Posted October 09, 2019
high rated
Hi,
we've just released our major update for Pathway, "Adventurers Wanted".
You can check the announcement news and our recent development blog posts with more information about the update on our Steam page:
https://steamcommunity.com/app/546430
The full change log for v1.1.0 can be found here:
https://steamcommunity.com/app/546430/discussions/0/1628539910028181152/
Thank you all for playing!
--
Major Additions & Changes
- New Languages: Added Chinese and Japanese translations
- Added Concentrate ability: Concentrate gives a character +1 bravery in exchange for 1 action point.
- Added Healing Shot ability: Shoot an ally with a healing projectile. Restores health over time.
- Added Shredding Shot ability: A powerful attack that shreds away the enemy armor.
- Added Morale Boost ability: The target ally will receive an agility boost this turn.
- Added Crippling Shot ability: A crippling shot causes the target to have significantly reduced mobility over the next 2 turns.
- Added Quantum Leech ability: Receive 50% of DMG dealt as health.
- Added Resuscitate ability: Revive a downed ally and restore minimal health. Does not require a medkit.
- Added First Aid ability: Restore 25% of health. Also removes any negative effects on target (such as bleed).
- Added Reaction Shot ability: During next turn, the attacked ally will counter an attack.
- Added Sudden Strike ability: When attacked in close-range, the character will deal damage first (potentially killing the attacker)
- Added Dash ability: A quick move to neighbouring tiles. Does not trigger ambushes. Only costs bravery.
- Added Cleave ability: Attack up to 3 targets in close combat in front of you.
- Added Headshot ability: If successful, it kills an already injured target instantly.
- Added Psychic Control ability: Force an enemy to attack one of their allies.
- Added Sucker Punch ability: A mighty fist punch pushing enemies back 2 tiles. May cause additional damage when hitting other targets and obstacles.
- Added Vanish ability: Character disappears for 1 turn unable to be attacked. If character performs an attack when vanished, the status is lost. Whilst vanished, ambushes are not triggered.
- Added Bait ability: Throw a bait that pulls dogs and zombies away.
- New Armor System: Armor now functions as a damage reduction to incoming damage. Weapons can "shred" armor with attacks depending on their "Armor Shredding" attribute.
- Artifacts: Unique (and very rare) items that can be equipped in the off-hand slot. Artifacts can only be found once per profile.
- New Item System: Items now follow a level progression. Each higher level being stronger than the previous one. Within each level you may find rare, epic or even legendary variations which will yield additional boosts and benefits.
- New Consumables System: Instead of stacking up consumable items like medkits, repairkits or grenades you now collect a new resource called Supplies. When you use a consumable, one supply resource is consumed.
- All character skill trees have been reworked
- Each character now has an additional starter ability. More abilities can be unlocked as they level up.
- New adventure specific events giving extra flavour to the story line and setting.
- A lot of existing events have received significant reworks giving them more interesting choices and consequences.
- New combat events have been added.
- New Combat Modes: Advantage, Blindsided and Tumult. Each combat mode tweaks how the combat begins.
- Combat has been re-balanced significantly. Enemy progression etc. have all been tweaked.
- Jeep Storage upgrade: Jeep Storage can be expanded now. You can purchase new storage pages during the adventure load out.
- New Difficulty Options: When starting an adventure you can now tweak the enemy group size as well as the enemy difficulty. When you select a higher difficulty you'll also find better loot in that adventure.
- A Tutorial has been added: This tutorial will show up on new profiles and explains some of the basic mechanics. Additionally it'll point to relevant sections of the codex for further reading.
Smaller Features & Changes
- New Event type "Traders": These events let you exchange one resource for another.
- Combat AI has received numerous improvements and tweaks
- Starting team size has been increased to 3 characters up from 2
- Enemy formations have increased in size
- Line of Sight no longer makes enemies invisible. This means in combat you can now always see where the enemy is positioned.
- All cover now provides the same amount of protection
- Splinter Damage now receives a penalty towards armor
- Corrosion Damage now deals critical damage towards armor instead of health
- Cultists now also throw knives in addition to their grenade attack.
- Cultist grenade attack frequency has been reduced
- Resting places no longer restore armor
- Added new Enemy indicators at the corner of the screen indicating where enemies are when positioned outside the current view.
- Non-vaultable cover has been added: In some instances it's now not possible to jump over cover. These are marked with a crossed out shield.
- Knives now always deal Armor Piercing damage, but have reduced damage overall.
- Level-ups now by default grant 1 point of vitality.
- Sprint no longer triggers ambushes
- Improved distribution of events across adventures. Each adventure has a more unique set of events and feel.
- Characters no longer hold penalties towards specific enemy groups
- Low Profile has been reworked: It now guarantees a single evade during the next turn. Cost has been increased to 2 bravery.
- Achievements have received tweaks. Specifically character unlocks have been changed to make it easier to unlock certain characters.
- We've added a lot more visual variations to events.
- Codex has been updated to reflect all the changes
- Weapon Accuracy is now displayed as -+%, indicating how much the hit-chance is modified when using this weapon.
- When travelling on foot, characters now become unconscious rather then dying directly
- When a character dies during an event, they now become unconscious rather then dying directly
- Ammo/Fuel starting amounts have been increased
- New Damage popup animations have been added to indicate what type of damage was dealt (Splinter, Corrosion, Armor Piercing)
- New option to reset keybindings
- Mouse buttons can be rebound now
- Tweaked a handful of icons to make them more distinct to people with color blindness.
- Fist Damage now scales with the level-up of characters
- Explosive barrels now scale with the game's progress. Explosive barrels in later adventures are stronger than earlier adventures.
- Grenades now deal Standard Damage, rather then Splinter Damage.
