds.



Its striking look is emblematic of the avant-garde design philosophy of Bleeding Edge. You can also unlock its level 2 and 3 versions in missions mode.

It is the third and last of the three team field generators after the Hawkeye and the Hata-jirushi. Try it out for yourselves on the preview build!

WEAPON AND EQUIPMENT BALANCE



To coincide with the release of the new Aurora defense field, we're adjusting existing weapons' stats and mechanics this month of August.

Here are some significant examples :

- Arc missile (Popigai and Chelyabinsk) - reduced homing capability
- Hata-Jirushi and Hawkeye - increased damage bonuses
- Balang Araw - projectile speed increased dramatically
- Schafer - alternate projectile damage and speed increased.
- Star Gauntlet - general damage increase for melee attacks and specials.
- Labrys Gigantas - general damage increase for all melee attacks.
- Homing Lasers - individual laser damage increase

These changes are being applied to our preview branch, so opt in if you want to try them out! Please do leave your feedback regarding these changes in our discord or our steam forums!


BUG FIXING, AI ADJUSTING AND OPTIMIZATION



For the past month, we've been listening to the community's feedback and bug reports regarding the new and experimental missions mode. Thanks to the help of our players, we were able to identify various areas that needed improvement, and work to fix them. Many such optimizations to the game have been made in the past month to address these, and more will follow.

DEVELOPMENT CONTINUES



We received a lot of positive (and constructive) feedback in the past month regarding the missions mode, and we're excited to say that there's more to come. Our efforts will be focused on the completion of this singleplayer game mode for the coming months.
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As usual, make sure to like/follow us on Facebook and Twitter for news and updates!
We also have a YouTube channel where we post videos of our game's development.
You can also visit our Discord and talk with the devs and players of the game!

Archangel Announcements JUNE 2019

This Archangel Announcement is for June!
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New Game Mode RELEASE : Missions



The first public version of the Baja Secunda Campaign which has been discussed in previous Archangel Announcements and Wednesday Warzones, will finally be made available for all players of Garrison: Archangel on Friday, June 28th.

See our developer's most recent screenshot saturday video HERE

Much has developed and changed during the month that passed since we released the game mode to preview. These are the features to expect in the new game mode!

- Missions : Take on missions from the various factions to gain their favor and earn your keep - in the form of the Imperial Currency of Sols.
- Upgrades : Use Sols to buy more parts for your Archangel and upgrade them to make yourself stronger. Gain more powerful weapons and body parts with the right cash and the right friends.
- Prestige : In this war, you must take sides. Every mission you take outside the Tournament pleases a faction and displeases another. There are deadly consequences to making enemies of such powerful factions, but there is much to be gained by gaining others as your allies.
- Escalation : As time continues, the war intensifies. Expect to see more powerful, challenging forces and even rival Ghosts as you play through the game.
- Replay : The campaign ends when you reach a certain period of the game, but don't fret, you will be able to replay the campaign again with different allies, keeping any unlocks you gained along the way.





Though this is a public release of the game mode, it is still in development and very much incomplete. Here are the features to expect in the future :

- Upgraded versions of all weapons
- 4 main story routes, representing 4 key factions of the conflict.
- Each 'main route' will come with 3 special story missions.
- Boss fights and special mission-specific stages.
- Paragon Final Missions for the other 10 factions;
- Cosmetic rewards for achieving paragon rank with any faction

We hope you enjoy your time as a Ghost on the battlefields of Baja Secunda!


New Equipment : Hawkeye Sensor Suite



Though this one has been in preview for a long while, it was never featured. We released the Hawkeye Sensor Suite by Eagle Aerospace!

See it in action HERE

The Hawkeye creates a network between its user's sensor suite and its allies, making their ranged weapons hit harder and more efficiently during its active time period. It reduces weapon cooldowns and increases ranged weapon damage.

This is the second of three planned team generators.

Improved Graphics, Sounds, Mechanics (and Bug Fixes!)





Missions mode provides a new experience different from that of Garrison: Archangel thus far. Moving away from intense one-on-one duels and arena combat, Missions mode harkens back to the classic heroic protagonist taking on impossible odds and massive numbers of enemies.

For the course of development and improvement since we first released it for testing, we have improved AI behaviors, user interface and general visuals. Several mechanics introduced previously (cruise flight and soft-lock) were also refined for this purpose.

FASHION FIGHT 2019 VOTING!



As of this writing, there is only one day left before the voting period of FF2019 comes to an end!

VOTE IF YOU HAVEN'T ALREADY : VOTE NOW


STEAM SUMMER SALE 2019



Garrison: Archangel is 20% OFF until July 9, 2019 for the Steam Summer Sale!

It's the perfect time to get into G:A, especially with the brand new missions mode around the corner! Make sure to tell your friends and family, too! (Or maybe... even buy them the game!)


DEVELOPMENT CONTINUES



With the public release of Missions mode, we see a more complete picture of Garrison: Archangel's final form. We thank everyone who has supported us thus far and ask for your continued support as we move to the final stages of its development.

