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Game Update 0.2.0.0 - Hardcore Mode!

Commanderfaces!

There is a new update available for There Will Be Ink. It involves some neat things like a new “Hardcore” game mode, land mines, cover adjustments, a new campaign mission, and a general rebalance. This update seemed significant enough to bump the version up to beta 2.0. Here we go!

“Hardcore” Mode

Many aspects of the game are adjusted in Hardcore mode. It’s probably easiest to write them out in a list:
  • All units start with 1 health and 50% of usual stamina
  • All units start with -10% evasion
  • Bullets are no longer visible
  • Sight lines and “aiming cones” are no longer visible (sight cursor remains visible), except for snipers, who retain faint sight line
  • Enemy spawn rates (in Barracks) are doubled
  • Enemy units can activate powerup crates (eg. T-Rex!)
  • Enemy units also get “Basic Training” ability once it is unlocked (making them more accurate, smarter about taking cover, etc)
  • Upon passing a mission in Hardcore mode, missions are labelled with a red star sticker (to join silver & gold stickers for Arcade/Sim victories)

The gif above shows the HMG in action in Hardcore mode (the grey sight cursor is jumping all about due to recoil). In testing things out, I found Hardcore mode to be a pretty good challenge. It’s generally easier to get kills, but also easier to die. There are also a lot more enemies to face with the doubled spawn rate. Further adjustments will likely be made once more testing has been done.

Rebalance

While playing around with Hardcore mode, I discovered that the game was actually more fun when units had less health. Who knew! As a result, I’ve reduced all unit health from between 25-30 down to between 8 and 12. Most weapons do between 8-12 damage, and now there is a modifier of +/- 2 points each hit, to add some variability. The result is that many more hits than before are lethal, making cover even more important. On the topic of cover, units now gain a cover bonus when next to cover (sandbag, rock, etc). The bonus is 5% when standing and 10% when prone. As a result of the hit point reduction, body armour (30% damage reduction for Assault Infantry) and the Longevity ability (+1 hp every 10 seconds for player-controlled units) become more significant. In order to make Medics and Engineers more effective and worthwhile to play as, each now heals/repairs/constructs 50% more hp when player-controlled. All player-controlled units now also get an evasion bonus of 10%. I’ve also added a new Medic ability, “Fortify”, which gives Medics the ability to grant allies a 10% armour bonus.

Mines

Engineers can now lay mines once the “Mine Deployer” ability is unlocked. Once a unit comes within a close proximity to a mine, there is a brief delay and then the mine goes off (there is a ticking sound during the delay, during which time it is advisable to roll to safety!). Friendly mines are visible, while enemy mines are not. During a vs. multiplayer match all mines are visible. Additional abilities unlocked once “Mine Deployer” has been enabled include “Mine Sweeping” (enemy mines become permanently visible once an engineer gets near to them), “Mine Defusion” (Engineers will remove hostile mines), and “Mine Recapture” (defused mines are added to the Engineer’s mines). To deploy mines, simply swap weapons with the engineer. Non-player controlled Engineers will lay minefields on their own behind battle fronts.

Graphical Tweaks

For the sake of thematic consistency, player highlights are now, well, highlights instead of circles. That’s to say they look like a little scribble done with a highlighter instead of just a circle. I’ve also replaced smoke (from fires, explosions, RPG trails, etc) with little clouds that look drawn instead of the more realistic looking dark clouds of yore. They do indeed seem to fit better, despite being less fancy, though I have some scaling issues yet to work out.

Those are the main changes for this update. I’ve also added a new campaign mission, “Hold Steady”, which features the HMG and is more of a continuation of the previous mission, “The Retreat”, though it plays quite differently. For more info on smaller items, check out the complete list below. As for what’s next, there are many things in the queue, including more campaign missions, additional rebalancing, more unit types and abilities, additional graphic variations, new music, a “Tips” page, a random map generator (for quick battles), a campaign editor, possibly some Halloween themed content, and who knows what else! Please let me know if you have any questions or comments. I’m curious to hear how people find the rebalance and the new Hardcore mode.

