Hello there! TWBI's Jolly Edition will be active Dec. 10th-31st, so I did a quick pass and did some minor updates and fixes, as well as a few other fixes and tweaks along the way. Cheerio! Changelog Jolly Edition: Yeti only targets units who are bleeding out Jolly Edition: Made s
Hello there! TWBI's Jolly Edition will be active Dec. 10th-31st, so I did a quick pass and did some minor updates and fixes, as well as a few other fixes and tweaks along the way. Cheerio!
Changelog
Jolly Edition: Yeti only targets units who are bleeding out
Jolly Edition: Made snowballs slightly more visible and removed glitter trail
Jolly Edition: 'blood' is now red, white, or green
Blood spatter that hits water retains colour
Updated rank sprites to be more visible
Names that stretch beyond Hero tag on Missions page now just show first initial
Fixed Map Editor crash when selecting rivers or mountains
Fixed bug with some powerup crates not showing proper text when activated
Fixed some bugs with borderless window mode in Win11, probably
Fixed bug where shadows were drawn over top of bullets (made snowballs less visible)
Fixed graphical bug with units who are bleeding out during surrender
Good day! There Will Be Ink has been fully translated to Brazilian Portuguese. Check it out, if you will! Please comment if you notice any issues and I will fix them in no time, by which I mean some indeterminate amount of time, but I will fix them! Also be sure to check out SpOo
Good day!
There Will Be Ink has been fully translated to Brazilian Portuguese. Check it out, if you will! Please comment if you notice any issues and I will fix them in no time, by which I mean some indeterminate amount of time, but I will fix them!
Also be sure to check out SpOoKy Edition by firing up the game before the end of the month. Cheerio!
New/Changed
Brazilian Portuguese!
Minor adjustment to line spacing on help page
Added credits page
Fixes
Fixed rare crash when launching skirmish in campaign created between versions 1.1.1.0 and 1.1.1.1
Fixed faction names not displaying correctly on Victory page
Fixed maps not loading all items in non-English languages
Good day! As I suspected, there were some new bugs introduced with the new text system. Those that I found or received crash reports for have been fixed, as have a few others I found while testing. Also Engineers no longer have to set the mine detector as active in order to defus
Good day! As I suspected, there were some new bugs introduced with the new text system. Those that I found or received crash reports for have been fixed, as have a few others I found while testing. Also Engineers no longer have to set the mine detector as active in order to defuse mines. Whose idea was that anyways!
Changelog
Fixed Skirmish mission gen crash
Fixed Quick Battle teams bug
Fixed Engineers going rogue and leaving the map their comrades are all dead
Performance improvement related to sandbag placing (Engineers)
Active player no longer requires mine sweeper as active weapon to defuse mines
Fixed Engineers sometimes getting stuck when laying mines
Fixed multiple units raising flags sometimes preventing building capture
Fixed Engineers sometimes getting hung up on mountains/etc when placing mines/sandbags
Hello there, Billies! There Will Be Ink has been updated with a new text system, performance improvements, and various fixes. I've been away from the project for a while, as I had to take some time off to focus on another project (twins, yikes!), but I've recently been dipping my
Hello there, Billies!
There Will Be Ink has been updated with a new text system, performance improvements, and various fixes.
I've been away from the project for a while, as I had to take some time off to focus on another project (twins, yikes!), but I've recently been dipping my toe back into There Will Be Ink. When I first set out to make TWBI, I was a pretty terrible programmer, and it was meant to be a very small "practice" project. Now, I'm a very slightly less terrible programmer, and with its ever-expanding scope the game has become quite complex and cumbersome to manage. There are a lot of things I would do differently if I were making the game from scratch today, but that is neither here nor there, nor anywhere! I do love this silly old game, and I've put a lot of work recently into totally redoing how the game handles text. Everything in the game was previously hardcoded, which makes localization nearly impossible. There are still a few quirks to work out, but I've reworked the game to support localization. I don't have any official announcements in that field and only something minor planned, so don't get your hopes up, but also, stay tuned! There are likely some new bugs in the game relating to these text conversions, which I'll be watching out for, but please drop a note here if you noticed anything peculiar.
I've also put some work into optimizing performance and fixing some bugs. You may acquire some Steam achievements next time you fire up the game, as some were saving locally but not syncing with Steam.
Free time is limited these days, but I have a lot of ideas yet for TWBI. I have no roadmaps or timelines, but keep an eye out here for further updates. Cheerio!
