Implemented indication of skills that require 2 AP
When a skill is selected in the battle, an indication of skills that cannot be used after using the selected skill has been implemented (for example, it ends your turn, or there are not enough AP left after it)
Fixed freezing of a fighter when re-healing
Fixed a bug, due to which after using the "Reanimation" skill, HP was restored, but the wound effect didn't disappear
Fixed a bug, due to which the skill "Good position" didn't work when taking full cover
Disabled checking the strength of squads during matchmaking in 2x2 mode. Now, during matchmaking in this mode, the strength of allied squads is not taken into account
Content optimization
Minor GUI fixes
Minor bug fixes on maps
Patch Notes 01/10/2021
2 weeks have passed since the release on STEAM. The flight is normal. We read all (literally all) user reviews and watched all the streams that were released after the release of the game that we could find. Thank you very much for your support and feedback, we appreciate it! We agree with many remarks about the game, some mechanics (for example, such as a penalty to the accuracy of sniper rifles at close range, the need to manually open ammo boxes that drop out in loot, etc.) were incomprehensible to most new players through our fault. We have tried to improve these moments and are confident that this will make the gaming experience more pleasant for both new players and our regular audience.
Patch Notes 01/10/2021
We noticed that many players find it difficult to associate information about the fighters displayed in the top left corner of the screen with specific fighters on the map. Now in battle near a fighter's HP bar, the icon of his base class and action points will be duplicated
We made a pop-up hint showing the calculation of the current hit rate when aiming. The influence of weapons (including ammo and upgrade modules), fighter skills, target defense (including target skills, target bonuses from cover and equipment), distance effects (including penalties for close range shooting for snipers and bonuses for shooting at point blank range for others are shown separately) classes and effects (injury, disorientation, etc.)
In all types of PvP battles, the turn timer has been stopped when moving the fighters of the current player. While the fighter is moving, following the player's order, the turn time stops. Perhaps in the future we'll also introduce this system into some long animations for character skills.
The rewards for certain contracts and types of activity have been temporarily increased: Rating PvP - 2500 (previously was 1500) PvP+ - 2500 (previously was 1500) Coop - 850 (previously was 600) Coop Expert - 1500 (previously was 1000) 2x2 - 2000 (previously was 750) PvE Expert - 1000 (previously was 850)
Sniper rifles: close range penalty reduced by 40%
Smoke: Smoke evasion bonus no longer stacks with cover bonus as it did before. Before this patch, the constant use of smoke in PvP at high levels was almost imperative for a successful game. While it conceived in order to create covers where there are none. For breaking through defenses, moving through open areas and similar tactical tasks
Changes in the skills of the Heavy class:
Skill "Perfect hit": now when using heavy weapons, the chance of a critical hit increases by 10% (previously was 5%)
Skill "Armor adjustment": now when using a heavy or power armor suit, armor is increased by 3 (previously was 2)
Skill "Power armor": now when using a power armor suit, armor is increased by 3 (previously was 2)
Changes in the skills of the Assault class:
Skill "Survival instinct": now the increase in dodge for each enemy in sight is by 3% (previously was by 4%)
Changes in the skills of the Support class:
The "Smoke screen 2" skill has been changed. Now only the first use of smoke grenades per turn doesn't require AP (previously when throwing a smoke grenade it didn't require AP)
Changes in the skills of the Grenadier class:
Skill "Hail of Fragments": now has a 100% chance to cause bleeding (previously was 50%)
Skill "Grenadier expert": now increases the damage of frag and plasma grenades by 2 (previously was 1)
Skill "Airburst": now has a cooldown of 3 turns (previously was 4)
Skill "Direct fire": a shot from a grenade launcher at a target in line of sight with an increased distance by 4 cells and increased by 3 damage (previously was 2 damage)
Changes in the skills of the Commando class:
Skill "Light armor expert": now increases resistance to bleeding, burning, poisoning and disorientation by 25% (previously was 10%)
Skill "Merge with terrain": now behind a cover stealth increases by 3 cells (previously was 4)
Changes in the skills of the Scout class:
Skill "In the sight": now the chance of a critical hit of allies is increased by 15% on the enemy you spotted for 2 turns (previously was 10% for 1 turn)
The tutorial was supplemented with several windows based on the results of the analysis of player reviews
When choosing the mission difficulty, the choice is remembered until the end of the current game session
When you start searching for an enemy in any kind of PvP, the check-box is reset, allowing the game matchmaking the opponent without taking into account the strength of the squad and the rating. Now you have to install it by hand every time
Fixed freezes during the battle that appeared after the last update
Minor GUI fixes
Minor bug fixes on maps
Dear friends, if you like the game and want to help its development, we ask you, if possible, to rate it in STEAM and write a few words of feedback. Or send your feedback to support@rampressure.game. This will greatly help us to understand what changes are you looking forward to the most, what you like, and what should be fixed in the next updates. Thank you!