New Features
  • New Game Mode: “Hardcore!” (details above)
  • Mines – Can be deployed by the engineer once unlocked
  • Cover Bonus – Cover objects (sandbags, rocks, trees, etc) now provide more cover when a unit is next to them: 5% when standing, 10% when prone
  • Engineer Ability: Mine Sweeping – Allows Engineers to flag hostile mines
  • Engineer Ability: Mine Defusion – Allows Engineers to remove hostile mines
  • Engineer Ability: Mine Recapture – Allows Engineers to collect defused mines
  • Medic Ability: Fortify – Allows Medics to give their comrades a 10% armour bonus
  • New Campaign Map: “Hold Steady”
  • Added end-of-battle stats for “Mines Defused” and “Damage Repaired” (Tab on keyboard or d-pad left/right will switch stat pages at end of battle)
Changes & Enhancements
  • Rebalanced hp and damage values for all units and most weapons
  • Added a red ‘H’ star sticker for missions completed in Hardcore mode
  • Modified star sticker placement and varied their angle for a more natural look (the outcome provided me much more joy than it probably should have)
  • Player-controlled Medics & Engineers now heal/repair 50% more health/damage than do their non player-controlled counterparts
  • Player-controlled units are now granted a 10% evasion bonus
  • Created a new “highlighter scribble” for player-controlled units
  • Created new art for smoke, to match doodle-style art
  • T-Rex powerup now granted at 1% chance for first 1,000 kills (same as before) and 0.1% for each additional 1,000 kill (instead of 1% for each additional thousand)
  • “Mines Defused” now count towards Engineer ability points
  • Building construction now counts towards “Damage Repaired” stat (and in turn goes towards Engineer ability points)
  • HMG points are now granted at a rate of 1 per 200 kills instead of 1 per 100
Bug Fixes
  • Engineers will now rank up during battle based on damage repaired & mines defused
  • Fixed bug where units would sometimes get non-stop Longevity powerup at the end of countdown style missions
  • Fixed bug where crates were sometimes activated while they were parachuting in

Game Update - 0.1.2.0

Hey There!

First off, thank you to everyone who has checked out There Will Be Ink! Thank you also to those who have provided feedback. It is much appreciated. TWBI is still 20% off until tomorrow (Friday) at 10AM PST.

There is new game update available featuring some tweaks around co-op play, a new campaign mission, a new ability, some new game options, and a few bug fixes and other tweaks. Check out the full changelog below!

New Features
  • Campaign Map: The Retreat
  • Unit Ability: Athletics - increases stamina regeneration by 30% for all units
  • Game Option - HQ Ability Deployment: Can be cycled to be manual/player-controlled (default) or automatic
  • Game Option - Super Powerups: On by default, but can be disabled in order to remove balance-tipping powerups, like the T-Rex
  • Added "longest kill streak" to end-of-match stats
  • Added a new crater variation


Changes & Enhancements
  • HQ icons display in player colour when player is in the HQ
  • Exiting a battle (Esc or select/back on gamepad) now destroys all friendly units & buildings
  • This shows match stats and also saves campaign progress (for campaign missions) when quitting mid-battle
  • Power-rolling (in Sim mode) can now lead to exhaustion
  • "Longest Streak" stat now tracks how long a player lasts without any unit currently controlled by them dying
  • Notification icon now pops up over ammo crates when players resupply
  • Game camera now takes into account whether a gamepad-controlled player is pointing the right analog stick
  • This helps reduce the amount by which the camera cycles away from the battle in cases where a player is resupplying etc
  • Balance: T-Rex powerup now unlocks after 1,000 kills (can still be placed in map editor)
  • "Rarr" sound plays when a T-Rex crate is spawned
  • T-Rex will only spawn after first two minutes of a battle
  • Added medical crate to map editor
  • Corpse shadows are now slightly lighter (for airborne units)
  • Yellow mini-notes on Barracks page now show other notes stacked underneath when more than one page is available


Bug Fixes
  • Crash when unlocking ammo & medical crate powerups (hotfix released shortly after beta 1.1)
  • Crash when player would enter HQ when no abilities have been unlocked or assigned to HQ
  • "Basic Training" ability was not granting full magazine capacity at start of mission
  • Gamepad-controlled player would automatically select ability when entering HQ
  • Sidearm max clips now also increases with rank
  • Camera now zooms all the way out when a player enters the HQ when there is more than one player
  • "Longest streak" now ignores first two seconds of pre-battle time

There Will Be Ink - Out Now On Early Access!

Hello there!

There Will Be Ink is now available on Steam Early Access! In addition to the release, a new update has just been rolled out, Beta 1.1, with some interesting new features, enhancements, and fixes. Oh, and there is a new music track, featured in the brand new trailer. Check it out on the store page!

The game is still very much in development, so please send all comments, bug reports, ideas, and insults to [email protected], or post in the community forums, sure!

Alright, on to the update...

Team Colours




Team colours can now be adjusted in the map editor using a set of sliders, one each for hue, saturation, and luminosity. This allows for a little more creativity and customization. Along the same line, I plan to add alternate paper and background types as well.

