Early Access Update 11 - Version 1.2.01 Combat Officers
It's been a long time since our last patch. The reason is not because the development is slowed down or something like that, we have been working on the really big update for Campaign - the Combat Officers system. And it's a really large system!
Since the game's theme is Companies trying to take over the work, we are adding human management, employment, salary, loyalty... for campaign mode. You will have to try to find for best talents or steal it from other companies and keep them loyal to you.
Combat Officers stats affect the whole robot team so it'll add another depth to the battle without increasing the complexity of the control system.
These will only affect Campaign mode and planned to be release in the middle of March so stay tuned.
This is a huge update for the campaign mode and I feel very proud to introduce this new system to our campaign. It'll definitely help you enjoy the campaign way more than before!
Aside from Combat Officer system, every other features are suggested by our community member. Thanks for keep on helping us :). Our community is tiny but we are very lucky for having though helpful people on board.
Combat Officer system goes with specific tags for robot, this is a very big system. Long story short, each combat officer will help specific set of robots based on their "tags"
Add autosave feature for campaign and ask for save when users quit
You can now Sell chip
You can now clear a chip board
Storage can now only store 150 chips, you will have to sell the bad chips to make slots for good chips as you progress.
Robots destroyed on a specific campaign will have to be repaired before you could use them again. This won't affect other mode and other campaign.
2. Tweaks and Balancing:
Add more game options for user, we will keep adding options based on your suggestion to bring the best experience.
Add shortcut on the keyboard, for now End Turn is space for both ingame battle and campaign and you could use arrows to move camera around for both modes too, We will add it to our help entry and add more short cut where we see fit.
Allow user to quickly skip the announcement at the battle start.
Robot could break down their move path now to avoid certain trap and acids (if their Movement stat is 6 they could move 3 then 2 then 1).
Tactic point will only be revealed after your robot end turn to remove the search -> undo -> search again behaviour (we're sorry but it has to go).
Add some effect and indicator in the campaign so you won't wondering what did the AI do in the last turn.
You can now collect resource from 1 region for many turn, but each time you collect, the amount will be decreased. The amount will be restored back to its maximum in the next turn.
Change the attack restriction on height to based on the unit range. Unit with higher rang will be able to attack higher height.
Add border based on robot material when you select robots for the match so you don't have to remember their materials.
Add effect to indicate robot's material in the battle.
Armstrong get new animations
Increase Cablenex 3rd skill affect range to 5 so he could bind more enemies.
3. Fix bugs:
Fixed a critical bug when WP00 can't find target for it's 3rd skill
Fixed a critical bug when Angel00 use the 3rd skill and cause the game hang.
We make the campaign tutorial which should have been made a long time ago.
And we will keep extend our infinity mine and at some point it'll become infinity.
But tweak, balance and bug fixes will always get the top priority.
Early Access Update 10 - Combat Officers in progress
It's been a long time since our last patch. The reason is not because the development is slowed down or something like that, we have been working on the really big update for Campaign - the Combat Officers system. And it's a really large system!
Since the game's theme is Companies trying to take over the work, we are adding human management, employment, salary, loyalty... for campaign mode. You will have to try to find for best talents or steal it from other companies and keep them loyal to you.
Fixed a critical bug when Jammick try to use Friendly fire causing the game to hang
2. Tweaks and Balancing:
Improve mine basement scrolling, just a minor tweak
Change Unit management scene a little to suit our new chip management system
Reduce reward when lose too soon
Reduce Cablenex 3rd skill cooldown so he could use it more
Reduce Cannonneer and Antibot max HP and HP growth/level. They are still strong on offense but even more fragile so you could assassinate them if you hate them too much
Reduce Minig0d's skills heat, right now he is overheated pretty easily
3. New features:
Chip compression feature to reduce chip size
Add option to only show Chip that match player's level requirement
Fixed a critical bug when you activate gumshot's 3rd skill and kill an enemy within normal attack range, the attack mark will still remain and click there will stop the game.