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As usual, make sure to like/follow us on Facebook and Twitter for news and updates!
We also have a YouTube channel where we post videos of our game's development.
You can also visit our Discord and talk with the devs and players of the game!

FASHION FIGHT 2019!






Once more, we're running the community fashion contest known as FASHION FIGHT!

Think you've got style? Do you have the most fashionable Archangel around? Submit your works and see if you make the cut!

Online Submission Form and Rules here : https://forms.gle/UWdHUKosKgJqf2TE6

We're accepting submissions until May 31, 8:00 CST!

This year we are introducing a new twist in the form of two contest categories : High Fashion and Made To Order!

High Fashion



This category is the traditional fashion contest carried over from last year. There are no restrictions to the parts and weapons you may equip in the pursuit of looking fashionable.

The top two winners of this category will be added to the character roster and become part of the Garrison: Archangel canon, and they may even be added as ghost mercenaries in the upcoming missions mode if they so wish.

The grand prize winner gains the opportunity to work with the development team to create a reskin of an existing BODY PART or WEAPON equipped on the submission. The reskin will then be equipped on the winning submission.


Made To Order



By popular demand, this new category is for faction grunt units that will be encountered in missions mode! Create a mass-produced archangel unit for any of the game's factions, and see if they make the cut for battlefield deployment!

The restrictions are as follows :
- Each submission must represent an existing faction laid out in the codex and mission mode. We suggest playing the preview version of Garrison: Archangel to see these changes.
- If the faction is a manufacturer, it may only use equipment and parts from that manufacturer.
- EDIT: Manufacturer mechs are allowed one part or equipment from a different faction.
- Due to mission mode systems upgrading and modifying AI equipment as part of progression, the submission must contain no upgraded parts or weapons. Alternate versions (unlocked by kriegsgebiet and fashionfight cheats) are acceptable.
- Sunfield Frontier submissions should have no Montaglione parts or weapons.
- Du Couronne submissions should have no Eagle parts or weapons.

The top two winners of this category will be added to mission mode as mass-produced archangel units of their respective factions.

The grand prize winner gains the opportunity to work with the development team to create a reskin of an existing BODY PART or WEAPON equipped on the submission. The reskin will then be equipped on the winning submission.

How To Join



1. Get the latest version of the Garrison:Archangel on Steam! (https://store.steampowered.com/app/682450/Garrison_Archangel/)
2. Decide which category you wish to join : HIGH FASHION or MADE TO ORDER? read above for what each category entails.
3. Make your Archangel in the garage according to your chosen category.
4. Get your chosen Archangel’s save data from your documents/indigogaming/garrisonarchangel folder. SaveData00 represents the topmost slot, SaveData01 the second, and so on. You may only choose one of these.
5. Take a screenshot of your archangel in game! You may modify by cropping or resizing the picture, but please do not modify the colors or change the appearance of the Archangel using external image manipulation tools. We will compare these with the savefile you submitted, and may invalidate the entry if deemed too different.
6. Fill up this form.
7. Upload your chosen save file and screenshot here.
8. You may submit as many Archangels in any category as you wish, but must fill up this form for each one.
9. Deadline for submissions is May 31, 8:00 CST.
10. The top ten submissions for both categories will be decided by a panel of judges. These Archangels will be revealed on June 5.
11. If you're in the top ten of either category, get people to vote for your Archangel to win!

NOTE : There are many unlockable equipment and upgrades in the preview version of Garrison: Archangel. We suggest using this experimental branch and playing missions mode to unlock these parts to give yourself a wider choice of options. Alternatively, the cheats "kriegsgebiet" and "fashionfight" can be used to instantly unlock alternate versions of existing parts and weapons.

Prizes



Depending on the category, winners get to add their creations to the canon of Garrison: Archangel and will be able to work with the team to design a reskin for a chosen part/weapon. Both categories will have first and second place prizes.

High Fashion
1st Place - Character Roster Preset, Reskin
2nd Place - Character Roster Preset

Made to Order
1st Place - Mass-Production Unit, Reskin
2nd Place - Mass-Production Unit

Tournament Rules



- Contestant entries will use mech saved data generated by the latest build of Garrison: Archangel. They must be submitted along with a filled form before May 31, 8:00 CST.
- Contestants may submit as many entries as they wish.
- Depending on number of submissions, the above schedules are subject to change.
- After May 31, Judges will score entries and choose the top ten entries, which will then be revealed in a public poll on June 5.
- The poll will be open to the public until June 28.
- The winners will be announced on June 30.
- Mech names and descriptions with profanity and/or offensive content are subject to removal, censorship and/or modification by the tournament organizers.

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For more updates, make sure to follow our Facebook and Twitter for news and updates!
We also have a YouTube channel where we post videos of our game's development.
You can also visit our Discord and talk with the devs and players of the game!

We hope you all send us your best works! See you all in the battlefield!

ARCHANGEL ANNOUNCEMENTS APRIL-MAY 2019

This is the Archangel Announcements post for April and May 2019! Here we will discuss the upcoming features soon to be released on preview.

