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Update #12: In combat saves

[p]Update 0.8.1.0 introduces autosaves for each turn in combat. In combat saving has been the most heavily requested feature since launch, and we will be adding manual saving in combat in an upcoming update. We are working hard on features and content to increase the playtime and replayability, more on these soon. The next update will be introducing a new difficulty “Nightmare” and achievement for those looking for a challenge. The best way to encourage the team is to review the game, each and every one really matters to us and helps new players discover Every Day We Fight. [/p][h3]
Major Feature[/h3]
  • [p]In combat saving.[/p]
[p]The game now autosaves at the start of each turn. We’ve updated the save file structure as can be seen below. Saves are located in \\AppData\\Local\\Fuji\\Saved\\SaveGames\\. 1.sav is the save data for the first slot. _1.sav is a checkpoint for the first slot. In the backup folder, you will find 20 saves for each save slot. They are labeled with a UTC timestamp. It is safe to take one of these backups and copy it into the savegames folder directly, then renaming the save to match the correct save slot (ex. 1.sav).[/p][p][/p][p][/p][p][/p][p][/p][h3]Gameplay[/h3]
  • [p]Implemented save file backups.[/p]
  • [p]Update enemy drop tables.[/p]
  • [p]Update Karg health. [/p]
  • [p]Set health bar segment value per difficulty.
    Update damage mitigation and armor values for various difficulty settings.[/p]
  • [p]Added Rewind Device use in pause-menu.[/p]
  • [p]Added a 0.33 second warmup to the proximity mine to increase tension.[/p]
  • [p]Re-enabled the restart button to help players restart the timeline if they are softlocked.[/p]
  • [p]Hold to skip all dialog feature.[/p]
  • [p]Introduce Health difficulty settings.[/p]
  • [p]Adding Very Hard difficulty.[/p]
[h3]Optimization[/h3]
  • [p]City streaming performance improvements.[/p]
[h3]Visual[/h3]
  • [p]Shield Update progress. Hit responses are projected along ellipsoid. Particle system used to render multiple hits additively.[/p]
  • [p]Shrunk Pistol muzzle flash so the bullets travel can be seen when shooting.[/p]
  • [p]Sewers now have a custom loading screen.[/p]
  • [p]Minor positioning tweak to the Subtitles.[/p]
  • [p]Jump animations updated.[/p]
[h3]Bug Fixes[/h3]
  • [p]Fixed screen turning black when camera moves into back wall in Sewer Hideout.[/p]
  • [p]Fixed light sources originating from above certain street lamps.[/p]
  • [p]Fixed click to move still working when fast travelling, making the unit try to move to world origin.[/p]
  • [p]Fixed bullet pooling to not recycle inflight bullets. This could cause some hits to travel through units.[/p]
  • [p]Fixed using a rewind device potentially causing objectives to vanish.[/p]
  • [p]Fixed two Skill descriptions updated to indicate a damage % increase rather than a fixed HP damage influence.[/p]
  • [p]Fixed proximity punch soft lock.[/p]
  • [p]Fixed move action view estimates damage previews being inaccurate in some cases.[/p]
  • [p]Fixed stairs in prison not working.[/p]
  • [p]Fixed rounding error in cutout mask which caused specs to appear on opaque surfaces.[/p]
  • [p]Fixed fast forward not showing up at correct times.[/p]
  • [p]Disable right click scrolling in whats new menu.[/p]
  • [p]Fixed floating point issue resulting in incorrect tiling for health bars.[/p]
  • [p]Fixed being able to collect weapon mod through wall in Gas Station while sprinting.[/p]
  • [p]Fixed desync between speech and bubble widget.[/p]