Fixed a bug when threaten squares still display for destroyed units causing confusion.
Fixed a bug when our units chips effect didn't apply on easy mode
Fixed a harmless bug when an unit being stunned but didn't skip turn automatically
Fixed a critical bug at mine B10 when 2 blue arrows attack consecutively
2. Tweaks and Balancing:
Changed Scenario layout and gameplay flow.
Made each scenario opponent give specific chip types so you could quickly farm for the chip type you want.
Sort chips by rarity.
Boss drop more boxes because... loots!
3. New features:
Mine B11 - 15 - high damage floors. Electric Charge and Electric Spike will come in handy.
Add new chip type called Electric Spike, which reflect damage percent. The reflect damage will be true damage and can't be reduced, also it will based on incoming damage before armor calculation. It's good against damage dealer. Electric Spike will require player level 1.
We are going to make chip compressor items next, it allow you to reduce chips size to fit more on the board.
Then we will keep working on campaign.
But tweak, balance and bug fixes will always get the top priority.
Early Access Update 7 - Version 1.1.10 Defend Skills Update
We made some change to defend skills - The skill that associated to specific maps and place under the right bar instead of left bar like unit's skills.
While most of them remain unchanged, we made some of them become a roulette skills, where you spin the roulette and stop it then hope for the best, you could try to timing it to some extend but it's still mostly random.
We also adding Chip Compressor items which will be used to reduce chip's size. Less chip size = more chips on board.
If you managed to get a good result with defend skills, your chance of getting chip compressor will be improved.
Fixed a critical bug when you activate gumshot's 3rd skill and kill an enemy within normal attack range, the attack mark will still remain and click there will stop the game.
Fixed a bug when you can upgrade a robot without losing parts
Fixed a minor bug when after player craft a robot and switch to Upgrade the mode, the new robot model will be intertwined with the old model.
2. Tweaks and Balancing:
Campaign Save/Load will allow you to choose the name and have multiple saves for 1 campaign now
Upgrade WP00, Antibot, Dualklaw models
Enable Option menu in the main menu
Update resolution options and allow switching between fullscreen/window in game.
Improve camera follow mechanic, it'll only follow if necessary
Change jittering effect for spring activated position in the spring battleground to mechanical spring model, should be eyes pleasing now.
Improve Gumshot's 3rd skill, now he will only drag you after he end his turn to prevent players from abuse the toxic positions by using undo button
Add some minor changes for Spring battleground logic
Scale GUI for bigger screen, if you feel content with some UI, pls lets us know in the discussion board.
Change water leak chip's effect to deals damage by HP% instead of flat HP amount to counter high HP units.
3. New features:
Add targeting action for some of the defend skills as described above
Add a box for players to fill their profile name, no one want to be called "Default" forever
Add army leader's name tag in the campaign world map.
What's next?
More improvement in scenario battles flow then Campaign or Infinity Mine improvement, cast your vote here: http://steamcommunity.com/app/376250/discussions/0/458605613413969564/
Early Access Update 6 - Version 1.1.08 beta - Enemy improvement
The last week is dedicated to enemy improvement to increase player's enjoyment, you can't feel good after beating a dumb and weak enemy after all.
Early Access Update 5 - Version 1.1.06 Infinity Mine and Robot Upgrade
Our focus in the previous week was to fine tune the Infinity Mine and the new "Robot Upgrade" feature.
https://www.youtube.com/watch?v=D-pJDKD8Z7c
Here is the Infinity Mine's feature that has been introduced since last week on the beta branch
We feel like the game lack goal, objectives and progress so we are adding Infinity mine mode and Player's level.
Those 2 mentioned above will be featured in the beta version, you could change the game property to beta to use it any time you want.
Note that the beta version will likely have more bugs than default version.
