Fixed - Crash when swapping generic items with items in tank ammo slots
Hotfix v0.7.3.6
Fixed - Crash when trying to use a weapon backpack that's stored inside of another backpack
Fixed - Axis invert settings not being saved (this one is for you, Kitsune)
Fixed - Item tooltip invisible in pre-brief
Hotfix v0.7.3.4
Fixed - Crash when dying while healing
Fixed - Crash during lone soldier event
Fixed - Potential crash in error handler
Fixed - Wrong behavior when leaving tank while inside ReachArea
Potential Fix - Reported crash during combat
Hotfix v0.7.3.3
Fixed - Being able to move to locked, but visible nodes on world map
Fixed - Aim tooltip still showing in combat results screen
Fixed - No rewards for random encounters
Fixed - Unit related crash after combat
Fixed - Crash when loading refugee camp fight
Attempted Fix - Tank related crash during combat
Attempted Fix - PooledBase crash during combat
Hotfix v0.7.3.2
Fixed - Crash when changing equipment when Katya leaves your squad
Fixed - Crash related to Ankuwa guard towers
Demo Update 0.7.3
The 0.7.3 update for the demo took longer than expected (as is tradition). This is in part due to some tasks taking longer than we anticipated and in part due to us reorganizing our release schedule. Aside from fixing bugs which have been reported, we added quite a few new features.
Note: A lot of code has changed and as a result the old save files are not compatible with 0.7.3. We apologize for the inconvenience, but there was no practical way to make this update backwards compatible.
What's new in 0.7.3
Improved Cover System
We made improvements to UW's cover system to reduce the amount of pixel hunting and micromanagement. Characters will now snap to nearby cover when the cursor is close to it. On top of that, groups of characters will automatically align themselves along walls with a single click.
Move Order Holograms
When the game is paused, you'll now see a hologram that visualizes where units are moving to.
Squad-Based Rationing
Up until now, rationing required you to specify the amount of rations each character gets individually. This quickly became a chore that would only get worse in the future, as more characters will join your squad.
We're discussing how to address that and rolled out a preliminary change. Rationing is no longer configured on a per-character basis. So far, the underlying mechanics haven't changed. It's just that you have a single slider and the game will automatically divide your rations after every turn.
The rationing and camping mechanics will be improved in the future, but for the time being, this will do.
New Class System (Preview)
In the future, the game's RPG mechanics will receive a big update. We have finalized the characters' skill trees and added them to the game. Keep in mind that they're not yet functional.
The preview also features the new UI style that will be rolled out in the future. As of now, the game has a lot of ancient UI that is in dire need of a redesign. This will be done gradually during future updates.
The previews can be accessed from each character's old class menu. Just click the yellow text that says "Click Me".
New Content
We have added new enemy types and smoke grenades to UW. There's not much more to say here, other than that there's more to come, still.
Small Things
Fixed a bunch of bugs that have been found
Improve melee combat
Improve RNG to make it harder to do save scumming
Improve loading and loading screens (so there are fewer long hangs while loading)
Improve saving/loading system
Behind the scenes
Code Cleanup
There has been an ongoing effort to rewrite and improve much of the old code which has been giving us trouble. With the release of 0.7.3, almost all of the worst offenders have now been eliminated. There are only a couple of things left to do:
The way we handle unit animations and equipment during combat
The old class system (which is still in use)
The VN dialog code
Our procedurally generated combat level code
The old UI
Work on some of these has already started.
Where are the new character models?
We've been showing off new character models for a while now. So where are they?
We're pleased to announce that 0.7.3 is the last 0.7 update for the Unconventional Warfare demo. The work on 0.8 has officially started!
In fact, it started a while ago. While some of us put the finishing touches on 0.7.3, others have already been hard at work for 0.8. As a reminder (and for the uninitiated): 0.8 will feature the new character models we've been showing off, as well as the actual story of UW. The story you've seen up until this point was a mere placeholder.
Here's a sneak peek of three new locations that are being worked on.
Thank you for your support! Please continue to share your ideas with us and feel free to ask us any questions you might have (preferably via our Discord server).
Hotfix v0.7.2.2
Fixed - Swapping flamethrower with weapon causing crash
Fixed - Enemy spawning inside a rock in basecamp
Manual save is disabled during combat for now. You can still use autosaves to load to recent combat.