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New Game Mode Preview : Missions





After several months in development, we are finally going to release a playable preview of the single-player Baja Secunda Campaign for public testing while we complete the 'narrative' missions and other customization features in the following months.

The single-player mode preview will be called 'Missions' during this interim. It will consist of procedural-generated missions that the player may pick from over a series of turns.

On the desertified planet of Baja Secunda, all-out war has begun between a powerful military family and an energy megacorporation. Sensing opportunity, the many different arms manufacturers also pursue their agenda in the wartorn region. In this conflict you play as a 'Ghost', an Archangel pilot licensed to "resolve conflicts between the different prefectures of the Solar Empire", doing whatever it takes in order to maintain the 'Imperial Peace'.

Basically, a mercenary-for-hire sanctioned by the Solar Empire.



The mission mode to be released on preview will feature the following:

- Missions : Take on missions from the various factions to gain their favor and earn your keep - in the form of the Imperial Currency of Sols.
- Upgrades : Use Sols to buy more parts for your Archangel and upgrade them to make yourself stronger. Gain more powerful weapons and body parts with the right cash and the right friends.
- Prestige : In this war, you must take sides. Every mission you take outside the Tournament pleases a faction and displeases another. There are deadly consequences to making enemies of such powerful factions, but there is much to be gained by gaining others as your allies.
- Escalation : As time continues, the war intensifies. Expect to see more powerful, challenging forces and even rival Ghosts as you play through the game.

As the story missions are still in development, this will be an endless game mode. We will use this preview to gather feedback and test the base systems described above. Expect to see this mode in preview at the end of this week (May 3rd).

Also, and we know people have been waiting for this; any upgraded/alternate part unlocked and bought in mission mode's shop will be unlocked in the main game's garage as a cosmetic.


New Equipment : Hata-Jirushi



Last month, we revealed a new back-mounted armament developed by Yoshikawa: the Hata-Jirushi field generator.





The Hata-Jirushi creates a powerful amplification field around the Archangel and its allies, generating an effect called 'Rushdown'. This allows them to hit harder with melee weapons, dash farther and consume less boost for a short period.

As part of its signature Yoshikawa flair, everyone affected by the Rushdown effect has a holographic 'nobori' flag projected on their backs.

More of these field generators will be revealed soon.


New Maps : City Sector, Desert Ruins and their Arena Versions



City Sector : https://gfycat.com/brightharmfulgourami
Desert Ruins : https://gfycat.com/consciousaccomplishedarmedcrab

4 new maps will be added to the game, utilizing a similar procedural layout algorithm used in the Proving Grounds map. This means that every time you play on these maps, the obstacles and their positions are different.

These maps will be a common sight in the missions mode, but you will also be able to play them and their enclosed arena variants in our custom game and arcade modes.


Bug Fixes and Visual, Sound Adjustments



During the period of April, we also fixed bugs identified in the previous public build released in March. In addition, we adjusted and updated visuals linked to the maps released (Flotilla, Riocorte Dam and Solar Farm) during that time. Audio fixes and new sounds were also created for weapons whose sfx needed updating.


DEVELOPMENT CONTINUES



With the initial stage of the campaign open for public testing, we move on to the next steps to complete the game's single-player experience. Please continue to support us as we endeavor to achieve our goal!

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As usual, make sure to like/follow us on Facebook and Twitter for news and updates!
We also have a YouTube channel where we post videos of our game's development.
You can also visit our Discord and talk with the devs and players of the game!

GARRISON: ARCHANGEL THE ANIMATION SECOND SEASON!

A new visual has been released for "Garrison: Archangel The Animation ~The Final Tears of a Starry Sky~"!

It features the pilots of 'Kuroyami Moonshadow', 'Gorgonaut' and 'Hikarilight Sunsparkle'.





Some character designs were also revealed! Here are some of them :

Blitz Airmaster's strange masked pilot : Blitzer



A mysterious young girl, and Ran-Doom's pilot



Mr Surprise's pilot : Marquis Napoleon Cage of Gehenna





The opening song has finally been released! This is the TV Size of "Archangel ~Shiny Groove~ ver. P" (as per popular request!). We will make this song available in-game soon!

https://www.youtube.com/watch?v=e-tTLJWSCVY



Production, Direction, Script, Character Design, Animation and Singing the Opening song will all be done by Paolore. Due to budget constraints, He will also be expected to do all of the voice acting. We sadly don't have any samples at this time.


On behalf of the GA development team, we wish Paolore good luck on this new venture. Please look forward to the new anime season!


(Thank you to the G:A Staff and our supporters for putting up with his antics!)

March 2019 Version 0.19.10 Public Update

This is the massive public update with the features outlined in the March 2019 issue of Archangel Announcements. This includes the major February Balance Patch and changes to Overload, the new Vajra Weapon, and the new lockon system and flight mechanics.

