Hey there,
We just pushed another major update to Steam a few minutes ago and here´s what you will find in it:
Unity 5
Like we told you on our last update we migrated the project to Unity 5. This improved the general quality of the lighting, shadows and general looks of the game, and hopefully you will notice the change. Although we haven´t started to optimize the performance yet, this new version of Unity is supposed to be much better with performance in general, so we hope that you are all gonna benefit from this change.
New bullet system
We changed the way all the ranged attacks are performed. Actually it changes how every attack is performed and resolved, but this update doesn´t make a drastic change on melee attacks. Before implementing this change, attacks could either hit the target or miss it, but when they missed they didn´t really affect in a realistic way the surroundings of the target.
So right now, when you fire a pistol or a rifle for example, and you don´t hit the target, you can brake some cover or hit someone else (friendly fire too). All the misses happens always within a cone of the target you were aiming at, to be more realistic.
For the area weapons, such as grenades or rockets, you can only miss the place you wanted to throw it at. But if a grenade lands close to someone you will definitely do some damage and the damage will be more intense at the center of the area and it will decrease when you move away from the center. Similar thing happens with the Flamethrower. You can only miss the direction where you point out your weapon, but once you hit someone with fire, he will get some damage for sure.
Lastly the shotgun, similar to the flamethrower has a direction miss chance and also has fall off damage. This means if someone is closer to the shotgun he will have more chances of getting hit and also a large amount of damage to be inflicted, compared to someone almost at the end of the firing cone range. And be careful as we already mentioned you now can hit allies.
[img=https://ksr-ugc.imgix.net/assets/003/929/336/be49fb53d496b86c1b48d0c611fc1e72_original.png?v=1433531163&w=639&h=&fit=max&auto=format&lossless=true&s=6960c04f5e1a4cffe6fe387470d94682]
This iteration basically gets us a more realistic approach to the combat which will improve the general feeling of the missions.
GUI revamp
[img=https://ksr-ugc.imgix.net/assets/003/923/345/01632fc7c9aa671f00d3881903266618_original.png?v=1433447969&w=639&h=&fit=max&auto=format&lossless=true&s=b82fb097e5910f637ad59a0e58752af2]
We did a lot of stuff around the GUI to keep improving the user experience of the game. Most of the stuff we implemented were things that most of you were asking us to do, so here is the list:
- You now have 2 main different areas where the character can move to. The smallest is the blue one and the larger is the yellow one. If you move within the blue area means you can move and then perform an attack, and if you move within a yellow area, means you will not have enough AP left to attack but you can still move there.
- We also added the visual feedback of the path that your character will follow to reach the destination you are targeting with your mouse pointer.
- We turned off the glow overlay of the characters that had it all the time, and leave it only for the active character and for when you target an enemy.
- Other minor improvements on the GUI, like some explosions and effects.
In game A2P cells
We implemented on the Battlefield the concept of active "A2P cells". This cells will have some useful A2P you can loot only for certain amount of turns until they get depleted. It is your call if you want to harvest those cells before they get depleted as a high priority or just want to keep focused with your mission goals and surrounding enemies.
[img=https://ksr-ugc.imgix.net/assets/003/928/570/8daabcad6ab2568e2e1de0169e5c4aa8_original.png?v=1433524277&w=639&h=&fit=max&auto=format&lossless=true&s=fbb13b8965ca1a5de4aad7f44e1d8c8b]
3 new maps, missions coming soon...
We finished 3 new maps, but we weren´t able to integrate them into this build. This means, we already have the maps (all the artwork done) but need more time to set up the enemies, mission goals, etc. so we plan to do another update next week so you can have this missions active on your builds and give it a try. We shared 2 of them on our last update and we added one more. See below the 3 maps you will be able to play very soon:
[img=https://ksr-ugc.imgix.net/assets/003/927/602/1eeb92bad92f2ee781ee1762f38e7d56_original.png?v=1433515087&w=639&h=&fit=max&auto=format&lossless=true&s=55a86244f99773ac104626bba32157b8]
[img=https://ksr-ugc.imgix.net/assets/003/927/604/b10fcf0d313c8db63a399b005a68bf5c_original.png?v=1433515107&w=639&h=&fit=max&auto=format&lossless=true&s=b36a06310eac19401257ce1d738368b7]
[img=https://ksr-ugc.imgix.net/assets/003/927/858/b4c0a3d392bd3ac7231a8bffe52bf612_original.png?v=1433517598&w=639&h=&fit=max&auto=format&lossless=true&s=d61c68d493e1d07ca0c7ca98709148cb]
Camera free rotation and zoom adjustment
Something some of you were requesting was free camera rotation, compared to the 90 degrees rotation we had implemented on the game. It was actually a design decision, but we thought making a free rotation camera wouldn´t hurt, so you can now freely rotate the camera to find the angle you prefer. Also we made some changes on how the zoom works so it is more smooth now.
Weapons Mastery
This feature was a major change in the design. Right now you will acquire experience each time you use a specific weapon. For example if you always use a shotgun with a given character, that character will earn XP for mastering the shotgun. Each time you get a certain amount of XP in that weapon you level up your mastery granting you more chances to hit your target when using that weapon. This way it will feel more natural how you progress in the mastery of the weapons. We still need to balance the xp curve and all the numbers, but you will be able to try it out and see how it feels.
Please read the next update to have the full details...
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