  • [p]Fixed Aim View control being lost for a few seconds after Rifter Stash tutorial in Bus Depot.[/p]
  • [p]Fixed Rifters killed point blank while initiating Combat not being counted towards "Kill 3 Rifters with" Challenge Objective.[/p]
  • [p]Fixed item tooltips appearing through vehicles.[/p]
  • [p]Fixed Rattler Weapon failing to dismember Rifters. We now accumulate damage taken during one frame and assess for dismemberment on tick.[/p]
  • [p]Fixed Rifters firing very slowly when using Single Fire Mode in Overwatch. Increased single shot fire rate by 50% across the board.[/p]
  • [p]Fixed typo in warning message when returning to sewers.[/p]
  • [p]Fixed Bad collision on door meshes blocking navigation in the hotel.[/p]
  • [p]Fixed Hand cursor icon appears when dragging and holding the right mouse button on the Riff Hunters list.[/p]
  • [p]Fixed Bandages dialogue and tutorial window are triggered every time even if there are no bandages.[/p]
  • [p]Fixed failing to click skip dialogue.[/p]
  • [p]Fixed subtitles failing to appear after full skip of dialogue.[/p]
  • [p]Fixed Strikers' back Armor clipping through the environment when they're in full cover positions.[/p]
  • [p]Fixed dried Elixium appearing white when not directly lit.[/p]
  • [p]Fixed building navigation being difficult when paths are hidden with cutout implementation.[/p]
  • [p]Fixed tactics widgets animation showing when pausing during cutscene.[/p]
  • [p]Fixed interactables not being consistently selectable with cursor.[/p]
  • [p]Fixed inaccurate shotgun estimations.[/p]
  • [p]Fixed harvester cells logic being faulty.[/p]
  • [p]Fixed Grenadier logic being influenced by a generic distance check, leading him to not be able to take action if a player unit was within 250 units of him.[/p]
  • [p]Fixed LB cycling options in wrong order when using a controller in the menu.[/p]
  • [p]Fixed a crash within the reaction execution manager that can occur during world teardown.[/p]
  • [p]Fixed pick up prompt failing to appear when next to dropped weapons.[/p]
  • [p]Fixed Main Menu background being zoomed-in when set to an ultrawide aspect ratio.[/p]
  • [p]Fixed Rifters Scrambling from shot that destroys their Encrustation.[/p]
  • [p]Fixed controller focus loss in pause menu.[/p]
  • [p]Fixed Full-Auto recoil behaviour is inconsistent during Overwatch.[/p]
  • [p]Fixed not being able to scroll in end game screen with controller.[/p]
  • [p]Fixed for stretched enemy health bar (incorrect scaling on health segment values).[/p]
  • [p]Fixed Building 5 from Alleyway Combat Zone Camera Collision.[/p]
  • [p]Fixed Prologue part 2 cutscene plays while thorns are not in view.[/p]
  • [p]Fixed Bobbing on Power Cells, now there is even less bobbing on every combat zones.[/p]
  • [p]Fixed Rifter weapon challenge appearing without Rifter weapon in inventory.[/p]
  • [p]Fixed Reload stats being erroneously displayed for acquired Rifter Weapons.[/p]
  • [p]Fixed stairs in the Hotel Combat Zone being not Navigable during Combat.[/p]
  • [p]Fixed Vivian's Kill Assist Free Reload sometimes triggering on normal kills.[/p]
  • [p]Fixed Weapon Fire Mode not being saved after reloading the game.[/p]
  • [p]Fixed Thorns being a different location after loading the game after quitting during autosave upon discovering a new location.[/p]
  • [p]Fixed Loading icon failing to appear before spawning at Prison.[/p]
  • [p]Fixed Cursor reappears after clicking on-screen again when performing targeted actions in Combat.[/p]
  • [p]Fixed Thorns failing to Reload their Weapons when leveling up due to Punch.[/p]