Since a general outline for the new features and changes will be redundant, we suggest reading the original post here : https://steamcommunity.com/gid/103582791461484074/announcements/detail/1797406065558513827

This post will, however, include the lengthy changelog of all changes from previous preview builds up until this release.

0.19.10 CHANGELOG



Balance Changes :

- Base Dodge cost decreased to 150 from 200.
- Burning status DoT increased up to 30 damage.
- Missile lifetimes to compensate for previous timer changes.
- Missile speeds to compensate for previous timer changes.
- LIBERATOR : Primary Fire tracking behavior now similar to Arc missiles.
- Liberator : Removed tracking from Secondary Fire. Increased damage to 400/400.
- Reduced Liberator primary missile rate of fire
(doubled time between missiles and put some startup before first missile releases).
- Reduced Liberator primary missile tracking time.
- Increased Liberator secondary attack damage to 500/500.
- Reduced Liberator primary missile AOE.
- Removed recovery frames on Liberator secondary fire.
- Liberator reload now unaffected by the Ammo Expansion.
- Liberator reload reduced to 2 from 3.
- Liberator primary projectile tracking reduced to 4 (was 6).
- Liberator alt projectile speed increased to 200 (was 250).
- Increased Liberator primary fire velocity to 125 without affecting turn speed.
- Liberator primary fire tracking time increased to 2 seconds (was 1 second)
- ARC MISSILES : Added a 1 second to recharge.
- LONGLIN SHOULDER ARMOR : Reduced passive deflect bonuses to 5%.
- Longlin Armor : Added 1 second to shoulder tackle recharge.
- SHOULDER HL : Reduced recharge rate by 2 seconds.
- BACK FLANKER THRUSTERS : Reduced recharge time to 6 seconds.
- HALO TARGE : Reduced thrown base armor damage to 100.
- HALO TARGE and OBLOCHKA shields durability regen rate reduced to 200 (was 300).
- SYTEKH : Reduced thrown base armor damage to 150.
- SMG : Reduce shot spread to increase effective range.
- SMG bash is now faster and cancellable.
- TRAILBLAZER Thrusters : Changed damage values to 100/200.
- Trailblazer cancel window decreased to 5 from 8 frames.
- LINEAR MISSILES : Changed tracking behavior.
- TOWER SHIELD : Added 1 second to bash recharge.
- AMMO EXPANSION : Removed ammo recharge bonuses for Missiles and Cannons.
- Both Swarm Missiles reload to max capacity with the Ammo Expansion.
- Both Homing Lasers reload to max capacity with the Ammo Expansion.
- FUSION BLADE directional attacks armor damage increased to 150.
- Increased all Fusion Blade directional stab damage to 350. (Neutrals remain unchanged).
- CHARGER THRUSTER : Reduced Charge Thruster stab damage to 400.
- Reduced Charge Thruster hyper armor frames to only when in flight.
- BURST RIFLE armor damage to 150/25 per bullet.
- SHENQIANG Rifle Spear Melee back attack now has a usable cancel window.
- WESPE AR weight reduced to 1000.
- Wespe bullet damage up to 30/0.
- SCHAFER weight reduced to 1000.
- Schafer alt fire armor damage increased by 100.
- Schafer alt fire blast damage increased to 150/150.
- STAR GAUNTLET charge times changed to 1/1.5/2 (was 1/2/3).
- Star Gauntlet Level 3 is now a single hit proximity attack.
- Star Gauntlet level 2 star damage to 100/75.
- Increased tick damage of Star Gauntlet level 3.
- ELUSION THRUSTER AoE burst now applies two stacks of Burning.


Gameplay Changes :

- Added new Roster Character : THE COSMIC GORGON preset.
- Updated Roster Character : LIOPLEURODON preset.
- Added new Weapon : VAJRA CANNON.
- Movement is now enabled during Jump and Dodges.
- Increased Movement coefficients to 100% during Jumps, allowing for a more controlled ascent and descent and not locking your mech in an axis.
- Initial Jump velocity decreased to 80% of Dodge velocity.
- Updated: Online Multiplayer Client Movement.
- Client-side position authority increased,
- Client-side position correction now happens only on certain states,
- Client-side position corrections now include velocity prediction.
- Updated: Online Multiplayer Proxy Movement and Attack synchronization.
- Overload - Combat actions now pause the Overload Regeneration timer.
- Improved Input buffering for weapon activations.
- Increased Horde enemy Vulnerability values.
- Melee Perfect Dodge events for single player.
- Multiple manufacturer and equipment copy changes.
- Added new key bindings for additional features.
- - Controller: Left Stick Button, Directional Pad.
- - Keyboard: X, R/V/F/G.
- Soft Lock Toggle - bound to R / Dpad Up.
- - Can now be toggled directly from Locked camera.
- - Now automatically switches to the target closest to the center when moving the camera.
- - Removed Enemy status trackers.
- Next/Previous Target functions will now cycle only through visible targets by distance.
- Flight Mode Toggle - bound to V / Dpad Down.
- - Activation is now distinct from Boost controls.
- - Until Deactivated: it blocks weapon, movement, and boost inputs.
- - Automatically deactivates in when melee range.
- Mech Free Rotation controls in the garage.
- - RMB + X Axis, RMB + Y Axis
- - RMB + Mouse Wheel to Zoom.
- - Controller: Left and Right Triggers to Zoom.
- Old Win Pose rotations are now incompatible (flipped 180).
- Updated Garage Equipment button layouts to display more information.