For 0.7.3, we'll think of a solution for saving during combat. It would be too big of a change to add in a small patch.
Hotfix v0.7.2.1
Fixed - Trying to change scene during loading causing crash
Fixed - Incorrect rationing text below slider
Fixed - Game objects enabling not waiting for scene loading completion
Fixed - MG08 spawning in Testing Ground (Should only be visible in weapon backpack)
Fixed - Changing stance (disabling movement for duration) causing crash in Testing Ground
Fixed - Player items and equipped backpack being added as combat loot causing crash sometimes
Filtered versions of items in Testing Ground item creator
Reduced unnecessary (terminal) logs
Some more crashes weren't reproducible. We added attempted fixes, but we couldn't verify that they had the desired effect.
Update v0.7.2
Yet again, an update took longer than we expected. We wanted to use this update to clean up some old, messy code to make our job easier in the future. As these things go, it cascaded into us having to rewrite a substantial amount of code. This is the reason for why this update took us so long. Some construction sites remain for the next two updates, but the bulk of the code cleaning has been finished.
Here's what's new in v0.7.2:
New Weapon Stats
We've reworked the entire item system of UW. This affects all types of items, but you'll notice the biggest differences in how weapons and ammo work.
Each item type can have multiple different variations and tiers
Additional stats to differentiate each weapon and ammo
Ammunition provides stats like base damage and range for compatible weapons
Different weapons use different types of ammo
The primary motivation for this rewrite was to make it easier for us to add new items to the game. Please tell us what you'd like to see and we'll see if we can add it. Also, please let us know whether managing the different ammo types (and the respective tiers) is annoying. During our internal playtesting sessions, we found that it might be a bit too much micromanagement.
Deployable Weapons
As shown in our April update post, we've added new deployable type weapons. These are bigger weapons (for you) such as a heavy/medium machine gun or a mortar.
Deployable weapons fit in the backpack slot instead of the weapon slot
They need to be deployed before use, which makes the carrier vulnerable for the duration
You can use normal weapons while carrying deployable weapons but they're heavy and will slow you down
New Inventory System
You'll need to think more carefully about how your squad carries items with the new inventory system.
Most items are limited to specific types of inventory slots now
Equipment, weapon and ammo slots can only contain items of the respective types
General purpose slots that can contain any item require the character to equip a backpack
Accessing items in the backpack during combat will take time and leaves you vulnerable
And More
Weapon maintenance is more important now as firearms can explode in a soldier's face when neglected for too long
You can now select who you want to deploy during random encounters
Tanks can cook off when damaged or heated, setting off ammo in its inventory
You can access more cheat codes from terminal (F12). Type "help" to view available commands and cheats
What’s next?
We've shifted around tasks from the previously posted milestone and moved some of the ambitious yet non-essential tasks out of the list. We might bring some of them back later. Our goal is to focus on what's important first to make playable v0.8 first.
v0.7.3:
New combat objectives - More than just “kill everything”, “survive x waves” and “reach place on map”
New world map quest management
Improved cover system - No more pixel hunting to get characters behind cover - Automatically align multiple characters with a single click
New enemy types
Melee (minor update not too different from current melee)
v0.7.4:
Class system
Possibly more
[expand] It's not like I want you to play UW or anything![/expand]
Thank you for your support! Please continue to share your ideas with us and feel free to ask us any questions you might have (preferably via our Discord server).
v0.7.1.1 patch
There were many bugs in v0.7.1 and thanks to you, our backers, we were able to release this hotfix soon.
Your bug report (and feedback) helps us greatly in improving UW, so please keep sending them to us.
This patch(v0.7.1.1) has following fixes:
#809 - v0.7.1 Imon mine final combat issues
#801 - Some fences & obstacles can be walked through
#811 - Footprint with wrong scale & rotation
#812 - GameUI scene camera overriding another camera
#813 - Missing scripts warnings removed
#814 - Flamethrower throwing error when firing
#815 - Weapon animation getting stuck when using machine pistol and flamethrower
#816 - Units getting stuck under Imon mine bridges & stairs
We're fixing game breaking bugs first. Other bugs will be fixed in the next patch or included in the next update. You can find a list of reported bug here :