RAM Pressure is Released, We're Waiting You Online!
Good News, Everyone!
Early Access has ended and the game has been released. Thank you so much for your support and feedback during Early Access.
Over the past year, the game has completely changed and acquired a finished look. With your help, we were able to bring it to its current state, and we really like the result. We believe the game has survived its first childhood illnesses and is ready to experience an open world.
[previewyoutube="TPusri3xui0;full"]
However, for us this doesn't mean that the work on it is completed. We still have many plans to improve the project. And we'll implement them in the form of regular free updates.
An approximate list of the nearest planned improvements:
Additional victory conditions for generated missions (rescue hostages, VIP escort, base defense, etc.)
Additional settings for generated maps
System of Alliances (clans)
Further performance optimization
Faction ratings (GRU, CIA, 2PLA)
Possibly: weather conditions
Possibly: additional chapters of the story campaign
Stay tuned, have fun!
With respect, Your RAM Pressure Development Team
Patch Notes 15/09/2021
Improved knife functionality. Now the enemy can be attacked at a distance, and the distance is limited by the fighter's movement radius. When choosing a target, you can choose the angle from which the knife will go
All players who registered before the update will be given a badge for participating in the OBT
Fixed some freezes during the battle after the last update
Fixed bugs in localization
Minor GUI fixes
Minor bug fixes on maps
Early Access Ends, Release Next Week!
Good News, Everyone!
After an exhaustingly long Early Access period, RAM Pressure is finally ready for release. The date of the update of the game to the release version and the transition from the Early Access stage to the full release is set on September 15, 2021. There will be no wipe, so all the achievements from the Early Access in the game will be saved.
Last year, with your help, we have devoted to improving the game: testing hypotheses, improving core gameplay, debugging balance, economics, optimization. A lot of new content has been added to the game, cooperative missions, friends system. We didn't expect it to take that long. Many solutions that seemed great on paper and prototypes are turned out to be not very good in reality and required reworking or even removing them from the game after open tests. For example, like the need to heal fighters after a battle. We are not ashamed to admit it. Many thanks to everyone who participated in the CBT and the Early Access for your feedback and support, for your patience and understanding. We know that we've made many mistakes during this time. But we hope it wasn't in vain, and the game turned out to be really interesting!
Briefly plans for the development of the game:
Of course, as perfectionists, we still cannot say that the game is already in perfect condition and there is nothing to improve there. We also want to improve the AI of bots, customize the characters, add more variety to locations and missions, a system of Alliances (clans) and other improvements are planned. 3 previously promised Elite classes (Hacker, Leader, Flamethrower) haven't yet been introduced into the game, there are not as many side quests in the story campaign as we would like, and there are also plans to optimize performance. We plan to add all this in the coming months after the game release in regular updates, so you won't be bored 😊
With best wishes, Your RAM Pressure Development Team
Patch Notes 07/09/2021
New missions and research of the story campaign are available
Now, if a fighter has an item with a trait equipped, then the description of the skill will take into account the features of the equipment
Now, after using the "Attitude under hypnosis" skill, the fighter, from whom the stun was removed, will recover AP
Now in contracts of "Expert" difficulty there are fewer reinforcements, but bots are slightly stronger, and the number of bots in one reinforcement can be from 3 to 5
Reduced repair cost by 15%-20%, depending on the rarity and rank of the weapon
Changed the distribution of bonuses by levels of base modules (Hangar, Operational Headquarters, Science Center). The total value of bonuses remains the same
Fixed a bug when the skill "Volley" at a long distance couldn't deal damage
Fixed a bug when the skill "Power shield" worked longer than one turn
Fixed a bug when the crit chance and the chance of hitting the enemy wasn't shown after using the "Power shield" skill
Fixed a bug when the skill "Power shield" required only 1 AP, and not all the remaining ones