New/Changed
Redid text system, to support multiple languages
Various performance improvements
Revised some game text
Updated main text font
Slightly increased chance of Heroes bleeding out instead of instantly dying
Fixes
Fixed some Steam achievements not being acquired/sync'd (should now sync when loading game)
Fixed crates continuing to move if game paused when in mid-air
Fixed some stat tracking with custom unit names
Fixed "Sea Unworthy" (sink a ship) Achievement not triggering when sinking a ship with a grenade/RPG
p.s. If you're into historical strategy games (and aren't busy playing Civ7!), an Old World DLC I'm lead designer on is coming out next month.
https://store.steampowered.com/app/3406150/Old_World__Wrath_of_Gods/
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
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
A couple more fixes: Fixed Missions page crash after completing Tutorial Fixed crash when sometimes navigating right from Skirmish button on short campaigns
A couple more fixes:
Fixed Missions page crash after completing Tutorial
Fixed crash when sometimes navigating right from Skirmish button on short campaigns
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
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
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
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
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
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")
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)
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)
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 rep
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
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 t
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"
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 mission
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.
[previewyoutube=NV9Wy_KvJq4;leftthumb][/previewyoutube]
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)
Hello, friends! There Will Be Ink is now officially out of Early Access! It feels long-overdue and at the same time a bit surreal for me. My goal setting out with TWBI was to make a simple game from start to finish over a few months (hah!) in order to get a better understanding o
Hello, friends!
There Will Be Ink is now officially out of Early Access! It feels long-overdue and at the same time a bit surreal for me. My goal setting out with TWBI was to make a simple game from start to finish over a few months (hah!) in order to get a better understanding of all sides of the game development process. Months turned into years, as sometimes happens, and in the meantime I transitioned into a full-time game dev for my day job, too (working on Old World, if anyone is curious). Although I stubbornly did all of the design, programming, "art", music, social posts, etc. for TWBI on my own, I got a lot of very valuable feedback from players and friends along the way. I hope to build a bigger audience with my next game, as I know some great connections are there to be made. That's not to say that There Will Be Ink is finished finished. I still have plenty of ideas to work through, the rate at which may depend on player interest post-release, but I have a hard time imagining myself ever being fully finished with this silly game, which has proved to be my ten-year-old-self's dream game and something I quite enjoy in modern times as well.
Thank you to anyone who has followed along and had a chance to check out TWBI in its various stages. I've added a full set of achievements to the Steam version of the game, with in-game versions to come (they are being locally tracked for all platforms so will be retroactively made active). Check out the change list below for other changes, and thanks again, everyone!
Cheers,
Brodie
Changelog
New Features & Content
Steam Achievements: Added 54 Achievements to the game. I even tested most of them, too!
Changes & Enhancements
Added “Windy Trees” display option, to disable trees blowing in the wind
Optimized general tree behaviour
Reduced time needed to survive “Hold the Line” mission
Grouped pre-battle/victory/defeat jingles with sound volume instead of music
Bug Fixes
Fixed “Blood” setting not working
Fixed player names not properly saving
Fixed Victory page sometimes being hidden after switching profiles
Fixed campaign stats not updating when switching campaigns
Fixed fallen trees not going bold (to indicate cover bonus) when player is near them
Fixed global/universal kill/streak stats not recording correctly
Hello there, Billy! There Will Be Ink is coming out of Early Access on Friday, March 10th (2023, in case that needs specifying)! Here is a new release trailer for the game: There is also now a demo version of the game, allowing you to play the first 8 mission of the main campaign
Hello there, Billy! There Will Be Ink is coming out of Early Access on Friday, March 10th (2023, in case that needs specifying)! Here is a new release trailer for the game:
[previewyoutube=zAaPE0Vo7X0;full][/previewyoutube]
There is also now a demo version of the game, allowing you to play the first 8 mission of the main campaign, which can be found over at indiedb, here.
It's been a long time getting here, but these are exciting times in TWBI land!
Along with the new trailer is a new game update. I've added support for a "Borderless Window" display mode, which may help some who have experienced audio or graphical issues playing with multiple displays. I've added a requested option to show unit class names on the battlefield, to make it easier to find what you're after. Engineers can now chop trees with the new "Lumberjackery" skill, and there have been several fixes as well. Full change log below!
