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There Will Be Ink News

1.1.0.2 - Hotfix 2

A couple more fixes:
  • Fixed Missions page crash after completing Tutorial
  • Fixed crash when sometimes navigating right from Skirmish button on short campaigns

1.1.0.1 - Hotfix

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

1.1 - Arcade Mode, Skirmish Missions, New Achievements

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

1.0.1.2 - Fixes, Arcade Mode Plans

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")
  • Possible fix for rare page flip crash

1.0.1.1 - Hotfix

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)