  • [p]Fixed Units in certain positions being difficult to target due to cursor getting stuck on nearby assets.[/p]
  • [p]Fixed softlock in prologue part 1.[/p]
  • [p]Fixed "Cinematic in progress" text being displayed under greyed out Save Game option when dialogue is playing.[/p]
  • [p]Fixed Thorns being revived when gaining a Level while downed. We now add an effect that refreshes the character if a downed character levels up.[/p]
  • [p]Fixed Rifter HUDs not being visible when aiming steeply downwards at them.[/p]
  • [p]Fixed Kill Assist bark and Reflex SFX being heard when killing a Rifter with a Rattler.[/p]
  • [p]Fixed Inaccurate UI displayed when scrolling between adjacent snap-targeting cursor Abilities while using a controller.[/p]
  • [p]Fixed not being able to swap between ability actions consistently during combat.[/p]
  • [p]Fixed UI navigation with controller for wall of fame widget.[/p]
  • [p]Fixed AoE spheres being displayed for destroyed vehicles when aiming explosives near them.[/p]
  • [p]Fixed damage previews not being displayed for Proximity Mines[/p]
  • [p]Fixed Health buffs for Feels Good and Health Impact are not given when Proximity Punch is used to kill last spawned Rifter during 1st Turn.[/p]
  • [p]Fixed several Difficulty Multipliers defaulting to inaccurate values.[/p]
  • [p]Fixed camera collision in Bus Depot Building.[/p]
  • [p]Fixed Move cursor reading the mouse movement while the Title is paused during combat.[/p]
  • [p]Fixed Bark being heard from different Thorn when Leo Punches a Rifter after using Donate.[/p]
  • [p]Fixed Hold Breath being automatically exited when used to initiate Combat.[/p]
  • [p]Fixed Game revealing out of world when clicking "Quit Game".[/p]
  • [p]Fixed Bayview Building Rooms Volumes and Duplicate Sign Boards.[/p]
  • [p]Fixed Rattler shots counting multiple times towards “Hit Rifters in the head-" Challenge Objective.[/p]
  • [p]Fixed "Area Cleared" text appearing at start of intro sequencer for Part 2.
    Fixed Health buff being inaccurately described for Leo's Enabling Healer Skill when Text Language is set to French.[/p]
  • [p]Fixed an issue with difficulty resetting when skipping prologue.[/p]
  • [p]Updated collision on crater to stop nav generation holes and capsule hitching.[/p]
  • [p]Fixed an issue with difficulty settings not being saved when skipping prologue.[/p]
  • [p]Fixed SFX not being heard when clicking on Back prompt in New Game Difficulty screen.[/p]
  • [p]Fixed Alleyway Bayview Building Camera Collisions[/p]
  • [p]Fixed Extraneous 'F' key prompt being displayed on Map Menu.[/p]
  • [p]Fixed Cursor hitbox fails to match End Turn UI area.[/p]
  • [p]Fixed Gameplay being frozen after exiting Riff Hunters screen by clicking on screen and pressing Esc.[/p]
  • [p]Fixed Thorns getting stuck on cover module in Prison fight Part 1.[/p]
  • [p]Fixed being able to hold skip during transition of dialog lines.[/p]
  • [p]Fixed Thorn followers moving in a stuttery manner after exiting Cover at end of Combat.[/p]
  • [p]Fixed Bus Depot and Bus Depot Rear Craters Navigation. [/p]
  • [p]Camera now returns to default pan configuration when using controller.[/p]
  • [p]Fixed Unit outlines and UI flickering when using controller and exit aim view.[/p]
  • [p]Fixed Throwable items being blocked by AI followers clipping into the active Thorn[/p]
  • [p]Fixed autosaves occurring too frequently. We now only backup once in 5 seconds at the most.[/p]
  • [p]Fixed Thorn being able to mantle onto the balcony while encrustations are still present.[/p]