Fixed a bug when with the learned skill "Poison cloud" and equipped with a toxic grenade, other grenades were not displayed on the action panel
Fixed a bug when a fighter couldn't be reanimated from a coma
Fixed some technical bugs
Content optimization
Minor GUI fixes
Minor bug fixes on maps
Patch Notes 11/08/2021
General
Added a new game mode "Co-op 2x2". This mode includes a PvP battle of 4 players in two teams, 2 operatives for each player. The contract for entering this mode is available on the map after completing the mission "CHAPTER 3. The Object"
Implemented a system of friends and a mechanism for inviting friends to cooperative and PvP "2x2" missions
The post-battle healing system for operatives has been abolished. Your fighters no longer need healing after the end of the match, including all types of PvP activities and rating battles. Operatives always leave after a battle with full health, even if they were conditionally killed in a battle. Due to this compensating changes were made to the economy:
Equipment repair cost has been increased by approximately 30%, depending on the quality of the equipment
Cash rewards for PvE missions have been reduced by an average of 20%, except for the story missions and all types of PvP contracts, which means that the rewards for them haven’t changed
The system of equipping items has been changed. Now when equipping items, a menu with an arsenal will appear on the right without additional transition to the item's detailed window. You can now equip an item by dragging the item or by double clicking. Added item filters
Added a system for changing avatars and badges. You can change your avatar and badge by clicking on your avatar in the lobby. Badges can be obtained at the end of the season in rating battles. Unique profile avatars will also be added to Seasonal Rating Rewards soon
Changed the graphics settings interface. We’ve made the settings more flexible and convenient
Added tutorials showing fighter classes, experience, ranks, equipment and research
Containers now have names and descriptions that more accurately reflect their contents
Now when the turn goes to you and at the same time you have minimized the game, the application icon will flash
If there is an opportunity to shoot, but the odds forecast doesn’t fit on the screen, an additional odds forecast will now be shown
Fixed a bug due to which under disorientation the shot button was unavailable if a fighter was equipped with a submachine gun or plasma shotgun
There is a maximum limit of 14 characters per name when creating an account
Minor GUI fixes
Minor bug fixes on maps
Client optimization
Missions and Research
Added new missions for all levels of the operational headquarters, starting from level 3
Added new missions with increasing difficulty. The higher the level of the operational headquarters, the more missions are available to the player per day (maximum 8 contracts at the 12th level of the operational headquarters). After completing the first mission, the contract for the next mission in the chain exists for only 2 hours. The Syndicate currency reward grows with the complexity of the contracts. The mission appears from 9:00 Moscow time and ends at 2:00. It’ll be available from tomorrow (August 12)
Added new difficulty "Expert" for co-op mode. It ‘s available after completing the mission "CHAPTER 6. Payday"
The mission "Clear the Area" on the "Expert" difficulty level now has the Equipment as a reward
The mission "Clear the Area" on the difficulty level "High" and "Expert" now has the goal not to capture an artifact, but to destroy all opponents
Liquidation mission contract is removed
Added new research for the Science Center, from 3 to 10 levels
Balance of Skills and Weapons
Sniper
Observer skill has been removed
Added a new skill "Observancy" - shooting at the same target increases the chance of a critical hit by 10%
Assault
Backshot skill will no longer respond to grenade launcher shots
The distance of the Knife fire skill is increased to 8 cells (previously was 4 cells)
Heavy
The Power shield skill now grants immunity to any damage for one turn, if the fighter is equipped with heavy or energy armor. Previously, the skill gave immunity to ray damage if the fighter was equipped with energy armor
Support
The Hard reflex skill now grants stun immunity once per match. Previously, the skill reduced the chance of being stunned by 15%
The Sharp overwatch skill now reacts to enemy fire before he fire a shot
The Effective cover skill increases the smoke dodge bonus by 10% (previously was by 30%)
Grenadier
