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Beta 4.0! – Campaign Editor, Badges, Missions, Abilities, Fancification…

Oodellllally! There are quite a few new things in store this month, and we’re now on the road to version 1.0.



[h3]Campaign Editor[/h3]
I’m not sure how much use it will see, but for a long while I’ve wanted to add a campaign editor to There Will Be Ink. At last, that day has come!



The Campaign Editor allows players to string together missions (made with the Map Editor) into a campaign. Each campaign tracks a separate set of stats and allows for campaign-specific unit progression. You’ll note on the screenshot above that there is a list of units on the right. The checkboxes can be toggled between disabled (unit will not show up on Barracks page), enabled (unit shows up on Barracks page, unlocked), and locked (shots up on Barracks page but has to be unlocked, usually by destroying one of that unit type in a mission). A list of available maps/missions is listed in the middle, and those mission tags can be dragged to the campaign list on the left and reordered from there (drag & drop). The campaign name, difficulty, and description can also be entered by clicking on the appropriate fields and entering text. Please note that, as with the Map Editor, the Campaign Editor is keyboard & mouse only (no gamepad support). In case anyone made any campaigns using the old method of dropping a bunch of map files at %localappdata%\ThereWillBeInk\Campaigns\\Maps\, those campaigns should still work. If anyone wants to share any campaigns or missions with me, I’d love to check them out! Just zip everything in the folder and send it along to [email protected]. I’m thinking there should be a downloads section on this site where players can download user-created maps/campaigns, so please let me know if you’d like your creations shared.

[h3]Badges[/h3]


Badges! These are awards of sorts that are presented at the end of a battle for such things as highest accuracy, most grenade kills, most deaths, etc. I don’t want to spoil them all so I’ll say no more except that there are currently 15 available to discover. I find the badges are a nice little touch for multi-player matches and add a bit of friendly competition. Also, check out that expert artwork! Badges are disabled by default in single player but can be turned on from the Options page. I may yet add some single-player specific badges (or just a subset of the existing badges) so not to leave anyone out.



[h3]Misc New Features and Changes[/h3]
In addition to the big changes above and below, there have been a lot of smaller additions, changes, enhancements, and bug fixes. A full list can be found in the changelog below, but highlights include new seasonal content (Valentine’s Day only!) with a new music track, ability point progress at the end of battles, pulse grenades and two new abilities for Zaponeers, new stats, graphics updates, quality-of-life improvements, and many a bug fix.

Beta Campaign Completion and The Road to 1.0 (and beyond)
Three (actually kind of two and a half) new missions have been added and the Beta campaign is now complete with 18 missions. It is kind of a wacky campaign, to be sure, but not out of line with the spirit of the game. With all of the game’s major features now in place, my focus is on polishing things up and adding new content. There will likely be a new campaign for version 1.0. I’m presently trying to decide on whether to use the existing unit set (with perhaps another unit added) or to create a whole new set. I’ve had ideas for three other sets of units for a while, but maybe it makes sense to finish the core game and then release them as free content updates. Either way, there is much work to be done. Onward we march!

[h3]Changelog[/h3]
New Features & Content
  • Campaign Editor – Players can now string together campaigns of existing maps (made in map editor)
  • Includes ability to add and re-order missions (drag & drop), choose units available for upgrade, save/load campaign, and enter campaign name, description & difficulty
  • Added 15 end-of-battle badges for various feats, featuring out of this world artwork (disabled by default in single player, but can be enabled from Options page)
  • Completed Beta campaign with three new missions: “Out Of The Woods”, “Peace Talks”, and “End Times”
  • Added end game credits
  • Added new Valentine’s Day seasonal content (one day only! can be disabled from Options menu)
  • Added new music track: “Comrades In Arm In Arm”, presently only used on final Beta campaign mission and some seasonal events
  • Added unit progress bars at the end of battle, including an indicator for when a new ability point has been earned
  • Zaponeers now throw pulse grenades, which have a larger explosion area and instantly kill units but do less damage to buildings than do regular grenades
  • New Zaponeer ability: Fuel Efficiency – Reduces stamina cost of jetpack
  • New Zaponeer ability: Self-Charging Rifle Cell – Adds ammo regen of 1 per second to laser rifle; stacks with hi-tech ammo regen ability
  • Added new end-of-battle stats for units killed with grenades and units killed with mines


