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Every Day We Fight Strategy Fest Demo Hotfix Patch Notes

Greetings Fellow Thorn Members!

We just released a hotfix for the demo (138.6MB) that addresses a few issues we've been hearing about from the community. Please make sure to update the demo ASAP if you've been experiencing issues!

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[h3]Patch Notes:[/h3]
  • Made significant improvements to AI. Cognos forces will now be much more likely to navigate to high ground & take cover appropriately when engaging the thorns.
  • Updated Vivian’s character model.
  • Fixed an issue where the map would not load correctly when using the “Reset Time-Loop” option from the pause menu.
  • Fixed an issue where proximity punch would trigger for enemy units climbing ladders, leaving you unable to target them.
  • Fixed an issue where enemies affected by the Taunt ability would not successfully prioritize Dylan.
  • Fixed an issue where dead cognos units would block Thorns from aiming if they were standing next to their body.
  • Fixed an issue where the hologram could fail to throw in certain situations.


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[h3]To get involved with the community:[/h3]

- Join our Discord server!
- Follow us on Twitter!

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Every Day We Fight in Steam Strategy Fest!

Greetings, fellow Thorn members!

We're excited to announce that Every Day We Fight will be included in Steam's Strategy Fest this week!

We've got a new demo for you to get hands on with full of improvements and new content to explore too. Jump in TODAY and test your mettle against The Harvester. We have a few new tricks for returning players too! ;)

As always, if you enjoy your time with the game, consider adding us to your wishlist so you don't miss out when we officially launch!

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To get involved with the community:

- Join our Discord server!
- Follow us on Twitter!

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[h3]Patch Notes:
[/h3]

[h3]New Mission Types added & overall progression updated:
[/h3]

  • This demo of Every Day We Fight has been updated to include 3 different missions. This allows us to test a more complete slice of gameplay that includes more robust character progression as you progress through each mission & unlock additional weapon components & skills.
  • Mission 1: Kill the Elite Enemy - Defeat the enemies & the Elite enemy that spawns.
  • Mission 2: Disarm the Stasis Bomb - Defeat the enemies.
  • (OPTIONAL) Disarm the Stasis Bomb before it erases innocent civilians.
  • Mission 3: Destroy the Harvester
  • Defeat the enemies.
  • (OPTIONAL) Destroy the Cognos Harvester before it teleports away.
  • Missions must be completed in order to unlock the next one from the Missions screen.
  • Optional objectives do not have to be successfully completed.
  • Weapon Component drops improve at the start area upon completion of the previous mission.


[h3]Mission Changes
[/h3]
Based on feedback from our previous demos as well as internal playtesting, the Harvester fight has been updated:

  • To improve the pacing, the fight no longer transitions between combat & exploration modes.
  • The Thorns must now navigate the alleyway & destroy all 3 power cells before the Harvester teleports away.
  • Destroying a power cell will extend the remaining time for the Thorns as the Harvester loses power.
  • The remaining time is displayed on the Harvester (temp UI).
  • New VFX & SFX have been added for the Harvester.


[h3]Other Changes/Additions:
[/h3]
  • A save data system has been implemented. Mission progress will be saved upon successful completion of each mission, as well as unlocked Skill Points. Note: You can’t save during combat.
  • Partial skill trees have been added for Leo & Dylan. Skill trees are still WIP and don’t contain all skills or their final designs.
  • Dylan’s character model has been updated.
  • New idle animations have been added.
  • Many major & minor bug fixes across all systems


[h3]Known Issues:
[/h3]
  • Enemies who are KOed by a proximity punch will sometimes stand up after they die.
  • Enemies will in some rare instances be able to shoot through walls
  • Holding the middle mouse button to move the camera when a cinematic begins can cause the cursor to behave erratically. Click the middle mouse button again once back in gameplay to fix the cursor.
  • Dylan’s Taunt ability doesn’t currently taunt enemies as intended, and they will still attack other units.
  • There is a rare chance of a crash during loading or restarting missions on lower end hardware. Usually if attempted a second time the game will load correctly.
  • Proximity Punch can trigger from enemies traversing ladders causing time dilation before they can be targeted.
  • Infrequently, Thorns will fail to scramble after attempting to.
  • Cinematic camera reveals of mission objectives disable the ability to tab through Thorns, until entering aim view.

Every Day We Fight Playtest #5 is Officially LIVE

Greetings fellow Thorn members!

We are excited to announce that our 5th playtest, "The One with Character Progression" is officially live!

