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Pax Autocratica News

10/02 Update preview: Conquest Mode disabled, New mini scenarios and much more!

Hi EFAS players and followers:


Hey everyone, we're very excited to bring you this preview and can't wait for you to play the actual patch! This time we made the difficult decision to disable the conquest mode while we polish it and refurbish a few things.
We, but more importantly some of you, believe the mode is hard to understand and not very interesting at this current stage (Thanks a ton, keep the feedback coming!). We implemented 2 mini scenarios for you to enjoy in the mean time!
For the Roguelike mode we're implementing a new station as well as a complete overhaul of the Xeno Snowfield, it won't blind you anymore, sorry about that btw! (Pictured above).


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Join our Discord to discuss the development of the game with the dev team, and to earn exclusive pre-release limited edition perks including skins, titles and other cool stuff:

https://discord.gg/kDVG6qh

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Alpha 36 - 2020/10/02 UTC 6:00 AM
Temporary changelog:




[h2]——Brand new features:[/h2]

[h3]New Conquest Mini Scenarios mode[/h3]

  • New Army command system, press F1 to have your army charge into battle! (No controller button associated as of now)
  • New "Life on Mars?” scenario; (Fight off an alien invasion on Mars!)
  • New “Giant In The Plains” scenario (Fight a Giant Mecha in the Plains!);
  • Brand new hoverbike (Hold E to get down);
  • New Giant Mecha unit.



[h3]Revamping Stations[/h3]

  • New revamping station used to modify the minor attributes of mods and skills
(Players Request)


[h2]——Improvements and changes:[/h2]

  • Xeno Snowfield stage visual improved, overall brightness reduced (Players Feedback*);
  • Crosshair for the Acid Spitter, Shotgun and Grenade Launcher have been modified;
  • In multiplayer, after an involuntary disconnect, players will now automatically reconnect to the game as long as the game still exists;
  • Improved death animations for Dragons, Vespids, Spiders, Crawlers, and Cobras.



[h2]——Bug fixes:[/h2]

  • Fixed an issue where players would wobble around after another player entered the room (Players Feedback*);
  • Fixed an issue where items in a chest would change when the chest was damaged (Players Feedback*);
  • Fixed an issue where the front the chests in Fortune stages would not open, while the sides or the back of the box would open (Players Feedback*);
  • Fixed an issue where where treasure chests and items would spawn in the air and not fall (Players Feedback*).




*Players feedback refers to the improvements and fixes based on feedback coming from players.

**More improvements and fixes will be added to the list above on the day of the release.


09/18 Update: Heracles comes back in our reworked Roguelike mode! (And more!)

Hi EFAS players and followers:


I cannot believe it, some of you did not have the chance to fight Heracles in his new boss area? We need to fix that right now! In this version Heracles will also appear and two runs were played to completion prior to the release so you don’t have to worry about getting stuck this time around, you can just jump right in! Without further ado, let’s discover what this update brings!

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Join our Discord to discuss the development of the game with the dev team, and to earn exclusive pre-release limited edition perks including skins, titles and other cool stuff:

https://discord.gg/kDVG6qh
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Alpha 35 - 2020/09/18 UTC 6:00 AM
Changelog:




[h2]——Brand new features:[/h2]
[h3]Gameplay[/h3]
  • Running into other spaceships in Conquest mode now opens a new interaction interface (discuss, fight, negotiate or trade);
  • The game will now display the experience gained during a run after either defeating the last boss or losing;
  • Chest can now be opened by damaging them
  • Resources now have a pick up sound effect
  • Bumpers now have a 3D model as well as particle FX;



[h2]——Improvements and changes:[/h2]
  • The map selection screen between each stage (Roguelike mode and Blockade) has been removed for better gameplay fluidity. Now, the roguelike mode and the blockade battles consist of a loop where after 2 Battle stages (slight chance of bonus fortune stage), you’ll reach a Survival stage, and finally a Store. Completing this loop twice will trigger a boss fight, defeating 3 bosses will break the blockade/finish the run;
  • The stage Floating Heaven’s art direction and Level Design have been altered and improved upon;
  • Improved weapons crosshair effects;
  • Fixed some controller sensitivity issues;
  • Optimized online network synchronization to make frame rate smoother when lag occurs;
  • The AI now uses less resources.



[h2]——Bug fixes:[/h2]
  • Fixed an issue where using Tab while upgrading interface would reopen the backpack and unlock player movements (Players Feedback*);
  • Fixed an issue where there were still Hammer (removed weapon) related attributes in the Passives attributes of items (Players Feedback*);
  • Fixed an issue where the random Boss level would always be Trogleuth and never Heracles (Players Feedback*).


*Players feedback refers to the improvements and fixes based on feedback coming from players.

09/18 Update Preview: Roguelike mode rework, planetary makeover and more!