Now, when using Get down! skill, allies don’t get damage from grenades and grenade launcher shots. Previously, the damage from grenades and shots was reduced by 50%
Volley damage has been increased to 6 (previously it was 5)
Medic
The amount of healing with the Therapist skill increased to 4 (previously it was 2)
New skill Tourniquet increases the chance of allies to fall into a coma instead of dying by 15% when receiving lethal damage
The Distance healing skill now requires all remaining AP to activate. Previously, there were strictly 2 AP
The Attitude under hypnosis skill now correctly grants immunity to disorientation, panic, and stun effects during the turn after triggering
The Attitude under hypnosis skill now requires all remaining AP to activate. Previously, there were strictly 2 AP
Scout
The damage of the Explosion Scanner skill has been increased to 7 + 1 armor piercing. Previously it had 3 damage + 1 armor piercing
The Reconnaissance in force skill now triggers only once per match. Previously, the skill could be triggered multiple times
Gunslinger
Skill Just a Scratch has been removed
New skill Vulnerabilities - increases accuracy of a pistol by 10% and the chance of a critical hit from a pistol by 6%
Patch Notes 09/06/2021
Item tooltip changed. It has become larger, more convenient and more informative. In the next updates we plan major changes to the equipment interface for operatives, changing the tooltip of items is a preparatory stage for these changes
Reduced the increase in the grenade throw range depending on the growth of the operative’s Strength, the base throw range has not been affected
Sniper rifles now have a significantly increased accuracy penalty at close range. The length of the distance remains the same: from 8 to 14 cells, depending on the rifle
The accuracy of machine guns, assault rifles, submachine guns and shotguns now has an additional bonus at close range, starting from a distance of 8 cells to the target, and at a distance of 1 cell the bonus is maximum
Each special offer now guarantee at least one high-level weapon or body armor
Changed the parameters of the automatic bans system for intentionally interrupting the loading of PvP battles. If more than 2 intentionally interrupted loads are recorded within 3 hours, then access to PvP is banned for 3 hours
Added new weapons and body armor. Some of the weapons and body armor now have improved versions with higher parameters, while the other part of the weapons has a greatly increased damage
High-tier weapons and body armor now have an equipment limit based on the rank of the operative. Ordinary operatives will no longer be able to use the most powerful weapons and armor. Fighters will be able to use relatively powerful equipment starting from the rank of "Ensign", and the best equipment - only from the rank of "Major" and higher
Module levels of the base now have an effect on operatives, increasing their stats in the battle
Hangar: [expand type="details"] LVL1: Increases the range of visibility and detection of Assaults +1 LVL2: Increases the range of visibility and detection of Snipers +1 LVL3: Increases the range of visibility and detection of Heavy +1 LVL4: Increases stealth radius of Assaults +1 LVL5: Increases stealth radius of Snipers +1 LVL6: Increases stealth radius of Heavy +1 LVL7: Increases the range of visibility and detection of Assaults +1 (2 in total) LVL8: Increases the range of visibility and detection of Snipers +1 (2 in total) LVL9: Increases the range of visibility and detection of Heavy +1 (2 in total) LVL10: Increases stealth radius of Assaults +1 (2 in total) LVL11: Increases stealth radius of Snipers +1 (2 in total) LVL12: Increases stealth radius of Heavy +1 (2 in total) [/expand] Barracks: [expand type="details"] LVL1: HP of Assaults +1 LVL2: HP of Snipers +1 LVL3: HP of Heavy +1 LVL4: HP of Assaults +1 (2 in total) LVL5: HP of Snipers +1 (2 in total) LVL6: HP of Heavy +1 (2 in total) LVL7: HP of Assaults +1 (3 in total) LVL8: HP of Snipers +1 (3 in total) LVL9: HP of Heavy +1 (3 in total) LVL10: HP of Assaults +1 (4 in total) LVL11: HP of Snipers +1 (4 in total) LVL12: HP of Heavy +1 (4 in total) [/expand]
Skill changes:
The Pistol Shot skill now deals 6 to 8 damage for all base classes Sniper, Assault, and Heavy
The Pistol Shot skill now has a 100% hit chance by default (previously was 85%)
The distance of the Offhand shot skill of the Gunslinger subclass has been increased to 15 cells (previously was 12)
The accuracy of the Gunslinger subclass Offhand shot has been increased to 75% (previously was 65%)
The Can Opener skill now destroys 8 units of enemy armor (previously was 4)
