Hello there! Another small update here to take care of some bugs that have cropped up. Thank you to anyone who has tried out There Will Be Ink and especially to those who have reported bugs. Cheers!
Fixes
Fixed Mine Recapture & Defusion promotions
Fixed crash when initiating skirmish with gamepad or spacebar
Fixed crash related to Hand-ye-down promotion
Fixed rare crash with virtual keyboard
1.1.0.2 - Hotfix 2
A couple more fixes:
Fixed Missions page crash after completing Tutorial
Fixed crash when sometimes navigating right from Skirmish button on short campaigns
1.1.0.1 - Hotfix
Hello! Just a quick hotfix today for a couple of 1.1 bugs.
Changes
Fixed crash on loading Tutorial campaign
Fixed campaign achievements (Arcade/Sim/Hardcore) unlocking for short campaigns
1.1 - Arcade Mode, Skirmish Missions, New Achievements
Heyo! There Will Be Ink just got a little more arcade-y! …if you’re into that sort of thing. I’ve revamped the game’s Arcade Mode and added a game mode toggle right on the Missions page instead of having to dig through the options menu to change it. The default game mode is still “Sim”, with evasion, accuracy, wind, cover penetration, etc playing a big role, but players expecting a more run & gun kind of game can now find that as well. Also new are powerup crates, which have a chance to drop from trees hit by bullets, killed enemies, and fallen comrades. New powerups get added to the pool as they are automatically unlocked during a campaign’s progression.
Hardcore Mode is still there too, for a real challenge. There is also a slight chance for the new powerup crates to drop in Sim mode. Although Arcade Mode is overall an easier and more accessible way to play the game, it can still be made pretty challenging when playing a procedural campaign with the difficulty maxed out. Powerups like +Speed and +Armour stack, which can lead to a bit of a bullet hell -like situation on some levels where you’re severely outnumbered, especially fun if you go in with a ranked up Hero.
Another notable addition are skirmish missions, which can be played at any time during a campaign. Skirmish missions are randomized each time, and experience/heroes acquired can be used on the main missions for the active campaign. This will hopefully help with situations where previously you had to re-play old missions to boost xp and find new heroes. Four new achievements have been added, and cloud saves should now be working for Steam players. For more changes and new features in this update, check out the list below.
Thanks very much to everyone who has played TWBI and given feedback!
New/Changed
Arcade Mode has been revamped, giving player-controlled units more bonuses (hp, armour, speed, cover, etc)
Added powerup crates, which can be dropped from trees, killed enemies, or killed comrades
Powerup crates have unlock requirements and include Ammo, Health, +Speed, +MaxHP, +Armour, Lightning, Uzi, and Weapon Drop
Added “Game Mode” selection to left side of missions screen (Arcade/Sim/Hardcore)
Added “Skirmish” missions to campaign missions page (Random map each time, tracks XP & new heroes)
Added 4 Achievements: Walk 1,000 Miles, finish campaign(12+ missions) on Arcade, Sim, Hardcore
Enabled Steam Cloud saves
Campaign Gen: Added “Upgrade Cost” option, with “Normal”, “Low (75%)”, and “Very Low (50%)” options
Reduced base unit upgrade costs by 20%
Jetpackers now only take off when stamina is over 50%
Added sounds for crate weapons breaking and when a headshot narrowly misses a player-controlled unit
HP recovered via medical crates now counts towards HP Recovered stat
Trees knocked over by bullets or explosions now count towards trees chopped stat/achievement
Higher ranked units now get more frequent AI checks
Tutorial missions now force Sim game mode
Tanks are now more effective in Arcade Mode when player-controlled
Added stats tracking for distance walked(/run/rolled), number of rolls, HP recovered, times hit, lightning deaths
Tactical Mode: Added Armour to unit tooltip
Adjustments to tooltips
Removed ‘0’ point requirement next to powerups on HQ page
Consolidated some unit damage and stat code
Redid gamepad navigation on Missions page
Optimized some texture page organization
Fixes
Fixed bullets being visible in Hardcore mode
Fixed bullets being affected by wind in Arcade Mode
Fixed non-faction units “unlocking” at mission end
Fixed end-of-battle messages overlapping with “Victory”/”Defeat” text
Fixed weapons not being visible for player-controlled units in Hardcore mode
Fixed global trees chopped stat not properly tracking
Fixed T-Rex being able to become a Hero (sorry, T-Rex!)
Fixed tank bullets and shadows sometimes being drawn with the wrong facing
1.0.1.2 - Fixes, Arcade Mode Plans
Hello! This update consists mostly of fixes, though I am working on some bigger changes and additions. One thing I've noticed is that some new players are expecting a more run & gun, arcade-like experience, which is perhaps what the game's trailer gives off. There is in fact an "Arcade" mode (as well as a "Hardcore" mode) in the game, but it's hidden away in a menu and not very visible. I'm looking at making the game modes more visible (eg from mission select) and also doing a pass on Arcade mode, possibly adding some new powerups and the like. Some of this may spill over to the default "Sim" game mode. In the meantime, here are some fixes. Thanks!