Infinity Mine
Well not infinity yet! We are only testing 10 levels at the moment. The mine is a great place to farm for robot parts, and higher material parts like Silver, Gold... instead of just Iron parts like at other places.
The format is changed from balance to us vs a lots of them, smaller robots and big bosses.
It's extremely hard!
Now the boss is smarter but we reduce the minions spawn rate to balance it.
Previously the higher material parts can't be used yet. We added it to the robot upgrade function now, just go to the Lab and click on tab upgrade to use it.
Pls tell us what you think so we could make it better.
Aside form these new features we still continue with bug fixing and balancing.
Fixed a bug when a side from campaign has been destroyed but still trying to act
Fixed a bug when a unit can't pickup 2 treasure boxes in one turn and can't pickup a treasure box after jump to it's position instead of moving.
Fixed a bug when AI's wingenal try to use his gatling gun to outside of the boss
Fixed a bug when Whirlwind keep the units on the air for too long
Fixed a bug on campaign when an event start by one side then that side die before event end causing all kind of bugs.
Fixed a game hanging bug in the tutorial when AI failed to respawn its unit.
2. Tweaks and Balancing:
Reduce difficulty for new players
Reduce learning curve steep by only giving 2 units for player at the start and give them more later.
Remove texts from tutorial explain about timepoint. It's confusing for most people
Give the 2nd tutorial's match a proper end game like others
Update camera zoom, now it has 2 more zoom levels, really close and really far. Also change default camera angle to 45 degree for wider view. You could still change it using your mouse as usual!
3. New Features:
Infinity Mine - transfer it from beta branch and add proper graphics
Robot Upgrade - Silver grade robot has more health and max heat so they could use more skills
Early Access Update 4 - Version 1.0.28 and beta 1.1.00 - Infinity Mine
We fixed more bugs on the default branch and uploaded the version 1.0.28.
We feel like the game lack goal, objectives and progress so we are adding Infinity mine mode and Player's level.
Those 2 mentioned above will be featured in the beta version, you could change the game property to beta to use it any time you want.
Note that the beta version will likely have more bugs than default version.
Infinity Mine
Well not infinity yet! We are only testing 10 levels at the moment. The mine is a great place to farm for robot parts, and higher material parts like Silver, Gold... instead of just Iron parts like at other places.
The format is changed from balance to us vs a lots of them, smaller robots and big bosses.
It's extremely hard!
Player Leveling
Player leveling help reduce the learning curve's steep for new player and give you some sense of progression (you will get stronger chips and more robot's blueprints as you leveling).
Fixed a bug when tactic point recognize a robot outside of it as capturing robot.
Fixed a multiplayers bug when a player use Owl blue arrow, it'll take different paths on each client.
Fixed a bug when 2 units being destroyed will leave 1 corpse behind.
Fixed a bug when Blue Arrow's Owl also has chip when used by AI.
2. Balancing:
Reduced Wingenal damage and 3rd skill damage
Reduced Cannoneer's Range from 6 to 5, it's still the longest range in the game
Reduced Blue Arrow's Range from 5 to 4, Blue Arrow has great speed and movement so it could always get to strategic point anyway.
Reduced Gumshot's Range and movement. Skill's Range will still be the same. Now typical range for a ranged unit is 4 instead of 5,
Reduced EXP amount a robot gain when destroyed an enemy, right now they level up too fast compare to support units.
AI will now try to focus fire harder if 1 of your unit has low health
AI will now focus more at avoiding toxic positions
Update Spring's model to make it look less similar to a graphic glitch.
3. New Features:
Add save audio volume feature as it should have from the very beginning
Add private match feature, also a public lobby.
4. Mac version added!
Early Access Update 2 - Version 1.0.18 Descriptions Revamp
With the help of a dedicated community member, we have been able to revised and fixed almost all grammatical errors and spelling mistakes in Robot's descriptions, skills descriptions and chips descriptions as well as all dialogs in game.
I think that will boost player's enjoyment greatly, no more eating on a dirty plate!