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Every Day We Fight News

Update #7: In-Game Hall of Fame, Act 2-3 Loot Update & Fast Travel from Map

[p]We've heard from members of the community that fast travelling could be better, so this update adds some much needed functionality to the current map menu. You'll be able to select a manhole from the map and tunnel away to your desired location! Additionally, in an effort to strengthen the time loop element, when starting Act 2 you will now have access to a loot spawner, with a second one being added in Act 3. This will give you access to undiscovered loot, in addition to the loot pool you spawned in with!

As a thank you to all those who've taken the time to join our Discord community and engaged with our team, we've put together a tribute in the Sewer Hideout with all the names of those who've either sent in a suggestion, reported a bug, or have been awesome overall in these last couple months. If your name isn't there, who knows, we might even update it in the future.[/p][p][/p][h3]Leave a Review if You've Jumped In [/h3][p]If you've spent some time in For Every Day We Fight, we'd really appreciate hearing what you think.[/p][p]Even a short review helps. Please let us know what's working, what feels off, or anything that has caught your attention. It's a big help as we continue to update and improve the game. [/p][p][/p][h3]Every Day We Roadmap![/h3][p]We understand some of you may be curious to learn more about our full Early Access plans, and we have not forgotten about it nor you. With the post-launch fiesta now behind us, our team is dedicating some serious time into the finalization of these plans. The goal will be to outline the major feature updates for the coming ~year's worth of development time, along with including a little bit of that time to all your suggestions and feedback in general.[/p][p][/p][p]Bonus, Game Difficulty & Aiming Accessibility![/p][p]We've heard from many of you that you want more control to configure Every Day We Fight's systems, namely to tailor the games difficulty and mechanical aim requirements. We're hard at work on the next major update which will give players many options when configuring their campaign.[/p][p][/p][h2]0.7.1.1 Changelog[/h2][h3]Quality of Life[/h3]
  • [p]Fast Travel from Map Menu: When opening the Map UI, you will now be able to select manholes to travel to.[/p]
  • [p]Sewer Hideout Update: A new Rift Hunter item has been added, which includes a list of all our Discord community contributors![/p]
  • [p]New Loot Spawner: Starting in Act 2, and continuing on into Act 3, located in the Sewer Hideout, loot spawners pull from the locked pool, meaning that each new run you unlocke new gear to play with.[/p]
  • [p]Overwatch: Several improvements to the AI overwatch, more on this to come - check out our Discord![/p]
[p][/p][h3]Combat & AI[/h3]
  • [p]Fixed XP on enemy kills not being awarded[/p]
  • [p]Balanced randomized loot sizes in Prison Acts[/p]
[p][/p][h3]User Interface & Visuals[/h3]
  • [p]Objectives fixed to not overlap in map menu[/p]
  • [p]Skip-cutscene UI now appears properly during cutscenes[/p]
  • [p]Skip dialogue in prologue is now possible [/p]
  • [p]Leo’s Donate Skill description texts have been updated to be clearer[/p]
  • [p]Blood on Rifter corpses was too fluorescent[/p]
  • [p]Acacian Stock Stat was missing “AP” text, fixed[/p]
  • [p]Fixed storm center texture resolution[/p]
  • [p]Fixed red AoE spheres appearing near explosives on load[/p]
[p][/p][h3]Navigation & Environment[/h3]
  • [p]Fixed thorns standing in vehicle fires[/p]
  • [p]Disabled manual saving & fast travel during delays, tutorials, or mission dialogues[/p]
  • [p]Fixed enter cover command being cancelled by click-to-move[/p]
  • [p]Fixed combat zone barrier in Hotel Side skirmish[/p]
  • [p]Fixed climbing progression blockers[/p]
  • [p]Fixed thorns not stopping movement when entering combat mode[/p]
  • [p]Fixed navigation & jump link through wall in puzzle buildings[/p]
  • [p]Fixed jumping through closed windows in puzzle buildings[/p]
  • [p]Fixed thorns standing in vehicle fires[/p]
  • [p]Fixed aim/throw view not cancelling click-to-move movement[/p]
  • [p]Fixed camera collision at Bus Depot (rear side)[/p]
  • [p]Fixed potential teleport into locked-out areas of Prison[/p]
  • [p]Fixed encrustation being shootable through closed doors[/p]
  • [p]Fixed teleporting out of world in certain areas[/p]
  • [p]Fixed navigation on scaffolding at Thorn Stash Alleyway[/p]
[p][/p][h3]Performance[/h3]
  • [p]Steam Deck: Optimized preset settings on first launch, for a smoother experience[/p]
  • [p]Fixed swapping inputs not visually updating properly[/p]
  • [p]Fixed “Skip Prologue” button not reflecting its state[/p]
[p][/p][h3]System Stability[/h3]
  • [p]Fixed potential soft-lock in prologue[/p]
  • [p]Fixed reveal of combat zone/sequencer replaying incorrectly on load[/p]
  • [p]Fixed navigation in Act 3 ambush skirmish combat zone[/p]
  • [p]Fixed ability to skip Ambush Combat Zone in Act 3 Dish Zone J[/p]
  • [p]Fixed aim/throw view not cancelling click-to-move movement[/p]
  • [p]Fixed speed-up widget reacting to spacebar[/p]
  • [p]Fixed proximity mine sound playing during credits[/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]