Bug Fixes

- Fixed: Issues with health comparison on Death Tickets winners.
- Fixed: Flight mode no longer required forward to be held to continue.-
- Fixed: Missing Client-side proxy animation events and animation layering.
- Fixed: Network Stats display with N on the keyboard.
- Fixed: Weapon animations not buffered correctly after AutoGun/Missile Down animations.
- Fixed: Equipment upgrade data.
- Fixed: Player Stats not reset properly on round reset.
- Fixed: Equipment upgrade levels.
- Fixed: Online multiplayer client movement.
- Fixed: Online multiplayer Weapon State updates.
- Fixed: Weapon animation issues on dodge cancels.
- Fixed: Gun aim correction at melee range.
- Fixed: Movement sometimes not enabled after the end of perfect guard deflection.
- Fixed: Shields stopping boost regen.
- Fixed: Wave Axe charge attacks.
- Fixed: Duplicated input buffers on some attacks.
- Fixed: Stability regen rate issues with time scaling.
- Fixed: Stability regen issues on hit animations.
- Fixed: Inconsistent inputs on flinch cancels.
- Fixed: Overhead collisions causing Grounded state.
- Fixed: Gun aim correction at melee range.
- Fixed: Mech close in-air alignment.
- Fixed: Dodge Cancel and gun animation issues.
- Fixed: Projectile tracking and proximity timer inconsistencies.
- Fixed: Projectile knockback values not being applied properly.
- Fixed: Timed proximity explosion tickers.
- Fixed: Confirmation popups for Randomize in Garage.
- Fixed: Booster flare instances turning off while boost is enabled.
- Fixed: Weapon damage with zero stability values not displaying properly in the Garage.
- Fixed: STAR GAUNTLET Lv1 special from not colliding.
- Fixed: SCHAFER blast radius.
- Fixed: Missile lifetimes to compensate for previous timer changes.
- Fixed: Star Gauntlet charging inconsistencies;
- Fixed: Wave Axe projectile colliders.
- Fixed: Returned old Taunt key binding.
- Fixed: Toggle transitions between locked and soft-locked modes.
- Fixed: Jittery floor movement on Unlocked camera.
- Fixed: Shoulder Shield down animation not playing properly.
- Fixed: Torso animation issues when switching from guns and melee.
- Fixed: Controller navigation on garage popups.
- Fixed: Garage camera rotation controls.
- Fixed: Mouse Axis input detection blocking controller input on the UI.
- Fixed: Online Multiplayer Proxy not locked on.
- Fixed: Online Multiplayer Proxy camera rotations not updating.
- Fixed: Online Multiplayer Client camera movement authority.
- Fixed: Online Multiplayer button inconsistency.

ARCHANGEL ANNOUNCEMENTS MARCH 2019

This is the Archangel Announcements post for March! Here we will discuss the features for the next major public update for the month!

Most of these features are already present in the latest iteration of our experimental preview build! Check out this thread to see how you can get in on the action!
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New Feature : Soft Lock



A new function called 'Soft Lock' has been completed in preparation of the coming single-player mission modes. It was meant to address issues with the default game camera and lock-on system's limitations when fighting multiple opponents. For the purposes of the game, the old system will be called 'Hard Lock' and this new system will be called 'Soft Lock' as they both exist as different targeting modes.

Soft Lock allows the player to utilize the right directional stick or mouse to move the camera while maintaining a lock on a target. This allows the player to freely scan their surroundings while launching their attacks on a chosen target. In addition, they can simply change targets by 'looking' at another unit and positioning said unit near the center of their screen, providing an alternative to the automatic target transfer toggle in the older system. This gives players more freedom to look around and gain awareness of their surroundings.

However, using the soft lock target system has a price. It loses two functions exclusive to hard lock mode : The state indicators, which tell you if the enemy is in a guarded state or invincible to further attack, and the predictive arrow system, that shows you the movement direction and roughly predicts the target's future position. Also, though Hard Lock does not allow the player to freely move the camera around, it 'locks' the target to the center of the player's screen at all times - a very important tool against more difficult mobile enemies.

The trick to using these target systems rely on switching between them according to one's convenience. For now they have two different button assignments, with the Soft-lock being D.pad Down / V in the preview build. This may be subject to change. In the future we may reduce both modes into a singular lock-on button, which cycles between these modes.

New Feature : Cruise Flight



With the larger maps that will be utilized in single-player campaigns, Archangels will be expected to cross longer distances. Some Archangels built with the low speed stat will have some obvious problems handling missions that require a lot of travel. Luckily, the standard Imperial Archangel is equipped with a 'Cruise Flight' mode that allows them to enter high-speed, sustained flight, without expending as much boost resources and going into overload. This feature is not normally used by Commercial builds for the Arena, but is a convenience heavily utilized by many paramilitary units.