The Sprinter skill of the Scout subclass is now in the 4th row of skills (previously it was in the 2nd)
The Sprinter skill of the Scout subclass now increases the mobility of the mercenary by 2 (previously was 3)
The Good Position skill of the Assault subclass now increases accuracy and crit. chance by 10% (previously it was 5%)
Added a new skill for the base class Assault - Physical training 3, the skill increases health by 3
Added a new skill for the base class Heavy - Good tone 2. When using a heavy or power armored suit, health is increased by 3
Added a new skill for the base class Sniper - Strong Body. When using light body armor, HP is increased by 3
Fixed a bug in calculating the accuracy of the Offhand shot skill, subclass Gunslinger. It took into account the target's cover bonus and could be well below the displayed values. Now the skill always has a 75% chance of hitting at a distance of 15 cells, regardless of the position and parameters of the target
Fixed a bug in the calculation of the damage of the Volley skill. Previously, the skill caused excessive damage to the enemy's armor, now the damage has been adjusted to 5 (previously was 3). Despite the increase in damage numbers, in fact, Volley now deals significantly less damage to the enemy's armor, takes into account the "amortization" of the target and doesn’t have a penetrating effect
Fixed a bug with the cost of the Volley skill. Previously, it could be used after moving, now it always requires 2 AP
Volley skill cooldown has been reduced to 5 (previously was 6)
The range of the Volley skill has been reduced to 20 cells (previously was 25)
Changes in the contracts:
In contracts on the global map now you can choose the difficulty of the game (if the choice of difficulty is provided). This can be done in the squad formation window, using the arrows to switch the difficulty
In contracts on the global map now you can see the full reward for completing a mission before it starts
In the "Clear the Area" mode now you can select a new experimental difficulty level "Expert"
At the difficulty level "Medium", "High" and "Expert" there are new bots as opponents - people with increased armor, health and damage
Bots on "High" and "Expert" difficulty levels now receive reinforcements
In the Cooperative mode there is now one less enemy wave, and the amount of currency for completing the cooperative has been reduced to 600 (previously it was 750). The Cooperative Expert mode with increased rewards is under development
Changes in the rating battles rules:
Operatives no longer have a chance to die in a rating battle, as it was before. Even with a conditional "death" on the map after the battle, the operative doesn’t disappear from the squad and can be healed after the battle, as in other types of battles
The Syndicate Shop has received a collection of new weapons and body armor
The Syndicate Shop no longer offers Advanced quality items, Elite only
The Syndicate Shop is now available immediately after completing the 6th Chapter of the story, when the opportunity to participate in rating battles opens
Most of the weapons and body armor (except for the weakest) received unique features that affect the characteristics or skills of mercenaries, carefully study the description of weapons and body armor
The rewards for the highest PvP rating in the season have been completely updated. There are the following rewards now: [expand type="details"] Iron Division - A4,000 + $5,000 Modules Crate (Rare Container) Weapon Crate (Rare Container)
Updated the dialog box of losing connection to the server. Now, when an enemy or ally loses connection on their turn, you’ll see a window with the required time to reconnect
Now, when the enemy receives critical damage, the received damage will be displayed correctly
Fixed a bug with timers being out of sync for two players in PvP, which sometimes led to skipping a turn
Fixed a bug due to which the sound of a bullet hitting the enemy and the walking of opponents were not regulated by the game settings
Fixed a bug, when choosing a target for throwing a grenade, the outlines of enemy fighters were highlighted, who should have been invisible to your operatives
Fixed a bug due to which after activating the Headshot skill the critical chance didn’t change
Fixed a bug, when after activating the Can opener skill, it wasn’t displayed how much armor a hit on an enemy would remove
Reduced animation delay after pressing the "Fire" button and shooting at the enemy
Reduced animation delay when using the Offhand shot skill
Minor GUI fixes
Minor bug fixes on maps
RAM Pressure Spring Update: Changes in PvP, Co-Op Mode, Rebalance and More
Good News, Everyone!