Major Update #6: Click-to-move, Difficulty Rebalancing & More

[p]Welcome Thorns, to the first major community-driven update for our Early Access period! Click-to-move, gun, Thorn, and Rifter rebalancing are all included in our biggest update yet. To celebrate, we'd like to give thanks to the awesome members from our community and those of you who've taken the time to leave a review. Positive or negative, we've taken it to heart to cook up a banger of an update.[/p][p][/p][h3]Every Day We Test![/h3][p]
We recently added a way for players to test out upcoming changes, for those benevolent angels who want to help out our small team with debugging here and there. All you've got to do is go into the game's settings under Betas and switch to the test branch.

Now, let's get on to the good stuff!
[/p]
0.7.1.0 Changelog
[p][/p][h3]Quality of Life[/h3]
  • [p]Click-to-move: You can now alter your control scheme via the control options, no need for WASD if you really don't want to![/p]
  • [p]“Skip Line” feature: Can now skip dialogue lines[/p]
  • [p]Teleportation Device: Removed priming animation [/p]
  • [p]Text Size: Functionality for minimum text size rework[/p]
  • [p]UI Settings: UI size changes to settings menu[/p]
  • [p]Fast Forward button on controller change[/p]
  • [p]New functionality: Added 'Invert Cam Rotation' functionality and exposed setting[/p]
  • [p]New confirmation widget used for starting 'New Game'[/p]
  • [p]Minor changes to existing confirmation widget[/p]
  • [p]Added new dynamic confirmation prompt feature
    [/p]
[h3]SteamDeck[/h3]
  • [p]Applying quality video preset for Steam Deck on first launch[/p][p]
    [/p]
[h2]Balance Adjustments[/h2][p][/p][h3]Difficulty Tuning[/h3]
  • [p]HP: Increased Thorn HP from 200 to 250[/p]
  • [p]Shocked Ailment: damage has been nerfed: 25 DM per turn -> 10 DMG per turn[/p]
  • [p]Leo’s Donate: cost was increased from 10 AP -> 12 AP [/p]
  • [p]Overwatch: AP cost reduced 10AP -> 5AP [/p]
  • [p]Elixium Encrustations: Reduced encrusted duration to 2 turns[/p]
  • [p]Heat Level: Adjust heat level multiplier to decrease difficulty at high heat levels in the city. Prison fights retain their difficulty[/p]
  • [p]Striker and Grenadier behaviour fine tuning (more work on this coming)[/p]
  • [p]Karg is now immune to encrusted and KO effect[/p]
  • [p]Primed Weapon Skills can only trigger once per round (restarts on Player Turn)[/p]
  • [p]Skills cannot revive, only items can revive in combat[/p]
  • [p]Act 2/3 spawn credit adjustments[/p]
  • [p]Armor Absorption - damage is reduced by 15 per hit[/p]
[p][/p][h3]Hailstorm Adjustments[/h3]
  • [p]Base Damage: 35 → 40[/p]
  • [p]Suppression Mag Damage: 35 → 20[/p]
  • [p]Continued Shot Cost: 2 AP → 1.5 AP