Hi EFAS players and followers:


Take a peek at what we’ve prepared for next week’s update! This time we’re focusing on the gameplay’s flow and reworking the roguelike mode and blockade battle stage sequence. No more bothersome stage selection map for you, the stages will simply follow one another until you reach the end (or die trying).  We’re also improving the multiplayer by limiting the effect of lag on the game’s framerate. You’re also getting a complete makeover for the battle stage Floating Heaven, it became much more… heavenly!
There’s more than that in store for next week, the detail of the future patch is available down below.

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Join our Discord to discuss the development of the game with the dev team, and to earn exclusive pre-release limited edition perks including skins, titles and other cool stuff:

https://discord.gg/kDVG6qh
↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓

Alpha 35 - 2020/09/18 UTC 6:00 AM
Temporary changelog:




[h2]——Brand new features:[/h2]
[h3]Controller[/h3]
  • New sensitivity option;
  • New X-Axix Y-Axis invert options.

Galaxy Conquest System - Running into other spaceships now opens a new interaction interface (discuss, fight, negociate or trade);

Player - Now displays the experience gained during the run after defeating the last boss or dying;

Bumpers - Now have a real 3D model and particle FX;

Chests - You can now remotely open chests by damaging them;

Resources - Pick up sound effect added.



[h2]——Improvements and changes:[/h2]
Environment – Reworked the stage Floating Heaven improving the art direction as well as fixing some Level Design issues;

Roguelike Mode and Blockade Battle Map - The map selection screen between each stage has been removed for better gameplay fluidity. Now, the roguelike mode and the blockade battles consist of a loop where after 2 Battle stages (slight chance of bonus fortune stage), you’ll reach a Survival stage, and finally a Store. Completing this loop twice will trigger a boss fight, defeat 3 bosses to break the blockade/finish the run;

Crosshair - Improved weapons crosshair effects;

Controller - Fixed some controller sensitivity issues;

Multiplayer - Optimized online network synchronization to make frame rate smoother when lag occurs;

Optimization – The AI now uses less resources.



[h2]——Bug fixes:[/h2]
  • Fixed an issue where using Tab while in the upgrade interface would reopen the backpack and unlock player movements (Players Feedback*);
  • Fixed an issue where there were still Hammer related attributes in the Passives attributes (Players Feedback*);
  • Fixed an issue where the random Boss level would always be Trogleuth (Poor guy Heracles :-s) (Players Feedback*).




*Players feedback refers to the improvements and fixes based on feedback coming from players.
**More improvements and fixes will be added to the list above on the day of the release.

09/04 Update: New store, enemies, perf. optimisation and lots of polishing!

Hi EFAS players and followers:


The new version with a lot of polish is finally out for you to try out! So take your weapons have fun and remember to give us some feedback about the difficulty and the performances so that we can continue polishing the game! I'm kind of sorry too because the NPC Dialogue is not ready yet, but it will be in the next update!

↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
Join our Discord to discuss the development of the game with the dev team, and to earn exclusive pre-release limited edition perks including skins, titles and other cool stuff:

https://discord.gg/kDVG6qh
↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓

Alpha 34 - 2020/09/04 UTC 6:00 AM
Changelog:




[h2]——Brand new features:[/h2]
[h3]Enemies[/h3]
  • Poison doctor;
  • Pharmacist;
  • Warrior Goddess;
  • Caring Martha;
  • Elite Nurse;
  • Elite Poison doctor;
  • Elite Pharmacist;
  • Elite Warrior Goddess;
  • Last Daughter of the Colossi.

[h3]Player[/h3]
  • Added Armor movement sounds;
  • Added additional shield UI display;
  • Running, jumping, being hit, shooting and dashing now make the camera vibrate.

[h3]UI [/h3]
  • Result interface now display experience and level;
  • Input display now shows the button image instead of just text.

Environment - New Eleven Seven (Not a pile of cubes without textures anymore!);

Weapon - New Shotgun core: Plasma shrapnels;

Controller - Added SMG controller vibrations;

Altar - Altars now have a real 3D model;



[h2]——Improvements and changes:[/h2]
[h3]Weapons[/h3]
  • Changed Pistol Caliber Upgrade module animation and sounds;
  • Changed weapons crosshair logic and display;
  • Changed SMG special attack animation, particle FX and sounds.

[h3]Multiplayer[/h3]
  • Improved multiplayer connection quality;
  • Improved multiplayer connection stability.

[h3]Enemies[/h3]
  • Enemies health bar are now longer;
  • Changed enemies grenades particle FX;
  • Changed Mad Michael model size.

Controls - Improved the switching between keyboard and controller;

Gold - Replaced gold drop model;

Loot - Loot now fly to the lower part of the screen instead of the middle of the screen for better game experience;

Rank Map - Improved UI display for better understanding of current progression;

Performances - Reduced memory usage.