Yoohoo! I’m happy to announce that There Will Be Ink is complete. ish! All of the game’s features are in place, the campaign finished, and it feels more or less, I think, like a complete game. There is still some polishing and tuning I’d like to do, but version 1.0 will pro-0-o-o
Yoohoo! I’m happy to announce that There Will Be Ink is complete. ish! All of the game’s features are in place, the campaign finished, and it feels more or less, I think, like a complete game. There is still some polishing and tuning I’d like to do, but version 1.0 will pro-0-o-o-bably arrive in March. Having worked on this game solo for quite a long while now, this is exciting to me! Anyhow, let’s get on with what’s new in this update.
At last, the campaign is complete! The end boss and accompanying battle will hopefully be a challenge for anyone who’s reached the end. There is a little surprise afterwards as well. I’ve also added, for all campaigns, a screenshot from the moment of the end of the final battle to the Victory Page (accessed from the HQ page, once a campaign is complete). The new “Walking Talkie” ability, once activated, allows you tell units where to go in Tactical Mode. Commanding a squad leader will result in all units from that squad moving. I’ve always resisted making TWBI an RTS, but this seemed like a fitting way to open up unit command for those who really want to do that. Also it gives squads a little more meaning, which I think is needed. This update also includes several QoL updates based on my tester feedback (thanks, R!). For instance, players are assigned first to Heroes when joining; there is a “show controls” option from the pause menu; I added a sound effect that climbs in scale as your kill streak goes up; water/unit/bullet interaction is a little better; knockback has a little more impact, and so on. There is a full list below. And as usual there is a list of bug fixes as well.
Next I’m working on a release trailer, as the current trailer (and Steam page for that matter) is extremely outdated. Otherwise just more polish and tuning. I’ve also been working on a faction that includes melee units, but I first need to make melee combat fun before that will see the light of day. All right, cheerio!
Changelog
New Features & Content
Final mission and end boss for TWBI campaign, plus some other surprises!
General Unit Ability/Unlock: Walkie Talkies – allows for the commanding of units during Tactical Mode
Moving a squad leader (with the circle icon) moves all squad members
Changes & Enhancements
Added end-of-battle screenshot from last campaign mission (if victorious) to Victory Screen background
Players are deployed first to Heroes when joining
Added “Show Controls” option to pause menu
Significantly improved pathfinding performance
Added sound for kill streak > 10 (pitch increases with each kill)
Colour of text now changes with kill streak > 10
Animation speed now varies with movement speed (eg slower in water, snow, etc)
Units moving in water now leave wakes
Added water ripple effect for bullets hitting water
Reduced kills needed for 3- and 4-star generals
Reworked knockback mechanic and increased knockback amount
Tactical Mode: tooltips no longer appear when hovering over pause menu items
Tactical Mode: Full UI is now hidden with tab/x toggle
Tactical Mode: units on the move (approaching target or deploying) now show line indicating path
Tactical Mode: left gamepad stick now works to move cursor when UI hidden
Adjustments to unit tooltip in Tactical Mode
Adjustments to scale and positioning during pause/Tactical Mode
Updates to Tutorial text
Revised some TWBI campaign text
Added several tips to the randomized main page tips
Reformatted tips and added count and ability to cycle through them
Main menu now requires confirmation to exit game
Changed “Barracks” page name to “HQ”
Added shortcut to go to Victory screen once campaign is complete
Changed hide button on Victory stats to TAB (from ‘v’)
Smoothed out edges of the notepad/battlefield
Added gradient to Victory text to make it so very flashy
Added warning text for when I accidentally leave autoplay on
Bug Fixes
Fixed crash when cycling unit left and right at the exact same time (kbm only)
Fixed crash with 4-star generals/heroes
Fixed mission text being skipped after “lake frendz” mission
Fixed custom campaign victory text not displaying on Victory page
Fixed weapon error when moving/prone being reversed (Tactical mode)
Fixed bullets hitting water often making dust instead of splashes
Fixed bug that allowed Heroes to emerge during Tutorial missions
Fixed mouse sometimes interfering with pause menu items when playing with gamepad
Fixed bug where maps would not load in Map Editor if they contained units normally hidden from map editor
Fixed units meant to be hidden from Map Editor being available to deploy
Happy holidays and what have you, everyone! Jolly Edition is live now until the end of the month/year. There are a few smaller changes and fixes for this update, and you can expect bigger news in the new year. And who knows, by the time you’re reading this the game might even be
Happy holidays and what have you, everyone! Jolly Edition is live now until the end of the month/year. There are a few smaller changes and fixes for this update, and you can expect bigger news in the new year. And who knows, by the time you’re reading this the game might even be on sale!