It should be noted that in this flight mode, boost and stability will be reduced to a minimum as the Archangel generator's resources will be redirected into sustaining the flight mode. This means that an Archangel is actually vulnerable to damage and overload in this mode, and should avoid rushing headlong into battle with this function. In addition, going into Cruise Flight requires a long and loud charging period before startup, and that makes it difficult to use in a heated battle.

Cruise Flight currently has its own default button assignment (D. Pad Up / R) in the preview build. This may be subject to change.

New Feature : Radar



This one is a bit self-explanatory; A simple radar has been added to the HUD, which only appears in certain game modes such as Horde and the upcoming missions for solo play. This provides an additional display to help with the player's positional awareness of multiple enemies (and allies).

New Feature : Dramatic Dodge



A mix of cosmetic flair and actual game mechanics, the game will go into slow motion if an Archangel perfectly times a dodge or an invincibility frame maneuver to avoid an attack. This allows the dodging player time to plan their next moves or counterattack. However, beware that this respite also allows the attacker to dodge cancel or prepare their own followup maneuvers. This feature was made to add more visual flair to melee combat, also adding to the overall aesthetic ('roman') of the game's battle systems.

New Weapon : Vajra Cannon



The Vajra Cannon is an Astra-made handheld plasma cannon that creates super-heated orb-shaped clouds on impact. The orbs linger and deal tick-based damage, making them useful as area-denial weapons, attack deterrents, and stun-lock tools. If fired at close range, the projectile fails to synthesize and merely behaves as a high-stability damage projectile. With a weight of 1250, the Vajra carries 3 shots by default. Its secondary ability is a reload, making it similar to other guns (Ranger, Emancipator) that share its weight value.

We hope this weapon adds a new dimension to the ranged equipment options for the game!

Major Game Mechanics and Balancing



This one is quite lengthy and we suggest looking up the coming patch notes for the balance changes regarding the different weapons. (If you want to see them now, we suggest looking at the preview build thread to see what has changed) We will discuss the most significant changes in their own sections below.

System Update : Boost and Overload



The Overload System used to be a 4 second timer that counted down regardless of the state of the player, with the exception of the down state which allowed them to instantly restore both stability and boost. This system allowed for gameplay that effectively bypassed the 'down period' of the timer, allowing certain builds with long-winded attacks to not suffer the penalties of going into overload. For this reason, Overload is now a conditional 4 second timer; It pauses whenever players take actions that aren't simply walking/moving around, standing still, falling, or taking damage. This means that if a player would relentlessly attack or do maneuvers, it is quite possible for them to stay stuck in overload.

By doing this, we made overload more punishing (as it was meant to be) and make it so players would think twice about carelessly expending boost. To compensate for this change, we've reduced the base cost for dodging, effectively giving archangels across the board more resources to avoid going into overload.

Weapon Rework : Liberator Missile Launcher



The Liberator Missile Launcher's gameplay has been changed, or more specifically, its primary and alt-fire have been switched. The primary fire of the Liberator will now rapidly fire homing missiles at the target, while its alternate fire launches a non-homing, but powerful trio of missiles. Also, the Liberator's ammo refresh rate has been largely increased, allowing players to have more missiles on hand more often.

Weapon Weight Changes and Buffs : Schafer and Wespe



The Schafer Flamethrower and Wespe Assault Rifle are unique hand weapons in that their primary fire deals 0 stab damage. Due to stability now playing a major role compared to older iterations of the game, these weapons have become less desirable due to their inherent weakness. Rather than change their gameplay design, we've decided to reduce their weight to 1000, making them budget ranged weapon options. They've also received a damage buff, making them more threatening at whittling down enemy HP.


DEVELOPMENT CONTINUES



We'd like to thank everyone who has supported the game thus far as we continue development through the first quarter of 2019. Don't fret, there's much more to come!


_________________________________________________

As usual, make sure to like/follow us on Facebook and Twitter for news and updates!
We also have a YouTube channel where we post videos of our game's development.
You can also visit our Discord and talk with the devs and players of the game!

FEBRUARY PRE-BALANCE PATCH - UPDATE 0.18.5

Thanks for joining us in 2019. Here are the new internal system updates before we move into balance patches at the end of February.


Movement System Updates



With the update to the boost system and with the various mobility options now present in the game, we've upped the multiplier modifier for backward and sideward movement, which had been previously clamped at 50% and 75% respectively. They now both operate at 80% of forward movement speed, giving a higher overall sense of mobility for all.

In addition, held weapons such as machineguns, missiles and other rapid fire weapons, now disable gravity while in use. The exception to this rule are shields. While held, these rapid weapons do not allow for boost regeneration. Shields on the other hand, allow for both stability and boost regeneration.