[h2]——Balancing:[/h2]
  • Reduced the initial difficulty and increased the later difficulty (enemy HP / shield / attack value);
  • Reduced the enemies' hit rate;
  • Temporarily disabled Hammer drop;
  • Increased the consumption of materials for upgrading and refining;
  • Reduced the amount of materials dropped by common monsters;
  • Modified the drop rate of free upgrades and refiners;
  • Temporarily disabled jump pads;
  • All tower maps are adjusted back to 18 levels;
  • Diversified distribution of monsters among the different environments;
  • Reduce the number of enemies;
  • Normal levels have a chance to enter boss level.




[h2]——Bug fixes:[/h2]
  • Fixed an issue where the HP and Shield value weren't correct when starting a game (Players Feedback*);
  • Fixed an issue where the effect of Talents were sometimes different than expected (Players Feedback*);
  • Fixed an issue where after doing some manipulations while in the replace abilities interface would make the weapon unable to fire (Players Feedback*);
  • Fixed an issue where after completing a level, while in the Rank map you would still be able to hear last level countdown sounds (Players Feedback*);
  • Fixed an issue where in some cases replacing an ability might create a clone of it (Players Feedback*).



*Players feedback refers to the improvements and fixes based on feedback coming from players.

09/04 Update Preview: NPC dialogues, new store, enemies and perf. optimisation!

Hi EFAS players and followers:


We've finally got a preview of next week update for you, and it's a big one! Full rework of the Eleven Seven, new enemies, NPC dialogues, new weapon module, lots of polishing, better controller support, balancing and some pretty awesome performance optimisation (less frame-drops and improved loading time). So I guess it's best for you to have a look at next week update content!

↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
Join our Discord to discuss the development of the game with the dev team, and to earn exclusive pre-release limited edition perks including skins, titles and other cool stuff:

https://discord.gg/kDVG6qh
↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓

Alpha 34 - 2020/09/04 UTC 6:00 AM
Temporary changelog:




[h2]——Brand new features:[/h2]
[h3]Enemies[/h3]
  • Poison doctor;
  • Pharmacist;
  • Warrior Goddess;
  • Caring Martha;
  • Elite Nurse;
  • Elite Poison doctor;
  • Elite Pharmacist;
  • Elite Warrior Goddess;
  • Last Daughter of the Colossi.

[h3]Player[/h3]
  • Added Armor movement sounds;
  • Added additional shield UI display;
  • Running, jumping, being hit, shooting and dashing now make the camera vibrate.

[h3]UI [/h3]
  • Result interface now display experience and level;
  • Input display now shows the button image instead of just text.

Environment - New Eleven Seven (Not a pile of cubes without textures anymore!);

Galaxy Conquest - You can now discuss with some NPC;

Weapon - New Shotgun core: Plasma shrapnels;

Controller - Added SMG controller vibrations;

Altar - Altars now have a real 3D model;



[h2]——Improvements and changes:[/h2]
[h3]Weapons[/h3]
  • Changed Pistol Caliber Upgrade module animation and sounds;
  • Changed weapons crosshair logic and display;
  • Changed SMG special attack animation, particle FX and sounds.

[h3]Multiplayer[/h3]
  • Improved multiplayer connection quality;
  • Improved multiplayer connection stability.

[h3]Enemies[/h3]
  • Enemies health bar are now longer;
  • Changed enemies grenades particle FX;
  • Changed Mad Michael model size.

Controls - Improved the switching between keyboard and controller;

Gold - Replaced gold drop model;

Loot - Loot now fly to the lower part of the screen instead of the middle of the screen for better game experience;

Rank Map - Improved UI display for better understanding of current progression;

Performances - Reduced memory usage.



[h2]——Balancing:[/h2]
  • Reduced the initial difficulty and increased the later difficulty (enemy HP / shield / attack value);
  • Reduced the enemies' hit rate;
  • Temporarily disabled Hammer drop;
  • Increased the consumption of materials for upgrading and refining;
  • Reduced the amount of materials dropped by common monsters;
  • Modified the drop rate of free upgrades and refiners;
  • Temporarily disabled jump pads;
  • All tower maps are adjusted back to 18 levels;
  • Diversified distribution of monsters among the different environments;
  • Reduce the number of enemies;
  • Normal levels have a chance to enter boss level.




[h2]——Bug fixes:[/h2]
  • Fixed an issue where the HP and Shield value weren't correct when starting a game (Players Feedback*);
  • Fixed an issue where the effect of Talents were sometimes different than expected (Players Feedback*);
  • Fixed an issue where after doing some manipulations while in the replace abilities interface would make the weapon unable to fire (Players Feedback*);
  • Fixed an issue where after completing a level, while in the Rank map you would still be able to hear last level countdown sounds (Players Feedback*);
  • Fixed an issue where in some cases replacing an ability might create a clone of it (Players Feedback*).




*Players feedback refers to the improvements and fixes based on feedback coming from players.
**More improvements and fixes will be added to the list above on the day of the release.