Changes
Tactical Mode: Engineers laying mines now show target location for mine
Fixed gamepad aim sometimes not working in Arcade Mode
Fixed Engineers sometimes getting confused around resupply crates
Fixed crash when generating campaign with "Descriptive" mission names and no biomes selected
Fixed selecting "Missions" page with gamepad going to player setup after generating a campaign
Fixed new profile select/create not working/sometimes crashing when selecting with gamepad
Fixed crash when cycling right of last hero with keyboard ("D")
Possible fix for rare page flip crash
1.0.1.1 - Hotfix
Fixie fixie!
Changes
Fixed all rockets being homing rockets
Fixed campaign progress bar on campaign select page being wrong
Fixed units with "Defend" behaviour leaving their position when their target goes out of range (Fixes so many units drowning in "To the Stormy Sea" level)
1.0.1.0 - Balance, Fixes, Tactical Mode
Ahoy mateys! I've got a bunch of fixes for this update, as well as some tweaks and additions. The player base has jumped in part thanks to pirates, arr, which at least leads to people breaking things in new and interesting ways, which in turn results in more (anonymous) crash reports when something goes wrong. Thank you to all the players who have purchased the game and given it a try. Please send me an email (hi[at]summitfevergames[dot]com) or post here on Steam if you notice any other bugs and I will be happy to fix them. Thanks!
New & Maybe Improved
Stick Man boss: Now fires just one rocket, but it tracks its target
Stick Man boss: Removed barracks and replaced with paratroopers from boss
Tactical Mode (w. Walkie Talkies): Added option to give attack command (click on hostile unit with friendly unit selected)
Tactical Mode (w. Walkie Talkies): Added "Defend Position" command (shift-click location with friendly unit selected)
Tactical Mode (w. Walkie Talkies): Added graphics to make it more clear when a unit and squad members are selected
Tactical Mode: Fixed being able to control units on other teams
Non-hero units can now level up above rank 5 in a battle, ie before they become heroes
Made Archer/Knight/Militia/Spider available in Map Editor
Disabled Grabby Mode when game is paused
Updated warning text on Alpha & Beta Missions pages
Added metal clang sound when hitting a tank with a sword
Restricted illegal characters in Map names and Campaign gen names
Fixed
Fixed crash when unit bleeds out in a barracks and there are multiple barracks
Fixed crash when hitting creature or tank with an arrow or sword
Fixed crash when unit gets a ridiculous number of kills in a battle and cannot level up any further
Fixed crashes relating to illegal character names in map file or campaign name
Possibly fixed rare tank crash bug
1.0.0.3 - Return of Wounds, Fixes
Hello there! Today I have another hotfix that includes one fix with a notable effect on gameplay. It turns out the wounds system stopped working recently, but it has been re-enabled in this build.
So how do wounds work? If a unit gets hit in the legs, they take less damage from that hit but receive a "wound" (up to 3), which slows a unit and causes them to slowly lose health. A unit with three wounds goes prone and cannot stand. Medics can heal wounds, and so can the HQ with the "First Aid Outpost" upgrade from the HQ page. Wounds can make the game more difficult, but they can also be used to your advantage. For instance, when facing multiple enemies, if you wound one enemy it is often a good idea to then focus on healthy units, as that wounded unit will likely bleed out unless a medic gets to them. Wounds are not present in the "Arcade" game mode, which can be enabled from the Gameplay Options page.
Thanks everyone who has been playing the game and providing feedback!
Changes
Fixed wounds not applying on leg shots
Fixed crash when trying to run with T-Rex
Fixed crash when ending a campaign mission with human players on both teams
Units who bleed out while in a building are now ejected from a building (Fixes bug where incapacitated units can sometimes be controlled)
Fixed mission not ending in defeat when HQ destroyed in "Hot Desert Heat"
1.0.0.2 Hotfix
Another hotfix! Thanks so much to everyone who is trying out TWBI and giving feedback. Below is a short changelog with a few fixes and tweaks. Also, in case it is helpful, here is a video for anyone stuck on the "Hot Desert Heat" level.
Changes
Added "(No Heroes)" text to missions where Heroes are prohibited
Possible fix for rare crash on Stick Man boss level
Probably fix for occasional crash on map gen
Further tweak to "Hold the Line" mission (added ammo crate in a helpful location)
1.0.0.1 Hotfix
Hey all! Just a quick hotfix here.
Changes
Reduced difficulty of "Hold the Line" (increased units in Barracks, added extra defender)