Posted February 21, 2020
Hi all,
sorry for the delay but i have the first Build 52 beta build up for anyone who is interested in taking a look. There are a LOT of changes in this one, some even to the core elements of the game. It's all around feedback that I've been given here and on Steam, plus what's come from alpha testers I have let play it over the last few months. I'll warn you that it will work best to start a new game right now. Before i make it live, I'll clean up a few of the details that make an old save have some minor issues. Your old save should play fine if you want but any active objective might be a little flaky.
I'll get another post out with a complete list of changes and gifs showing things in action but for now I'll just list out the major changes and bug fixes that are in Build 52:
Major changes:
- Added a Stealth mechanic to the game . Enemies have a lower visible range to allow for positioning your troops before waking up a pod. Any characters on overwatch should take shots at dispersing enemies.
- Added the Saboteur class. Their primary skill is Sneak Attack which does extra damage if alert level is low. They are fun to play with if stealth is interesting to you.
- You can freely switch between characters and in most cases, the character should have their turns together.
- The encounters on the map now show more details about what type of encounter it may be so you can better plan your route through the area. We also added many new encounter scripts.
- When in Follow Mode, the followers will by default teleport to their location rather than having to walk
- Completely rebuilt the tutorial to better reflect the actual game. It's no longer on rails but you have to finish each room to unlock the next one.
- Very large overhaul to balancing and difficulty. I'll be making a few more changes before i make it live to everyone.
- The game is much shorter. I thinking you could easily finish the 5 main story objectives in around 10 hrs. This used to be more like 20. The maps are linear (so you have less choices) and a lot smaller (especially in late game) so it takes less time to get to the objective destinations.
- Stop movement and refund actions if an enemy spotted even if on first ("green") action (previously only on second "orange" action)
- Many other small details and polish have been added
Bug fixes
- Soft lock if choosing a dead team member to be the point
- Save slot edge cases resulting in objectives not loading when you try to save an unsaved game in a new slot
- Sometimes an inventory item would disappear when you clicked on it
- Enemies wouldn't always use doors
- Enemies occasionally would try to move to the same space as a player character and just walk in place for a few seconds
- Last player was not saying their lines in a cutscene if you had more than 3 characters on the team
- multiple wall tilesets would display on "final" mission for objective
- Bypass module is using up ammo but not doubling damage
- Could get extra characters on a sub by choosing a transport sub, adding characters and then changing to a lower capacity sub
- Weird "bonus actions" you would sometimes get when walking have been fixed
- Health dots on character display in map UI not lit at beginning in standard/casual mode
- Could not defend if using a sniper rifle out of class and had moved
- Boost Aim (or other no action skills) were counting as moves for sniper rifle out of class
- Sometimes smoke or stun grenades would not throw but would be marked as used
sorry for the delay but i have the first Build 52 beta build up for anyone who is interested in taking a look. There are a LOT of changes in this one, some even to the core elements of the game. It's all around feedback that I've been given here and on Steam, plus what's come from alpha testers I have let play it over the last few months. I'll warn you that it will work best to start a new game right now. Before i make it live, I'll clean up a few of the details that make an old save have some minor issues. Your old save should play fine if you want but any active objective might be a little flaky.
I'll get another post out with a complete list of changes and gifs showing things in action but for now I'll just list out the major changes and bug fixes that are in Build 52:
Major changes:
- Added a Stealth mechanic to the game . Enemies have a lower visible range to allow for positioning your troops before waking up a pod. Any characters on overwatch should take shots at dispersing enemies.
- Added the Saboteur class. Their primary skill is Sneak Attack which does extra damage if alert level is low. They are fun to play with if stealth is interesting to you.
- You can freely switch between characters and in most cases, the character should have their turns together.
- The encounters on the map now show more details about what type of encounter it may be so you can better plan your route through the area. We also added many new encounter scripts.
- When in Follow Mode, the followers will by default teleport to their location rather than having to walk
- Completely rebuilt the tutorial to better reflect the actual game. It's no longer on rails but you have to finish each room to unlock the next one.
- Very large overhaul to balancing and difficulty. I'll be making a few more changes before i make it live to everyone.
- The game is much shorter. I thinking you could easily finish the 5 main story objectives in around 10 hrs. This used to be more like 20. The maps are linear (so you have less choices) and a lot smaller (especially in late game) so it takes less time to get to the objective destinations.
- Stop movement and refund actions if an enemy spotted even if on first ("green") action (previously only on second "orange" action)
- Many other small details and polish have been added
Bug fixes
- Soft lock if choosing a dead team member to be the point
- Save slot edge cases resulting in objectives not loading when you try to save an unsaved game in a new slot
- Sometimes an inventory item would disappear when you clicked on it
- Enemies wouldn't always use doors
- Enemies occasionally would try to move to the same space as a player character and just walk in place for a few seconds
- Last player was not saying their lines in a cutscene if you had more than 3 characters on the team
- multiple wall tilesets would display on "final" mission for objective
- Bypass module is using up ammo but not doubling damage
- Could get extra characters on a sub by choosing a transport sub, adding characters and then changing to a lower capacity sub
- Weird "bonus actions" you would sometimes get when walking have been fixed
- Health dots on character display in map UI not lit at beginning in standard/casual mode
- Could not defend if using a sniper rifle out of class and had moved
- Boost Aim (or other no action skills) were counting as moves for sniper rifle out of class
- Sometimes smoke or stun grenades would not throw but would be marked as used
Post edited February 21, 2020 by mikest34