  • [p]Fixed Ability conflicts occuring due to other Thorns being selectable when performing actions.[/p]
  • [p]Fixed Inspect Prompt in Act 3, one of Dishes being in the incorrect location.[/p]
  • [p]Fixed a cover spot that cannot be used in Cell Block A combat zone.[/p]
  • [p]Fixed Prologue Bus Bridge Navigation.[/p]
  • [p]Fixed Thorns being able to move with Mouse navigation at the start of Teleporter tutorial.[/p]
  • [p]Fixed Proximity Punch being canceled when Overwatch is triggered immediately after.[/p]
  • [p]Fixed Voice and Text Language settings can be changed with keyboard while in Pause Menu while disabled.[/p]
  • [p]Fixed Thorn followers failing to regroup when exiting deactivated Combat Zone while Split Up.[/p]
  • [p]Fixed Ignited surface failing to consistently deal Status Effect to units.[/p]
  • [p]Fixed Vehicle Damage getting reset when returning to gameplay Mid-Combad[/p]
  • [p]Fixed enemy loot drops colliding with each other on spawn and flying into space.[/p]
  • [p]Fixed Autosave failing to occur when the last Rifter is killed at the end of their turn.[/p]
  • [p]Fixed two swappable interactables being active at same time.[/p]
  • [p]Fixed instance of end turn working right after Rifter turn start.[/p]
  • [p]Fixed Dialogue and SFX being heard while in the menu.[/p]
  • [p]Fixed Damage numbers not being red for Critical shots.[/p]
  • [p]Fixed non-unit health widgets not showing in aim view.[/p]
  • [p]Fixed armor accessories being affected by multi-floor masks.[/p]
  • [p]Fixed preset window staying open when scrolling difficulty settings.[/p]
  • [p]Fixed Thorn health exceeding max when swapping difficulty.[/p]
  • [p]Minor changes to better randomization of drop locations.[/p]
  • [p]Fixed the swap interactables input not being a bindable control.[/p]
  • [p]Fixed Combat Zone barks being heard when exiting deactivated Skirmish Zones.[/p]
  • [p]Fixed Scramble being triggered when outside AoE of Grenadier Elixium Bomb attack.[/p]
  • [p]Fixed bark being heard from the incorrect unit when switching Thorns after picking up Rifter Weapon.[/p]
  • [p]Fixed Armor damage audio and UI banner being present at start of opening cinematic in Part 1 when on Story Difficulty Preset.[/p]
  • [p]Fixed Proximity Mines failing to explode when units enter their detonation radius during Combat.[/p]
  • [p]Fixed being able to end turn when the UI says it's disabled.[/p]
  • [p]Fixed the Alleyway Combat Zone Courtyard Floor and Bridge Floor on Building Bayview.[/p]
  • [p]Fixed missing floor in Combat Zone Alleyway.[/p]
  • [p]Fixed explosive attacks are unaffected by Difficulty settings.[/p]
  • [p]Fixed shields not regenerating on clean transition to OOCM (and not unshattering themselves). Ensured player notifications patch through as well to showcase shield shattering properly.[/p]
  • [p]Fixed Thorns being fired upon before Scramble prompt appears when attacked immediately after Combat is initiated by triggering a detection circle.[/p]
  • [p]Fixed Punch attacks being unaffected by Difficulty settings.[/p]
  • [p]Fixed Skirmish Missing Floor for Zone E, Ambush Zone B and Zone D.[/p]
  • [p]Fixed backing out of the start new game warning screen uses inconsistent button prompts when using a controller and those prompts are not exposed.[/p]
  • [p]Fixed Dylan still being Injured after being healed in Parts 1 & 2 when on Story Difficulty Preset.[/p]
  • [p]Fixed Thorn Activity failing to end after End Turn bar is filled if projectiles are still active.[/p]
  • [p]Fixed Not all collectibles that grant xp playing the xp collection vfx when interacted with.[/p]