- We've improved initial start-up times
- Countless bugfixes
we've just released our major update for Pathway, "Adventurers Wanted".
You can check the announcement news and our recent development blog posts with more information about the update on our Steam page:
https://steamcommunity.com/app/546430
The full change log for v1.1.0 can be found here:
https://steamcommunity.com/app/546430/discussions/0/1628539910028181152/
Thank you all for playing!
--
Major Additions & Changes
- New Languages: Added Chinese and Japanese translations
- Added Concentrate ability: Concentrate gives a character +1 bravery in exchange for 1 action point.
- Added Healing Shot ability: Shoot an ally with a healing projectile. Restores health over time.
- Added Shredding Shot ability: A powerful attack that shreds away the enemy armor.
- Added Morale Boost ability: The target ally will receive an agility boost this turn.
- Added Crippling Shot ability: A crippling shot causes the target to have significantly reduced mobility over the next 2 turns.
- Added Quantum Leech ability: Receive 50% of DMG dealt as health.
- Added Resuscitate ability: Revive a downed ally and restore minimal health. Does not require a medkit.
- Added First Aid ability: Restore 25% of health. Also removes any negative effects on target (such as bleed).
- Added Reaction Shot ability: During next turn, the attacked ally will counter an attack.
- Added Sudden Strike ability: When attacked in close-range, the character will deal damage first (potentially killing the attacker)
- Added Dash ability: A quick move to neighbouring tiles. Does not trigger ambushes. Only costs bravery.
- Added Cleave ability: Attack up to 3 targets in close combat in front of you.
- Added Headshot ability: If successful, it kills an already injured target instantly.
- Added Psychic Control ability: Force an enemy to attack one of their allies.
- Added Sucker Punch ability: A mighty fist punch pushing enemies back 2 tiles. May cause additional damage when hitting other targets and obstacles.
- Added Vanish ability: Character disappears for 1 turn unable to be attacked. If character performs an attack when vanished, the status is lost. Whilst vanished, ambushes are not triggered.
- Added Bait ability: Throw a bait that pulls dogs and zombies away.
- New Armor System: Armor now functions as a damage reduction to incoming damage. Weapons can "shred" armor with attacks depending on their "Armor Shredding" attribute.
- Artifacts: Unique (and very rare) items that can be equipped in the off-hand slot. Artifacts can only be found once per profile.
- New Item System: Items now follow a level progression. Each higher level being stronger than the previous one. Within each level you may find rare, epic or even legendary variations which will yield additional boosts and benefits.
- New Consumables System: Instead of stacking up consumable items like medkits, repairkits or grenades you now collect a new resource called Supplies. When you use a consumable, one supply resource is consumed.
- All character skill trees have been reworked
- Each character now has an additional starter ability. More abilities can be unlocked as they level up.
- New adventure specific events giving extra flavour to the story line and setting.
- A lot of existing events have received significant reworks giving them more interesting choices and consequences.
- New combat events have been added.
- New Combat Modes: Advantage, Blindsided and Tumult. Each combat mode tweaks how the combat begins.
- Combat has been re-balanced significantly. Enemy progression etc. have all been tweaked.
- Jeep Storage upgrade: Jeep Storage can be expanded now. You can purchase new storage pages during the adventure load out.
- New Difficulty Options: When starting an adventure you can now tweak the enemy group size as well as the enemy difficulty. When you select a higher difficulty you'll also find better loot in that adventure.
- A Tutorial has been added: This tutorial will show up on new profiles and explains some of the basic mechanics. Additionally it'll point to relevant sections of the codex for further reading.
Smaller Features & Changes
- New Event type "Traders": These events let you exchange one resource for another.
- Combat AI has received numerous improvements and tweaks
- Starting team size has been increased to 3 characters up from 2
- Enemy formations have increased in size
- Line of Sight no longer makes enemies invisible. This means in combat you can now always see where the enemy is positioned.
- All cover now provides the same amount of protection
- Splinter Damage now receives a penalty towards armor
- Corrosion Damage now deals critical damage towards armor instead of health
- Cultists now also throw knives in addition to their grenade attack.
- Cultist grenade attack frequency has been reduced
- Resting places no longer restore armor
- Added new Enemy indicators at the corner of the screen indicating where enemies are when positioned outside the current view.
- Non-vaultable cover has been added: In some instances it's now not possible to jump over cover. These are marked with a crossed out shield.
- Knives now always deal Armor Piercing damage, but have reduced damage overall.
- Level-ups now by default grant 1 point of vitality.
- Sprint no longer triggers ambushes
- Improved distribution of events across adventures. Each adventure has a more unique set of events and feel.
- Characters no longer hold penalties towards specific enemy groups
- Low Profile has been reworked: It now guarantees a single evade during the next turn. Cost has been increased to 2 bravery.
- Achievements have received tweaks. Specifically character unlocks have been changed to make it easier to unlock certain characters.
- We've added a lot more visual variations to events.
- Codex has been updated to reflect all the changes
- Weapon Accuracy is now displayed as -+%, indicating how much the hit-chance is modified when using this weapon.
- When travelling on foot, characters now become unconscious rather then dying directly
- When a character dies during an event, they now become unconscious rather then dying directly
- Ammo/Fuel starting amounts have been increased
- New Damage popup animations have been added to indicate what type of damage was dealt (Splinter, Corrosion, Armor Piercing)
- New option to reset keybindings
- Mouse buttons can be rebound now
- Tweaked a handful of icons to make them more distinct to people with color blindness.
- Fist Damage now scales with the level-up of characters
- Explosive barrels now scale with the game's progress. Explosive barrels in later adventures are stronger than earlier adventures.
- Grenades now deal Standard Damage, rather then Splinter Damage.
- We've improved initial start-up times
- Countless bugfixes
Post edited October 09, 2019 by TheCoDi