Boost System (Experimental): Flight Mode



We introduced a new boost movement system while unlocked, called Flight Mode. It has a bit of startup, and quickly drains boost and stability, but allows the player to move forward at a sustained high speed. It immediately ends as soon as you lock on to a target.

This feature was made for long distance travelling in preparation for the upcoming missions over large maps.

Visual Updates



There are several visual updates, from animation layering for held weapons like firearms and shields, to UI updates with trackers for multiple enemy, allied and objective targets. We also made melee weapon trails a bit more flashy to approach the rule of cool anime look we set out to do.

In addition, new camera and graphic settings are available for players who want a different look at the game. Try out the over-the-shoulder camera setting in the gameplay options!


AI and Horde updates



The AI has been tweaked in preparation for the coming mission modes, and some of these changes can already be seen in horde mode and the existing AI combatants in the various game modes (arcade, custom game, etc).

Though these changes are minor, there's quite a bit of them. We suggest playing the AI yourselves to feel the changes for yourself.

Engine Updates



Garrison: Archangel runs in Unity, and much of the development in January was spent porting and updating new features to Unity 2018.3. For this reason, we also addressed many bugs and refactored many existing systems. Since each individual change is minor, it is best to refer to the detailed list below.



Changelog List



Includes changes from v0.18.0 up to v0.18.5

New Mechanics and Features
- New Movement: Flight Boost - Increased Boost speed used for traversal when no targets are locked. Does not overload Boost meter, but the stronger acceleration drains Stability. Forward movement only, no vertical or side movement.
- New settings : Added new SHOULDER camera offset in Gameplay Options.
- New Alternates/Cosmetics: Weapon skins for RANGER, WESPE, MOLNIYA, DRAGOON, EMANCIPATOR, UHLAN, TATZELWURM, POPIGAI and YULONG

Gameplay Changes
- Sideward movement speed while boosting increased to 80% from 75%.
- Backward movement speed while boosting increased to 80% from 50%.
- Input buffer now allows repeat inputs to extend the timer, and uses the last input when triggering. This does not prevent late single inputs from expiring.
- Camera offsets now adjust to make tilting upwards more comfortable.
- Adjusted AI parameters to lessen random jumping.
- Horde Grunt enemies now have reduced mobility.
- Held Attacks now also disable Gravity. Affected weapons include Autoguns, Missiles, Cannons.
- Reduced Flinch Cancel input restriction from 6 frames to 2 frames.
- Animation layering for gun aiming and recoil.
- Increased AI priority for Dodge Cancel movement.
- Flight Boost will now not automatically cancel when re-locking into a target in far distances.
- Updated Horde mode Pickups for Health and Boost.


Updated Features
Updated: Increased AI priority to Dodge when it has a blocking or parry weapon equipped.
Updated: Melee weapon trails.
Updated game engine to Unity 2018.3.
Updated: DEFAULT camera offset renamed to OVERHEAD.
Updated: ALTERNATE camera offset renamed to LATERAL.


Bug Fixes
Fixed: Spinner weapons not using proper animation timings.
Fixed: Mech preview camera issues.
Fixed: Missing text and fonts for Chat elements.
Fixed: Other minor issues.
Fixed: Shield lowering animations interrupting input.
Fixed: Railgun hitscan issues with Targets, Terrain, and AI.
Fixed: Medium/High/Very High default Graphics Settings now include Post Processing.
Fixed: AI Held Weapon release not stopping animation loops.
Fixed: Camera not detecting if it passes through the floor at high speeds
Fixed: Melee attack alignment when camera is unlocked.
Fixed: Gun aim alignment when camera is unlocked.
Fixed: Missile aim alignment when camera is unlocked.
Fixed: Horde mech weapons not updated with new animations.
Fixed: Horde mechs not animating properly after spawning.
Fixed: Auto Gun/Missile animation loops missing transitions when interrupted.
Fixed: Cannon weapon animation issues.
Fixed: Halo Shields AI ranged priority.
Fixed: Leg animations for Shields.
Fixed: Single Recoil animation length.
Fixed: Railgun animations not stopping.
Fixed: Railgun trails not disappearing.
Fixed: Animation layering breaking Lock On/Off.
Fixed: Wave Axe AI projectiles.
Fixed: AI Trick weapon priorities.
Fixed: Auto Gun/Missile loops ending too early.
Fixed: Animation issues with melee cancels and hand guns.
Fixed: Errors with predictive Aim and grounded targets.
Fixed: Animation issues with bash weapons and hand guns.

ARCHANGEL ANNOUNCEMENTS JANUARY 2019

Welcome to the first Archangel Announcements of 2019! Thank you to all our players who've supported us on Steam since 2018, and especially to everyone who's stuck with us for longer than that!

Without any further ado, here we go!
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Upcoming Feature : Mission Generator





One of our primary goals this 2019 is the completion of the Single-player Campaign we discussed in previous announcements and media. In this game mode, the player takes the role of a mercenary on the war-torn planet of Baja Secunda. Various factions and corporations have taken an interest in the conflict, and pursue their agenda in the many battlefields.