As the name suggests, this playtest brings a new skill tree to the game which allows you to customize your experience in an entirely new way.

Hop in starting RIGHT NOW through to 1PM EDT on July 27th. Full patch notes are below!

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[h3]Skill Tree System Added[/h3]
  • A skill tree has been added to the game. You can access it by pressing K when not in combat.
  • Currently, only Vivian has a skill tree, and not all skills are implemented for the demo.
  • You are given 20 Skill Points to allocate to the tiers of the various skills available. Not all skills will be available in one run, but we’d love to hear about the paths & choices you make with Vivian!
  • Skills on the skill tree fall into Passive, Active and Reflex categories.
  • Passive skills increase the Thorn’s base statistics in various ways
  • Active skills improve the Thorn’s unique Special Abilities, in Vivian’s case it is her Hologram
  • Reflex skills improve the Thorn’s Reflex Actions, such as Overwatch or Kill Assist for Vivian.


[h3]The following skills and tiers are available in the skill tree for the demo:[/h3]
  • Motivated: (5 tiers) Base Action point count increased by 2 AP
  • Nerves of Steel: (3 tiers) Accuracy while suppressed improves by 4%
  • Health Insurance: (5 tiers) Maximum health increases by 50 HP
  • Protective Layer: (5 tiers) The Thorn is given shields at base strength
  • Throwing Arm: (5 tiers) Cost for tossing Holograms decreases by 1 AP
  • Bullet Sponge: (5 tiers) The Hologram’s maximum health increases by 50 HP.
  • Critical Mass: (5 tiers) Chance of critical damage during Kill Assist increased by 20%
  • Eagle Eyed: (5 tiers) Cost for laying down an Overwatch decreases by 1 AP
  • Trigger Happy: (5 tiers) Ability to shoot during Kill Assist increased by 30%
  • Stay On Target: (5 tiers) Ability to shoot during an Overwatch increases by 30%
  • Killer Instinct: (1 tier) Vivian becomes efficient at sensing when enemies are weakened, triggering her Kill Assist reflex before they become critically injured.


[h3]Reflex System Overhaul[/h3]
  • The Reflex system has been overhauled to be more user-friendly.
  • When triggering a reflex action such as Scramble, Kill Assist, Covering Fire, or Proximity Punch, the game will now pause and present a UI with the option to confirm or cancel the Reflex action.
  • When accepting the Reflex action, the camera will bring you straight to the Thorn initiating the action.
  • After accepting the action, you have a second opportunity to opt out of it by pressing spacebar to preserve the Thorn’s Reflex Token of another situation.



[h3]Other Changes/Additions:[/h3]
  • A button to skip cutscenes has been added. Hold the spacebar to skip cutscenes.
  • Aim view has been remapped to right click by default. Spacebar now cancels actions.
  • The scroll wheel now changes floors, rather than adjusting camera pitch.
  • Thorns now Revive automatically outside of combat.
  • Audio occlusion updates - sounds should now reflect the character’s location in the map & inside buildings more accurately, especially in third person view.


[h3]Known Issues:[/h3]
  • Holding the middle mouse button to move the camera when a cinematic begins can cause the cursor to behave erratically. Click the middle mouse button again once back in gameplay to fix the cursor.
  • Dylan’s Taunt ability doesn’t currently taunt enemies as intended, and they will still attack other units.
  • Canceling movement with the spacebar is not currently working as expected. Movement actions can be canceled easily by entering/exiting aim view.
  • Enemies can sometimes still display as their red “last known position” visual when they should be within player line of sight.
  • There is a rare chance of a crash during loading or restarting missions on lower end hardware. Usually if attempted a second time the game will load correctly.
  • There is a rare chance of a soft-lock when triggering multiple reflex actions close together. This is likely to happen when a proximity punch is triggered at the same time as a kill assist.
  • Thorns currently have a hard time following the leader in out of combat mode. This can lead to rare cases where one of the Thorns does not follow you into the combat zone & you won’t be able to split up your units to set up for the fight. As a work-around, you can return to their location & then re-enter the combat zone.
  • Throwing items can be finicky and might not always work as intended, especially when the Thorn is close to obstacles.
  • Vivian’s Kill Assist can trigger from enemies that are not in her line of sight.
  • Proximity Punch can trigger from enemies traversing ladders causing time dilation before they can be targeted.

Every Day We Fight Playtest #5: "The One w/ Character Progression" Beta Schedule

Greetings fellow Thorn members!

Just a heads up that our next playtest will be live TOMORROW (July 20th) at 1PM EDT!