  • [p]Fixed the multi-floor focal point rubberbanding when FPS is low.[/p]
  • [p]Fixed the multi-floor focal point going to world origin on death.[/p]
  • [p]Fixed Missing Floors on Hotel Combat Zone and Ambush Skirmish Zone A.[/p]
  • [p]Fixed Fast travelling not teleporting camera correctly.[/p]
  • [p]Fixed the screen fading in and out on enter combat erroneously.[/p]
  • [p]Fixed Injured Status Effect being present for most Rifters at full Health when on Story Difficulty Preset.[/p]
  • [p]Fixed camera  failing to teleport to selected unit on post combat load.[/p]
  • [p]Fixed the Skip dialogue bar is automatically canceled when adjusting Thorn's direction.[/p]
  • [p]Fixed Bus Depot Combat Zone Exterior Ladders navigation.[/p]
  • [p]Fixed Fast Forward staying enabled without holding the appropriate key after entering the Pause Menu.[/p]
  • [p]Fixed Act 3 Cinematic Entrance playing more than 1 times in Bus Depot and Hotel Combat Zones.[/p]
  • [p]Fixed Teleport SFX being heard when a Rifter is killed.[/p]
  • [p]Fixed for other button presses cancelling progress in hold to skip.[/p]
  • [p]Fixed hold breath during enemy overwatch locking the player in time dilation.[/p]
  • [p]Fixed an issue where loading into an empty combat arena would softlock the game on turn end.[/p]
  • [p]Fixed some explosives not creating VFX.[/p]
  • [p]Fixed Combat Zone Act 2 to 3 - Stasis Bomb and Harvester Turn Count Flow for Reinforcement Enemies.[/p]
  • [p]Fixed not gaining keys on end of combat causing soft-lock.[/p]
  • [p]Fixed erroneous XBOX 360 controller icons displayed when using a controller.[/p]
  • [p]Fixed Act 2 Starting objectives' descriptions not being displayed next to the Markers on the Map.[/p]
  • [p]Fixed Cutout Shader for Dish Buildings Roof Multi-Floor.[/p]
  • [p]Fixed Achievement What's Behind Door Unlock not unlocking at the right time.[/p]
  • [p]Fixed navigation in Skirmish 5 that was blocked by a street lamp.[/p]
  • [p]Fixed Multi-Floor in Prison Wall Structure.[/p]
  • [p]Fixed Cutout Shader for Half Stair in Hotel Combat Zone.[/p]
  • [p]Fixed assets inside the building section being occluded when the selected unit is in the crater in Prison Combat Zone.[/p]
  • [p]Fixed getting stuck in the nav mesh at the top of the ladder in the Bus Depot.[/p]
  • [p]Fixed ‘A’ button actions being performed when pressing the right stick to skip dialogue.[/p]
  • [p]Fixed being unable to click on your second inventory item in lower resolution.[/p]
  • [p]Fixed the Thorn moving to an extraneous location when clicking on harbour.[/p]
  • [p]Fixed thorns being able to shoot through the lanterns[/p]
  • [p]Fixed the Thorn not automatically following cursor position when enabling Mouse Free-Roam Movement after pausing while holding left mouse button[/p]
  • [p]Fixed for bullets spraying outside of the reticle.[/p]
  • [p]Fixed changing the scrap multiplier updating the UI if the interact prompt is already active.[/p]
  • [p]Fixed explosion SFX not being heard.[/p]
  • [p]Fixed Overwatch and Punch failing to trigger when clicking near the centre of icons after triggering and cancelling Proximity Punch.[/p]
  • [p]Fixed slider not manipulating the custom preset.[/p]
  • [p]Fixed Default Difficulty Preset being different from Reset.[/p]
[p]
[/p][h3]Join the Thorns' Community![/h3][p]You can find us on Discord, Reddit, and Twitter for discussions, updates, bug reports, and to share your feedback. We also have a community wiki that can help answer questions you have about the game.[/p][p]
[/p]

