Chris Posted February 4 Share Posted February 4 Hello everyone - hope you all had a great Christmas and a happy new year. January is now over, so it's time for an update on what we worked on! Milestone 5: Work is continuing on Milestone 5 over on our Experimental branch. This month we released three stability hotfixes for Milestone 5, and we've spent the last three weeks working on a major gameplay update (5.8.0). Our initial plan was to release this a couple of weeks ago, but some of the changes we're making break existing campaigns and we wanted to avoid doing that more than once. We've therefore rolled the changes into one big patch which should be coming out on the Experimental branch in the next few days (hopefully tomorrow). Our goal is to lock down Milestone 5 so the translators can begin work translating all the new text later this month, which will allow for a final public release of Milestone 5 early next month. Mind Control: The first new addition is the alien psionic ability Mind Control, which has been granted to Psyon Officers, Psyon Leaders, and Eternals. This formula takes into account the psionic strength of the alien versus the Bravery and Morale of the defending soldier, with greater distance making the attack easier to defend against. This should make alien Eternals a bit more intimidating than before, as they have very high psi-strength! As we've experimented with several iterations of Mind Control since our original Kickstarter, for clarity - the older alien "Mind War" ability has been removed, and the Psyon Mesmerise ability no longer has a chance to Mind Control the attacker on a critical fail. The new Mind Control ability is the only way the aliens can take control of your soldiers. Strategic Operations / Supporters: We've also expanded the Strategic Operations and Supporters systems to address feedback about the choices becoming predictable after a few hours of play. Strategic Operations now become more effective each day they are not used - for example, the Raise Funds operation usually grants $500,000, but this increases by $10,000 for each day the operation is not used (once used, the value resets back to the default value). Supporters have also been tweaked slightly. Each supporter now has a "protection level" value that controls how expensive it is to interact with them - if they have high protection the cost of recruiting / eliminating them is increased by 30%, whereas if they have low protection then the cost is reduced by 30%. This value changes every 10 days, with supporters having a 50% chance of being in a normal state and 25% each for high / low protection. The purpose of these changes is to make these systems less static. Instead of just waiting until you have 150 Operations Points so you can recruit a new Supporter, the player might now want to evaluate which Supporters are lightly protected and which Strategic Operations look good value. Writing: Over the past week or two I've been working on the plot-related writing, which has become a bit disjointed since the introduction of the plot-related missions and the Phase system in Milestone 5. We have added several new early-game research projects to ensure that the player is better informed about why the aliens are acting the way they are with regards to the invasion (mostly better explaining the limits within which they are operating), and also who the Cleaners are and why they acting the way they do. Later in the game, I've added research text to the various projects related to UOO-1 and we've also added little intro conversations to those missions as well. I'm currently working on the research text and intro conversations for Phase 5 and Operation ENDGAME, which are the last remaining placeholder research reports in the game. I'm hoping to have that completed this week. Early Game Rebalance: Finally, we spent a fair bit of time this month fixing some of the balance issues reported by people in the feedback threads we provided, so thanks to anyone who contributed to those whether on Steam, Discord or our official forums. One of the most common pieces of feedback was that the early game (i.e. Phase 1) felt too compressed, so we have extended this by an additional month (up to three months) and moved the Cleaner Base mission forward from early Phase 2 to the end of Phase 1. We'll be doing another pass on game balance after we release 5.8.0, as it's quite likely that the additions from earlier in the post will affect the balance. Please keep the feedback coming and we'll do our best to improve the gameplay as we finish up Milestone 5 for general release! That's it for this month - I'll write another update next month! 2 1 Quote Link to comment Share on other sites More sharing options...
leewoowon Posted February 5 Share Posted February 5 기다리느라 목 빠지는줄 알았어 Waiting for so long Quote Link to comment Share on other sites More sharing options...
Skitso Posted February 5 Share Posted February 5 19 hours ago, Chris said: Supporters have also been tweaked slightly. Each supporter now has a "protection level" value that controls how expensive it is to interact with them - if they have high protection the cost of recruiting / eliminating them is increased by 30%, whereas if they have low protection then the cost is reduced by 30%. This value changes every 10 days, with supporters having a 50% chance of being in a normal state and 25% each for high / low protection. The purpose of these changes is to make these systems less static. Instead of just waiting until you have 150 Operations Points so you can recruit a new Supporter, the player might now want to evaluate which Supporters are lightly protected and which Strategic Operations look good value. While I appreciate the efforts on making the supporter system less static, I really feel making the OP costs random isn't making it that much better. What the system needs is some proper player agency, where the system is driven by concrete gameplay choises the player makes. Make the supporter protection level change by region panic or something at least. Quote Link to comment Share on other sites More sharing options...
Chris Posted February 5 Author Share Posted February 5 10 minutes ago, Skitso said: While I appreciate the efforts on making the supporter system less static, I really feel making the OP costs random isn't making it that much better. What the system needs is some proper player agency, where the system is driven by concrete gameplay choises the player makes. Make the supporter protection level change by region panic or something at least. Basing protection level on Panic level would just cause a massive snowball effect, even if you were able to deal with the fact that Panic doesn't exist as a concept until Phase 2. There's a limit to how far we can push these systems given they're an addition to the core strategy mechanics, rather than driving the strategy layer. Especially as many of the more complex alternatives wouldn't make any narrative sense once the Cleaners are defeated at the end of Phase 1. 1 1 Quote Link to comment Share on other sites More sharing options...
Skitso Posted February 5 Share Posted February 5 (edited) 1 hour ago, Chris said: Basing protection level on Panic level would just cause a massive snowball effect, even if you were able to deal with the fact that Panic doesn't exist as a concept until Phase 2. There's a limit to how far we can push these systems given they're an addition to the core strategy mechanics, rather than driving the strategy layer. Especially as many of the more complex alternatives wouldn't make any narrative sense once the Cleaners are defeated at the end of Phase 1. This is probably not a right thread to continue this discussion, but you could maybe balance it by making the region panic decrease the OP cost if it's between 0 and 50 and increase it if it's between 51 and 100. And having a slight death spiral or snowballing effect towards the end in a game where humanity fights for it's whole existence against a superior alien force doesn't sound exactly out of place to be frank. Edited February 5 by Skitso 1 Quote Link to comment Share on other sites More sharing options...
gG-Unknown Posted February 5 Share Posted February 5 (edited) Hello there, I am glad you listen followers. I belive that our combined efffort could make a new legend. I wish (hope) at least half of Fortnite kids are bored and are ready to buy a turn based strategy. There are some pressing topic I have highlighted, and hope they get sorted : - grenade launcher miss chance (done) - number of soldiers per mission is too high (promised by Chriss to change for 5.0 but nothing happens. 8/9/10 would be best progress of the size of the squad. More missions per campaign is not problem, long turns in the mission is the bloody problem.) - shotgun range & usage : need longer range, it is dedicated soft target killer(weapon of specalist). I have made more detialed post here - melee : evolved very nicely. The system based on Reflection is great, Suppression bonus in melee is blessing, melee fight has very good base. Knife neeed improvement. Weight half and add another attack mode or two. Swing, thrust and throw. Regular Rifleman loadout should be : Rifle, knife, aim module, flashgrenade. Add a new load out : "Medic" rifle, medkit, smoke grenades. - revoke grenade range nerf !!! - strenght relation to carry weight and range grenade should be changed - I have some notes but thinking beefore posting. Keep up man ! Edited February 5 by gG-Unknown Quote Link to comment Share on other sites More sharing options...
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