Central to that single-player campaign is a procedural mission generation system. Each 'turn', the different factions post missions, from among which the player can choose. Such missions can vary in objective and scope, from sabotage, assassination, VIP defense, area control, target tests and much more.

After then, it is up to the player's skill, archangel and luck to complete these missions.

Successful completion of these missions provides the player with monetary rewards and faction rating. Faction rating represents the value, respect and/or rank the mercenary has achieved within a faction. It unlocks several benefits, such as parts, weapons, upgrades and cosmetics unique to each faction or corporation.

But beware; Every mission affects another faction negatively. Clients will always have rivals and enemies who will remember your actions. Hostile actions against such factions will lower your faction rating with them. A low enough faction rating might mean a ban from acquiring certain goods. Unlucky players may even be attacked by that faction's armed forces while in the middle of another mission!

The mission generator represents the basic game 'flow' of the planned campaign, and we aim to release it for public testing by next month. It will have the mission generation system, the faction rating system, and even the faction threat system. We hope players enjoy this preview of what's to come.

Shops, upgrades, unlocks, narrative content and the other progression systems described above will follow. We will make sure to update everyone and discuss them in future statements.


Visual Updates : HUD and Animation





Some animation updates can be expected in the following weeks. They particularly involve held weapons and shields, to make them feel more organic. We applied an animation layering system we currently use for our idle walking and moving animations, differentiating flight from grounded movement as well as varying movement speeds.

With the development of the single-player mode, we're also adding new elements to the HUD, such as ally and enemy indicator pips for combatants not in your lock-on reticule. This will help players differentiate allies and enemies with one glance during messy skirmishes.

Another minor addition to the HUD is a lead pip, which basically predicts the position and movement direction of the locked-on target. This was mostly a debug feature for us to test our projectiles' tracking and predictive capabilities, but it may assist players who appreciate additional information! (Also it looks cool and adds to the immersion, according to Paolore.)

We hope these visual changes prepare players for the challenges of the new game mode, since multiple enemies and allies will be more common.


New Preset : Uusha Jajanka



The winner of the Cosmic Clash Season 2 Finale, Uusha Jajanka, has been added to the roster.

It is the first competitive build to win after the massive mechanics overhaul on stability and boost - this monster boasts very high armor, stability and deflection, and obliterates the competition with its Dominus and Dragoon!


Community Contest Policy Update : Character Roster and Ghosts



Ever since 2017, we've worked closely with our community and have added many of our player's creations to the game. After 2 years of development, our Character Roster has grown to a whopping 32 Archangels, with more than half of them (17) being champions and contest winners!

Sadly, due to this large number, we've decided to limit community contest additions to the roster from now on. This change will particularly affect our recurring tournaments, such as Cosmic Clash. We will still have specific tournaments that feature roster addition as a prize, but only if we explicitly state it as part of the rewards.

However, do not fret! Due to the developments toward the single-player content, we've actually opened new avenues for community submission content. The one we'll discuss here are the Ghosts.

Ghosts are Archangels that cannot be selected by players in Custom Game. They will only appear randomly in the single-player campaign missions and horde mode.

The Characters represent well-known Archangel pilots in the Archangel Tournament League (ATL), the immensely popular arena sport throughout the Solar Empire. They are basically sport celebrities. The arcade mode of the game represents the player fighting their way up through the ATL. With the exception of horde mode, everything we've shown so far in the game is the perspective of the Archangel Athlete fighting for glory in the Arena.

However, the ATL with all its rules and safety regulations, do not represent the true military capabilities of the Archangel. It is, first and foremost, a weapon of war - which is what the campaign mode will focus on. Therefore, Ghosts are the pilots you find on the battlefield. Most of them don't have a name to give you, and frankly, couldn't care less. They're most likely mercenaries, just like you, or faction agents who simply need to complete a mission.

The Ghost system allows us to hold grunt and faction officer creation contests, which is one of the community activities requested of us. We also found that a lot of narrative suggestions from our community collaborators could be better put in the context of the battlefield rather than the arena. This means that we may move around existing characters to become ghosts or have characters who also appear in the single-player campaign.



Community Contest : DEADLY DUETS



The first community contest is made by our longtime supporter, Robofights! Watch the video here!

It is the first 2v2 online AI tournament of its kind! To join, simply pair up with a friend and send your Archangels over via this form.

If you're flying solo, don't worry! We'll get you a blind date from among the other solo submissions.

The winning pair stand to each win 10$ steam giftcards, and the option to add their Archangels to the character roster. Due to their synergy, they may also be included in the single-player campaign and horde mode as a pair encounter!


DEVELOPMENT CONTINUES



2018 was a good year for our debut on Steam, and we definitely look forward to working with everyone this 2019! Please do join our Discord channel and our social media pages so you can work with us in developing Garrison: Archangel to be the definitive custom mecha game for PC.


_________________________________________________

As usual, make sure to like/follow us on Facebook and Twitter for news and updates!
We also have a YouTube channel where we post videos of our game's development.
You can also visit our Discord and talk with the devs and players of the game!