Update #11: Swap pickup/interaction targets and bug fixes

[p]The 0.8.0.2 update focuses on introducing the ability to swap between interact/pickup targets as well as adding the ability to influence max HP to the difficulty configuration menu. We’ve updated the test beta branch with the latest update on the in combat save functionality. This will be included in the next release, thanks to everyone that helped test it out so far! Remember, the best way to support the development is by reviewing the game and joining the Discord. We’re excited about what’s up next, but until then we’ll be crushing bugs and making content.

On a personal note, if anyone has any tips on how to attach a gargantuan nose prosthetic to my face it would be much appreciated. My Leo costume is facing some structural engineering challenges. Happy Halloween![/p][p][/p][h3]Gameplay[/h3]
  • [p]Introducing the ability to swap pickup/interaction targets.[/p][p][/p][p][/p]
  • [p]Introducing the ability to set Health in difficulty settings.[/p]
  • [p]Loading back into a snapshot now teleports players to the nearest manhole.[/p]
  • [p]Player units now enter cover when loading back in. [/p]
  • [p]Jump animations updated.[/p]
[p]
[/p][h3]Bug Fixes[/h3]
  • [p]Visual changes to health bars[/p]
  • [p]Fix for assets inside building section not being occluded when selected unit is in crater in Prison Combat Zone[/p]
  • [p]Fix for getting stuck in nav mesh at top of ladder in Bus Depot[/p]
  • [p]Fix for right thumbstick not executing A-button actions out of combat[/p]
  • [p]Fix for issue where you can't click on your second inventory item in lower resolution[/p]
  • [p]Fix for Thorns being able to shoot through the lanterns[/p]
  • [p]Fix for bullets spraying outside of reticle[/p]
[p][/p][p][/p][p][/p][h3]Join the Thorns' Community![/h3][p]You can find us on Discord, Reddit, and Twitter for discussions, updates, bug reports, and to share your feedback. We also have a community wiki that can help answer questions you have about the game.[/p]

Save 50% on Every Day We Fight

[p]Every Day We Fight is available for 50% off during the Hooded Horse October Publisher Sale!

Caught in a time loop, your band of resistance fighters is humanity’s last hope. Real-time exploration meets turn-based tactics and roguelite strategy as you learn new abilities, seek out new weapons, and develop new techniques to overcome the mysterious alien threat.[/p][p][/p][p]Hooded Horse October Publisher Sale[/p][previewyoutube][/previewyoutube][p][/p][p] [dynamiclink][/dynamiclink][/p]

Update #10 Stability Hotfix

[h3]Every Day We Review[/h3][p]Reviews are important at every stage of Early Access, and in our efforts to bring you the best experience possible, we'd appreciate it immensely if you took the time to throw in even a word showing what you think of the game.[/p][h3][/h3][h2]0.8.0.1 Changelog[/h2][h3]Gameplay[/h3]
  • [p]Fix for bullets spraying outside of reticle.[/p]
  • [p]Fix for explosion audio not playing.[/p]
[h3]Stability[/h3]
  • [p]Crash fixes[/p][p][/p]
[h3]Join the Thorns' Community![/h3][p]You can find us on Discord, Reddit, and Twitter for discussions, updates, bug reports, and to share your feedback. We also have a community wiki that can help answer questions you have about the game. You never know, we might even add you to the in-game hall of fame![/p]

Save 50% on Every Day We Fight

Just last week. Every Day We Fight got a major update that adds multiple new save types, new difficulty settings, lots of quality of life changes. The full update post even has a sneak peek at the new 3D models and textures that are in the works for existing weapons and upcoming weapons.

Now, Every Day We Fight is available for 50% off during the Hooded Horse Autumn Publisher Sale!

[previewyoutube][/previewyoutube]
In Every Day We Fight, you're caught in a time loop. You and your band of resistance fighters are humanity's last hope. A mysterious alien threat looms, and you'll need both your wits and your firepower to face it. Learn new abilities, find new weapons, and discover new techniques in this uniquely recursive experience, where real-time exploration meets turn-based tactics and roguelite strategy.


https://store.steampowered.com/app/1546080/Every_Day_We_Fight/