Changes & Enhancements
  • Replaced green progress bars on Barracks page with squiggly lines used at end of battle
  • Replaced “Ash” sprite (for lightning & pulse grenade deaths) with larger, animated sprite
  • Units now refresh the nearest resupply crate each time they run out of ammo (should make ammo drops more effective)
  • Changed end-of-battle note to show killed/killed-as stats as separate page (instead of separate note below)
  • Added indicators for changing page of stats note at end of battle (TAB for keyboard, dpad l/r for gamepad)
  • Changed font used on Main Menu and Options pages, and added paperclip icon as selection indicator
  • Added “Tutorial” as a separate option on the Main Menu (though Tutorial campaign can still be set as the active campaign)
  • Set “Beta” campaign to be the default campaign
  • Balance: Super Powerups are now disabled in Hardcore mode
  • Quick Battle: Dragging the tree & rock sliders past their min & max values now sets them to their respective min or max value
  • Added Misc Tip about ability points being earned on campaign missions to Main Menu
  • Added mini page flip sound when flipping general abilities notepad on Barracks page or end-of-battle stats
  • Increased distance a unit can be from flagpole to raise/lower flag
  • Balance: Reduced ability point cost of RPG Infantry (from 100 to 50)
  • Balance: Reduced ability point requirement for Medic
  • Disabled interpolation between pixels on 1080p+ resolutions (already disabled on lower resolutions)
  • “To the barracks!” option at end of battle now only comes up if a new point was earned that battle
  • Navigating up or down on Barracks page will now go to the nearest item above or below respectively if no item lines up
  • Slightly reduced volume of “Paratrooper Glide” music track


Bug Fixes
  • Fixed bug where T-Rex’s body had mysteriously disappeared
  • Fixed bug where grenade aim (gamepad) was defaulting to top left
  • Fixed bug where units would sometimes leave the map when attempting to resupply (sometimes making a mission impossible to win)
  • Fixed crash bug that sometimes occurred when changing campaign and then re-visiting Barracks page
  • Hit Percentage and Battle Efficienty stats will now show 0% instead of trying to divide into 0 and showing err text
  • Fixed bug where going to Barracks page from Main Menu with gamepad selected first note pad
  • Fixed bug where legs of jetpacking units would keep moving when game was paused
  • Fixed bug where sounds sometimes play after battle is left
  • Fixed bug where active note pad wasn’t highlighted when first visiting the Barracks page
  • Fixed bug where Engineer unlock info was instead based on another unit (HMG)
  • Fixed bug where “life restored” stat was lower than it should be (sometimes going negative)

Beta 3.1.2 - A Big Boring Update



Hap-py New Year!

I've started the year off right-ish by fixing a couple significant memory leak bugs that I'd previously overlooked, along with some smaller bug fixes, optimizations, and enhancements. The memory leak fixes probably won't be noticeable to those with lots of RAM (except perhaps on long sessions), but players with lower end systems should notice a big improvement and no more 'out of memory' crashes. The enhancements are mostly quality-of-life changes for the main menus, and I've also created a new tutorial mission that covers weapons, grenades, cover, and evasion.

For anyone interested, the main memory leak was related to the battlefield redraw process in There Will Be Ink. Background: Because every unit, bullet, shell, blood spatter, and shot-off helmet is a separate object in TWBI, I needed a way to handle all the thousands of objects that pile up in a battle if I wanted them to remain for the duration of the battle. This was done by having a process that checks the framerate every 10 seconds (and alternately runs regardless once per minute) and calls a redraw process as needed. This redraw process takes all the shells, corpses, spatter, and helmets lying on the ground, draws them to the battlefield image, and then deletes the game objects to free up memory and processor cycles. The bug that I'd long overlooked was that the game wasn't freeing up the memory used by the old background image, so each redraw would eat into more RAM, eventually causing a crash. Since I fixed that issue, memory usage is much more lean, and such crashes should no longer occur (but, as always, please let me know of any issues). It's worth also noting that the "Persistent Battlefield" mentioned above can be turned off in the game options, which leads to objects slowly fading away instead of remaining on the battlefield.

I know, this is all pretty boring stuff, but I need to keep the foundation sturdy before piling on new content. Though, to be fair, I also get great enjoyment out of fixing bugs and picking up a few extra fps where I can.

Anyhow, below is a boring change log to go with this boring update! Next time around I should have some more exciting things to show you. Cheerio!