    [/p]
[h3]Revolver Buffs[/h3]
  • [p]Base Damage: 40 → 50[/p]
  • [p]Bleeding Mag Damage: 40 → 25
    [/p]
[h3]Rattler Buffs[/h3]
  • [p]Shotgun Base Damage: 20 → 23[/p]
  • [p]Shotgun Shock Mag Damage: 20 → 12
    [/p]
[h3]SMG Adjustments[/h3]
  • [p]Base Damage: 25 → 20[/p]
  • [p]Burning Mag Damage: 25 → 10[/p]
  • [p]First Shot Cost: 4 AP → 3 AP[/p]
  • [p]Continued Shot Cost: 1 AP → 0.75 AP
    [/p]
[h3]Scrap Value Buffs[/h3]
  • [p]Small Scrap: 5–25 → 10–40[/p]
  • [p]Medium Scrap: 30–50 → 50–80[/p]
  • [p]Large Scrap: 60–80 → 100–150[/p]
[p]
[/p][h2]Experience Adjustments[/h2][p]Overall, we’ve changed many XP values to be more rewarding for combat encounters versus exploring. Though there are a few exceptions, like accessing a Thorn Stash.[/p][p][/p][h3]General Fix[/h3]
  • [p]Fixed combat zones/skirmishes to grant XP upon completion[/p]
[p][/p][h3]Kill XP Changes[/h3]
  • [p]Weakspot Kill: 750xp → 300xp[/p]
  • [p]Hold Breath Kill: 400xp → 300xp[/p]
  • [p]Moving Target Kill: 750xp → 500xp[/p]
  • [p]Melee Kill: 500xp → 750xp[/p]
  • [p]Reaction Ability Kill: 750xp → 300xp
    [/p]
[h3]Ability & Support Actions[/h3]
  • [p]Use Ability: 250xp → 400xp[/p]
  • [p]Use Medkit: 250xp → 400xp[/p]
  • [p]Revive: 500xp → 750xp
    [/p]
[h3]Exploration & Interaction[/h3]
  • [p]Access Thorn Stash: 250xp → 500xp[/p]
  • [p]Inspect Environment: 250xp → 150xp[/p]
  • [p]Collect Narrative: 250xp → 150xp[/p]
  • [p]Discover Manhole: 250xp → 150xp[/p]
  • [p]Discover Combat Zone: 250xp → 150xp[/p]
  • [p]Discover Secret Area: 250xp → 150xp
    [/p]
[h3]Combat Zone Objectives[/h3]
  • [p]Complete Combat Zone: 2000xp → 2500xp[/p]
  • [p]Complete Combat Zone Challenge: 2000xp → 1000xp[/p]
  • [p]Complete Combat Zone Optional Objective: 1000xp → 1500xp