T-Rex




I’ve had it in my mind for a long time to add a T-Rex with a jetpack and an uzi to the game, why not? At last, the day has come! I haven’t quite decided whether to make the T-Rex a full time, regular unit or not, so for the time being [SPOILER ALERT] it comes in the form of a mysterious crate powerup. The T-Rex is unlocked once the player defeats 100 enemies. From that point on, with each kill there is a 1% chance (plus an additional 1% for every 1,000 campaign kills) for a T-Rex crate to drop. The T-Rex has a lot of health and is equipped with an uzi (new). Instead of going prone, the T-Rex has a jetpack (obviously), which uses up stamina. If the T-Rex falls from high enough, it will create a shockwave that damages nearby troops, enemy or friend (and a crater is left if there is enough force). [/END SPOILER]

Campaign Progress




Campaign progress now tracks whether a mission has been completed in Arcade mode or Sim mode, with a silver ‘A’ star for the former and a gold ‘S’ star for the latter. Completing a mission in either mode will unlock the next. For now the stickers are mostly for bragging rights, but I may introduce unlocks (powerups etc) or achievements based on them in the future.

Other… Things


Here also are some other things!

  • New music track: “Paratrooper Glide”. A shorter version of the song is featured in the new trailer
  • New terrain: small rock. It is a small rock
  • Two new campaign maps: “Betrayal on the Banks”, and “Storm a Comin'”
  • I also reworked most of the text for the existing campaign missions
  • New map filenames in the Editor now have a number suffixed to them, to avoid overwriting any maps that the player forgot to give a file name
  • Weapon sight position is now affected by recoil (in sim mode) when playing with the mouse. The sight makes its way back to the mouse location more quickly with unit rank
  • Gamepad aim is no longer affected by recoil in Arcade mode
  • Reduced base evasion of all units to 0, making them easier to hit (don’t forget to use cover!). Evasion still goes up by 5% with each rank increase
  • There is now a slight delay in handing over controls to a new unit after a player-unit dies, to reduce the occurrence of accidentally thrown grenades (this used to happen a lot to me)
  • The player indicator now flares up in size when control changes to a new unit, to make the location of the new unit more obvious
  • Multiplayer: Players are now re-assigned to new units in the order they were killed (instead of player one first, player two second, etc)
  • New sounds for Magazine Hyperexpansion and Longevity powerups
  • New weapon: Uzi! Though only the T-Rex has access to (a larger version of) it at the moment
  • Many smaller enhancements, changes, and bug fixes


Up Next…


I’ve got a lot of ideas in queue, and much work to be done on what’s already there, but I’ll also be listening closely to player feedback to address any issues and possibly implement any new ideas that fit with the game. As mentioned, please get in touch with any feedback or bug reports. I’d also love to play any maps that players might make (typically found at %localappdata%\ThereWillBeInk\Maps\). An in-game campaign editor is planned, but please get in touch if you'd like to know the current out-of-game way to string campaigns together.

Thanks, everyone!

Early Access Release - Sept. 6th!

Good news, everyone!

There Will Be Ink is being released on Steam Early Access one week from today, on Sept. 6th. There are some exciting new things coming to the game. T-Rex with a jetpacks and an uzis are one of those things, obviously!



Wishlist away!

Beta 1.0.1

Ahoy there! In this small update I've rebalanced missions 1-5 and added a new mission, called "Push it Along", to the beta campaign. I did some enhancing around parachutes and fixed several bugs as well. Full changelog below:

Features & Enhancements
  • Added new mission, "Push it Along"
  • Rebalanced missions 1-5
  • Parachuting units and crates are now slightly affected by wind
  • Updated parachute sprite and made it match team colours
  • Corpses, helmets, shells, and blood spatter now take parachute height into account
  • Falling helmets are now affected by gravity
  • Units killed by leg shots now fall forward (fixed bug where they sort of went stiff and upright)
  • Parachuting crates now fall 50% faster
  • Added unit rank icons to player GUI
  • Unit fire counter is now randomized at start of battle to avoid all units firing at once


Bug Fixes
  • Unit torso is now drawn on parachuting units (repositioned parachute sprite as well)
  • Game no longer crashes when game is paused in sunny weather
  • HQ abilities should now properly enabled to match map editor (must be unlocked to work, except in campaign mode for blue team)
  • Player controlled parachuting units are no longer pushed onto the map
  • Units can no longer enter and get stuck in destroyed buildings
  • Units with "hold position" behaviour now return to position after resupplying ammo