New Features & Content
  • New Tutorial Mission: Guns, Evasion, Cover, Grenades!
Changes & Enhancements
  • Made several small optimizations to unit AI and draw procedures
  • Adjusted texture group organization to reduce texture swaps
  • Added process to clear textures on battle start to further reduce texture swaps during battle
  • Added 'squiggle' outline to highlighted note on Barracks page
  • Added d-pad navigation support to Options, Missions, and Barracks pages
  • Added swipe sounds when cycling menu pages with mouse


Bug Fixes
  • Fixed significant memory leak relating to battlefield redraw process
  • Fixed memory leak relating to page-flip effect when going from battle to map editor
  • Fixed minor memory leak relating to team colour sprite in Map Editor
  • Fixed bug where flag sprite was drawn white on buildings that start off destroyed
  • Pressing 'B' (keyboard) at end of mission to go to Barracks page no longer also calls backup
  • Fixed bug where pressing 'A' (gamepad) on first-run intro/disclaimer page jumped straight to mission select
  • Fixed bug on main menu where campaign selection's collision box was too small
  • Barracks flags and spawn icons are no longer visible on edge of map for mission 10 of Beta campaign, "Hold Steady"

Beta 3.1 - Sale, Yeti, Tactical Commands, New Sounds

Hey there! There Will Be Ink is now 25% as part of the Steam winter sale. Also out today is a new update!

This is a small update with a potentially big impact. Players can now order units to hold position ('h' on keyboard, press left analog button on gamepad). Doing so will have the current player-controlled unit's behaviour set to hold position, meaning they will only only move to resupply ammo, and control will be passed to the nearest available free unit. This adds a new level of strategy, as they player can set sentries at well covered locations and then, for example, flank around for a better angle. There are also now icons indicating if a unit's behaviour is set to 'hold position' or 'defend'.

Don't forget also that you can call for backup ('b'/gpad-up) or for a medic ('m'/gpad-down) as of Beta 3.0, giving further tactical options to the player.

Also added as part of "Jolly Edition" is the yeti. Injured units beware!



Six new death sounds have been added to the pool (at 16 now) along with sounds for holding position and calling for backup or a medic. Check out the full change log below!

New Features & Content
  • Players can order a unit to hold position ('h' on keyboard, press left analog button on gamepad)
  • Added new random occurrence: Yeti (Jolly Edition only)
  • Added 6 new death sounds, 2 sounds for hold position, and sounds for 'call backup' and
  • 'call medic'


Changes & Enhancements
  • Sniper rifle now shoots snowballs (instead of white bullet) in Jolly Edition
  • Added icons (next to unit and in player GUI) for 'defend' and 'hold position' behaviours


Bug Fixes
  • Jetpack units will no longer fly when attacking if in "hold position" behaviour
  • Fixed bug where choosing 'exit' from pause menu using the gamepad would exit the battle but then start the first mission of the active campaign
  • Calling medic with gpad no longer also sometimes selects nearest unit
  • Fixed issue on "Out on the River" map (alpha campaign) where river 2 was in wrong position

Update - Beta 3.0.2

Heyo! I pushed out a small update yesterday to fix a few bugs. Also included below is the changelog for 3.0.1, which came out shortly after the Beta 3 release. Please let me know if you encounter any issues or have any other general feedback. Thanks!

0.3.0.2
  • Bug fix: Fixed bug where Zaponeer was unlocked based on sniper unlock requirements
  • Bug fix: Fixed a typo and modified some wording in Tutorial 1
  • Bug fix: Fixed crash bugs that occurred when unlocking powerups (hp/ammo/dino drops)
  • Bug fix: Fixed bug with "River 2" & "River 2b" where positioning was off on existing maps with those assets


0.3.0.1
  • Jolly Edition: Rockets now leave behind glitter instead of smoke
  • Jolly Edition: Added snow particle effect for maps in which it would normally be raining
  • Added arrow icons to "Campaign" item on main menu to indicate it can be cycled
  • A/D on kbm and left/right (analog or dpad) on gamepad can now be used to cycle current campaign
  • D-pad up/down now works on main menu navigation
  • Bug fix: Fixed bug where active campaign was not saved when playing with gamepad

"There Will Be Ink: Jolly Edition" is Now Live!

Hey there Billies! "Jolly Edition" seasonal content is now active in TWBI. For the most part the changes are aesthetic (a new addition may change that in the coming weeks). Feel free to fire up the game and discover things for yourself (ensure that Seasonal Content is set to "auto" on the Options page), or check out the list of changes below:
  • All bullets are replaced with snowballs
  • Dust clouds are white
  • Red ink (ie 'blood') is replaced with white ink (ie 'snow'!)
  • Helmets are replaced with Santa hats
  • Smoke is red, white, or green
  • Rockets leave behind glitter instead of smoke
  • Grenades explode into glitter instead of fire
  • Rainy weather is replaced by snow
  • Some aesthetic changes to main menu


It's time to get jolly*!

*or not; you can disable seasonal content on the game options page. Humbug.