Over the past months, we've made several important changes to the game that we are eager to share with you. The main changes concern PvP battles mechanics. So if you were waiting for "when they will finish PvP at last" to re-enter PvP and play more or less the final version, then the time has come 😊
In fact, so many changes have already accumulated that it's impossible to describe everything in one post without turning it into a longread. Therefore, we'll only touch on the most recent, major and important changes that we've added to the game since January. Detailed Patch Notes for all updates can be seen on our STEAM
We brought the PvP mechanics to the state it were intended to be. We'll continue to actively improve the game in this direction, but now we boldly invite everyone who hasn't entered PvP for a long time (in any of its types in the game: PvP 1x1, Rating battles, PvP+ with mobs on the map). What has been done most important in this sphere:
Added "unmasking actions" mechanics. If the enemy attacks your operative, being out of visibility/detection of your fighters, he will unmask himself and illuminate with a red silhouette until the end of your next turn. Thus, the problem of "battles with the fog of war" has been solved, when the enemy who has discovered you and has a specially leveled up scout shoots your squad, while remaining invisible to your operatives.
A serious rebalancing of weapons, armor and characteristics of fighters has been carried out. More leveled up fighters became cooler, and cool weapons and armor became even cooler.
Added chat and short message menu in battle. Also, the chat now includes all the subtitles of the story dialogs, which were previously shown in bubbles above the heads of the fighters and often found themselves behind the scenes or disappeared too quickly. For co-op added map-tagged ally requests using the same chat mechanism. Read more about this in the latest Patch Notes
Added a cooperative mode, where together with a partner you can fight against mobs. Note that now only with a random partner. We are still testing this mode and in the next updates we'll make it possible to invite specific friends to the cooperative.
Damage caused by negative effects is shown at the beginning of the turn with the camera focusing on each unit. Thus the problem of the "suddenly died squad" was solved, when it was possible not to notice until the last moment that half of the squad had already been killed somewhere behind the scenes, for example, with toxic gas.
Changed cameras and some character animations. Visually is more enjoyable to play.
Optimization. Here we are still far from the final version, as we see it. But a number of fixes have already been made, as a result of which playing on non-top configurations has become much more comfortable.
Many small but pleasant UI changes, bug fixes, improved application stability, etc.
And, traditionally, we want to share with you our roadmap for the next updates. We've reached the home stretch and are preparing the game to go out of the Early Access for release in the next 2-3 months. This, of course, doesn't mean that we'll finish improving the game with the release, because this is a permanent process 😊 So, here are the main directions of changes for the next updates:
Radical change in the equipment for operatives interface and in work with the inventory in general.
Upgraded base buildings will give significant bonuses in battle. Start upgrading your base now 😊
Additional battle modes (perhaps 2x2 PvP, perhaps additional types of PvE contracts, which vary in terms of mission objectives and battle tactics, we are still testing and haven't decided exactly).
The weapon will give special passive skills. More top-end guns will also appear. However, this will impose a limit on the rank of an operative on the carrying of top weapons.
New opponents and continuation of the story campaign.
Further graphics optimization.
Refinement of the UI to a conditionally final state. We've accumulated a number of changes based on the results of playtests and your feedback.
Friends system with the help of which it'll be possible to invite friends to join the battle in co-op and PvP.
Reducing the duration of the Rating battles season to 1 month from the next season.
With best wishes, Your RAM Pressure Development Team
Patch Notes 10/05/2021
Added "unmasking actions" mechanism. Now, when taking actions that can cause damage to your operatives, an enemy that is out of the range of detection/visibility of your fighters will be displayed in a red silhouette until the end of your next turn
Added new mission loading screens that will tell you about the objects and alien technologies that you'll meet in the story campaign (including the unpublished continuation of the story, the missions of which are currently in testing)
Added new PvP contract Liquidation temporarily to the map. The matchmaking in it is carried out according to the strength of the squad (as in PvP+), but at the same time there are no additional enemies as mobs (as in PvP+), and victories/defeats don't affect the Rating and don't lead to the possible death of operatives (as in rating PvP)
Added ammo to the Syndicate shop
Changed the price of grenades in the Syndicate shop
Fixed UI freezes after integrating new reversal animations when aiming. If you see a freeze in the UI, please send us a bug report using the keyboard shortcut Ctrl+Alt+B in the game right in the place where you face the problem
Implemented destruction of small trees
Made optimization of grenades effects
Changed chat keys:
The field for entering messages for the allied squad changed from LShift to Ctrl + Enter
Duplicated chat open button on ~ (Tilde)
Duplicated button for the messages input field to the allied squad on Ctrl + ~