If you've already played a playtest for Every Day We Fight before, you should be able to just install and get straight to playing. If you've never playtested for us before, head to our Store Page and hit the 'Request Access' button. We'll let you in at 1PM EDT!

Best of luck!

~ SSL

Playtest #4 - "The One with the Legendary Stuff" is officially live!

[h3]Greetings fellow thorn members!
[/h3]
Playtest #4 for Every Day We Fight is officially live and we have some legendary content to show you this week!

[h3]Patch notes:
[/h3]

[h3]Epic Weapon Components Added: [/h3]
  • Epic Weapon Components (Mods) have been added as a new tier above Rare.
    Epic Components are limited to 1 per weapon, but provide Epic Perks that cannot be found on other components.
  • Epic Perks require you to trigger them in various ways during combat in order to prime the weapon they are attached to & gain their effect.
  • When the weapon is primed, a visual effect appears around it, a sound effect is heard, and the icon for it on the HUD turns purple.


Here is the current list of Epic Mod Perks you can find in the demo:

  • When the weapon shatters an enemy's shields, all shots with the weapon penetrate armor until end of turn.
  • When the weapon kills an enemy, all shots with the weapon fragment on impact until end of turn.
  • When the weapon breaks off a piece of an enemy's armor, the next shot with the weapon is free.
  • When the weapon brings an enemy's health below 150 HP, the weapon's next reload is free.
  • When an enemy is punched (with the weapon in-hand), the Thorn's next Special Ability is free.
  • When the weapon shatters an enemy's shields, the Thorn's next Special Ability is free.
  • When the weapon kills an enemy, the Thorn's next Special Ability is free.
  • When the weapon breaks off a piece of an enemy's armor, the Thorn's next Punch is free.
  • When the weapon shatters an enemy's shields, the Thorn's next throwable inventory item is free.


These Perks are not final & we welcome feedback or suggestions from the community for cool interactions and effects!

[h3]Weapon Component UI Added: [/h3]
  • A new user interface has been added to manage & view weapon components.
  • Pressing I brings this menu up to view your components, equip & unequip them & view their impacts on your weapon stats.
  • The Weapon UI can only be used in out of combat mode, so you cannot modify your weapons mid-fight.
  • The current gun visuals in the UI are placeholder. A proper visual representation of the weapon with components equipped will be added to the menu in a future update.


[h3]Weapon Spawns:[/h3]
  • Weapon spawns have been adjusted for the demo to allow for players to test out more weapons & components & give feedback:
  • More primary weapons will spawn at the start of the mission.
  • Some Epic components will spawn on each run.


[h3]Other Changes/Additions:[/h3]
  • Subtitles have been added, as well as an option to enable/disable them.
  • Balance changes to the Buzzard (SMG).
  • Leo’s Donate ability now allows a character’s AP to go above 25 if used on a character with max AP.
  • Audio occlusion updates, sounds should now more accurately reflect the character’s location in the map & inside buildings, especially in third person view.
  • Improved Overwatch detection.
  • Vehicles in the environment are destructible & the explosions inflict damage. Target the gas tank below the rear bumpers to set them off with one shot.


[h3]Known Issues:[/h3]
  • Sometimes there is a visual issue where weapons will disappear from your hands when jumping down to the ground from a high platform. If this happens, you can switch weapons to bring back the weapon model.
  • There is a much rarer bug where your equipped weapon will become unequipped & inaccessible from the weapons menu. When this happens, your character will no longer be able to enter aim mode which can prevent proper progression. This issue is targeted as high priority for a fix but still under investigation.
  • Holding the middle mouse button to move the camera when a cinematic begins can cause the cursor to behave erratically. Click the middle mouse button again once back in gameplay to fix the cursor.
  • Revive ability is active when no Thorns are KO’ed.
  • Enemies can sometimes still display as their red “last known position” visual when they should be within player line of sight.
  • There is a rare chance of a crash during loading or restarting missions on lower end hardware. Usually if attempted a second time the game will load correctly.
  • Thorns currently have a hard time following the leader in out of combat mode. This can lead to rare cases where one of the Thorns does not follow you into the combat zone & you won’t be able to split up your units to set up for the fight. As a work-around, you can return to their location & then re-enter the combat zone.


As always, we look forward to hearing your feedback for this test. Feel free to join our Discord server to see what the rest of the community is saying and to share your thoughts! --> https://discord.gg/JecuyCnJWF

Keep fighting!

~ SSL