Alpha 7 is now available in the main branch. In this update we focused mainly on making combat more interesting with more tactical choices, including new mechanics, smarter enemy AI, balancing changes, and new combat-related content.
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Main changes
- Melee weapons became a much more important part of the game. They receive bonuses when attacking ranged units, and ranged units receive penalties when attacking in melee distance.
- Enemy AI has been improved, and will now make better use of tactics such as flanking, cover, and the new melee vs ranged bonuses/penalties.
- Base attack difficulties have been tuned down to compensate. You can take a bit more time in advancing, and you will need it, choose your battles wisely since they are now more difficult.
- New combat consumables such as grenades and voodoo dolls have been added. These items provide new tactical possibilities in combat.
- New infrastructure for status effects - temporary bonuses or penalties, usually granted by using a consumable in combat.
- Release the hounds! Hellhounds will now roam the apocalypse. This new enemy unit has low health, but is very fast and vicious. Don't let them get near!
- Sometimes when rescuing a survivor, you will may find unique, stronger survivors that will be of great assistance.
- Performance improvement for large populations and large combat.
- New content - items, research, traits, etc.
Full change list
Mechanics: Ranged units receive penalties in close range, and melee units receive bonuses when attacking ranged units.
Mechanics: Unique, stronger survivors can be rescued.
Mechanics: Units can now be affected by temporary status effects, providing bonuses and/or penalties.
Mechanics: Better enemy AI that uses tactics such as flanking and cover.
Usability: More information is shown when hovering usable items.
Usability: Display bonuses and penalties in combat (such as flanking or status effects).
Usability: Performance improvements with large populations.
Usability: Show ability range when selecting target for abilities (such as healing or grenades)
Usability: More info when selecting enemy.
Usability: Autosave games can no longer be overwritten.
Usability: You can now load saved game when in combat, it's no longer required to quit to main menu or finish the combat first.
Usability: Now showing item description when hovering equipped item in survivor profile.
Usability: You can now see which survivors are tired/hungry from the mission launch window
Content: New consumable items used in combat.
Content: New enemy unit: Hellhound
Content: Added new traits, some are less common than others.
Content: New stronger equipment that can only be scavenged.
Content: Added new research subjects.
Balancing: Slower enemy progress to make up for smarter AI.
Balancing: Lower difficulty setting of time between attacks now also lowers awareness increase rate, so it doesn't end up with stronger attacks.
Balancing: Scavenging enemies & loot levels increase less steeply as distance from base increases, so there are more viable options available in each stage of advancement.
Balancing: Natural heal rate is now lower (using medicine remains the same)
Balancing: First base attack is now guaranteed to be easier.
Balancing: Time spent sleeping in order to replenish energy is a bit longer.
Balancing: Survivor skill levels increase a bit slower, and the difference in production efficiency (crafting, gathering, farming, research) between lower and higher skill levels is a bit smaller. Combat has skill effects have not been touched.
Balancing: Research is a bit slower now.
Visual: Some new research icons.
Visual: New models for occult weapons when equipped.
General: Added links from game to read latest patch notes, and to subscribe for updates.
Fixed Bug: Custom difficulty settings were not applied correctly.
Fixed bug: sometimes (after loading a game) crafting window would not update as raw materials became available.
Fixed bug: removed "not enough resources" error when SHIFT+Crafting multiple items, as long as there are enough materials for at least one.