Changes & Enhancements
Added Evasion, Stealth, and Cover Penetration to unit tooltips in Tactical Mode
Jolly Edition: Added glitter to snowballs (for visibility)
Removed “Go to Barracks” shortcut at tutorial mission end
Tutorial 2: Moved ammo crate position (so that it doesn’t get blown behind notes)
Tutorial 3: Increased starting height of flagpole
Updated text on mission select for Beta campaign
Added title to “Select Campaign” page
Moved end-of-battle Victory/Defeat text to bottom right of screen
Bug Fixes
Fixed ‘Helmets’ upgrade not working
Fixed unit quick-select not working in non-camGen campaigns (TWBI, Tutorial, Beta, Alpha)
Fixed helmets being drawn behind heads
Jolly Edition: Fixed Yeti attacking while game is paused
Hey! This update introduces a new “Tactical Mode”, which makes available a series of tooltips when the game is paused that give you more information about units, buildings, and cover. This is part of an effort to make some of the game’s mechanics more transparent. There is also a
Hey! This update introduces a new “Tactical Mode”, which makes available a series of tooltips when the game is paused that give you more information about units, buildings, and cover. This is part of an effort to make some of the game’s mechanics more transparent. There is also a new victory screen that shows up once you’ve completed a campaign, and I’ve added several smaller enhancements and fixes. Full details below!
Tactical Mode
If you’ve ever wondered just how much cover that tree stump is providing, or how likely that sniper is to shoot right through the aforementioned tree stump, now you can pause the game and hover the cursor (with mouse or gamepad) over objects to get a tooltip with some stats and other visuals. Right now this covers units, buildings, and cover objects. I plan to expand on this system, but hopefully this is a good start. Further additions to better indicate what the heck is going on include production times over unit icons above barracks as well as some floaty text when unit production time goes down (by getting kills as that specific unit type). Cover objects, like rocks, sandbags, and trees, are also bolded when a player-controlled unit is nearby to indicate that projectiles are less likely to pass over that cover when a unit is adjacent.
Victory Screen
Once the final mission of a campaign has been completed, the new campaign Victory Screen becomes available from the Campaign menu. On this menu can be seen some general campaign stats as well as player-specific stats for the campaign, including some new awards/badges for things like “Trigger Happiest”, “Best Supporting Actor”, and “Participatiest”, because every bit counts. Here is the changelog. Also TWBI is 20% off on Steam right now, cheerio!
New Features & Content
Tactical Mode – When the game is paused, hover the cursor over units, buildings, or cover objects to get various stats about that object
Campaign Victory Screen – Once a campaign has been completed, visit the new Victory Screen to see various stats and compare player performance across the campaign
Added several new player awards/badges to the Victory Screen, one is displayed for each player
Changes & Enhancements
AI/enemy unit promotions are now unlocked based on how far in a campaign the player is
Added display above unit spawn icons over barracks to show total spawn times (in seconds)
Added “powertext” over barracks when a unit type’s spawn time is reduced (achieved by getting kills while playing as that unit type)
Added a slight “bold” effect to cover that is being granted an adjacency bonus due to an adjacent player-controlled unit (cover behaves this way for all units, but bold is just for player)
Player-specific stats (kills, deaths, favoured unit, etc) are now tracked across a campaign, mostly for use on Victory Screen
Gravestones now display which player was controlling a hero when the hero died
Mission attempts and victories are now tracked (used on Victory screen)
Re-added unit quick-select (keyboard only) – press 1,2,3,…0 to quickly select a unit of a given type (eg. 1 – rifle, 2 – assault, 3 – sniper, etc)
Changed default player names to “KBM” and “Gamepad 1-8” (previously “Player 0-8”)
Bug Fixes
Fixed bug where “exposed” units behind cover were getting too much cover, and often vice versa due to a delay
Fixed wrench not working for vehicle repair when unlocked
Fixed bug loading some older maps that had a tank in the Map Editor
Disabled campaign cycling with left/right from main menu – very old option that shouldn’t have been there
A wee update with some fixes and minor changes: Changes Re-added Base unit promotions to Alt units Team3 colour is now fuchsia Hid new units/etc, until they're ready Bug fixes Fixed crash bug on "Laser Worm Dance Party" mission Fixed crash bug on "Laek Frendz" Fixed rare crash bu
A wee update with some fixes and minor changes:
Changes
Re-added Base unit promotions to Alt units
Team3 colour is now fuchsia
Hid new units/etc, until they're ready
Bug fixes
Fixed crash bug on "Laser Worm Dance Party" mission