    [/p]
[h2]Attachment Adjustments[/h2][p]Here we made many changes to attachments across several rarity tiers.[/p][p][/p][h3]Acacian Scope[/h3]
  • [p]Variant Common B Accuracy Stat Multiplier: 0.75x → 0.9x[/p]
  • [p]Variant Rare B Accuracy Stat Multiplier: 0.5x → 0.75x
    [/p]
[h3]Terragonian Scope[/h3]
  • [p]Variant Common B Accuracy Stat Multiplier: 0.5x → 0.75x[/p]
  • [p]Variant Rare B Accuracy Stat Multiplier: 0.3x → 0.65x
    [/p]
[h3]Punchpacker Scope[/h3]
  • [p]Accuracy Stat Multiplier: 0.5x → 0.75x
    [/p]
[h3]Shieldbuster Scope[/h3]
  • [p]Accuracy Stat Multiplier: 0.5x → 0.75x
    [/p]
[h3]Death Dealer Scope[/h3]
  • [p]Accuracy Stat Multiplier: 0.3x → 0.6x
    [/p]
[h3]Acacian Muzzle[/h3]
  • [p]Variant Common B Weapon Bloom Stat Multiplier: 0.75x → 0.9x[/p]
  • [p]Variant Rare B Weapon Bloom Stat Multiplier: 0.5x → 0.75x[/p]
  • [p]Variant Rare A First Shot Cost: +1AP → Continued Shot -0.25AP[/p]
  • [p]Variant Rare B First Shot Cost: +1AP → Continued Shot -0.25AP
    [/p]
[h3]Terragonian Muzzle[/h3]
  • [p]Variant Common B Weapon Bloom Stat Multiplier: 0.75x → 0.9x[/p]
  • [p]Variant Rare A First Shot Cost: +1AP → 0 AP
    [/p]
[h3]Death Dealer Muzzle[/h3]
  • [p]Weapon Bloom Stat Multiplier: 0.25x → 0.5x
    [/p]
[h3]Acacian Stock[/h3]
  • [p]Variant Common A Accuracy Stat Multiplier: 0.9x → 0.95x[/p]
  • [p]Variant Rare A Accuracy Stat Multiplier: 0.85x → 0.9x[/p]
  • [p]Variant Rare A Magazine Size Increase: 3 → 1
    [/p]
[h3]Terragonian Stock[/h3]
  • [p]Variant Rare A Accuracy Stat Multiplier: 0.85x → 0.9x
    [/p]
[h3]Armor Breaker Stock[/h3]
  • [p]Accuracy Stat Multiplier: 0.7x → 0.85x[/p]
  • [p]First Shot Cost: -2AP → -1AP
    [/p]
[h3]Pain Gainer Breaker Stock[/h3]
  • [p]Accuracy Stat Multiplier: 0.8x → 0.9x[/p]
  • [p]First Shot Cost: -2AP → -1AP
    [/p]
[h3]Punch Packer Stock[/h3]
  • [p]Accuracy Stat Multiplier: 0.8x → 0.9x[/p]
  • [p]First Shot Cost: -2AP → -1AP
    [/p]
[h3]Shield Buster Stock[/h3]
  • [p]Accuracy Stat Multiplier: 0.8x → 0.9x[/p]
  • [p]First Shot Cost: -2AP → -1AP
    [/p]
[h3]Armor Breaker Mag[/h3]
  • [p]Magazine Size Increase: 3 → 1[/p]
[p]
[/p][h2]Performance Improvements[/h2]
  • [p]All intro video variants now in 2K with a low bitrate[/p]
  • [p]Updated Manhole Icon on the map menu so the Fast Travel points stand out from the rest of the icons on display[/p]
  • [p]Optimizations to collision and simplification - Building connectors, streets, paths[/p]
  • [p]Heuristics update + Collision optimization - Others[/p]
  • [p]Re-harvest buildings for content streaming[/p]
  • [p]Streaming frame consistency improvements[/p]
  • [p]Content system now recycles selection objects + misc changes[/p]
  • [p]Fixed sync loading mode for content system[/p]
  • [p]Fixed Unit Repositions performance issue[/p]
  • [p]Adjustment to broadphase settings[/p]
  • [p]Multiple audio-related optimizations[/p]
  • [p]Pass for blurry codex images[/p]
  • [p]Fixes for UI icons appearing blurry[/p]
[p]
[/p][h2]Gameplay Bug Fixes[/h2]
  • [p]Added Combat fail sfx[/p]
  • [p]Enemies pawns spawn delay now standardized to 0.5 x their squad index seconds (or a random variance between 2-5 if they don't have a squad)[/p]
  • [p]Vivian’s Shock Drop now only activates in-combat[/p]
  • [p]Fix for injured effect on screen[/p]
  • [p]Added back health reduction in Prologue Part 2 for Dylan[/p]
  • [p]Relaxed constraints around explosion propagation for Elixium encrustations[/p]
  • [p]Increased ladder height to give more space for the pawn to land[/p]
  • [p]Fixed a bug where exiting combat zone as the selected unit would teleport you into the zone erroneously[/p]
  • [p]Player units now nav walk instead of land walk when in combat[/p]
  • [p]Fix for inaccurate amount of rewind devices (retries) in end of combat screen[/p]
  • [p]Fix for using the Thrasher to damage the Thorn when shooting last shot not registering[/p]
  • [p]Stop Thorn movement when swapping units after Click-To-Move[/p]
  • [p]Update balance of harvester spawn credits[/p]
  • [p]If player units fall out of world, they now get teleported back to their last safe location (or manhole/ combat zone if there is no safe location)[/p]
  • [p]Fix for crash when returning to main menu after Act 3 Final Fight[/p]
  • [p]Fix for allowing click-to-move movement to go through Units when holding[/p]
  • [p]Fix for characters keep moving through sequencers[/p]
  • [p]Visual fix for skip prologue button reflecting value[/p]
  • [p]Fix for being able to move out of cover (WASD)[/p]
  • [p]Fix for Vivian's hand faced the wrong way while holding a mangler[/p]
  • [p]Fix for being stuck when pausing during skip cutscene[/p]
  • [p]Prologue soft-lock fixes[/p]
  • [p]Fixed potential softlocks in Hotel Act2 caused save checkpoint spamming in that flowgraph during load[/p]
  • [p]Fix for Killing Holograms are counted the same as killing Rifters[/p]
  • [p]Update Karg under suit new material[/p]
  • [p]Fix for map marker locations not showing up (or disappearing)[/p]
  • [p]Fix for when a Player may be teleported to the wrong place if they walk far enough[/p]
  • [p]Fix existing saves in flow for Act 2 Prison[/p]
  • [p]Fix edge cases where trigger dependency partially breaks flow for dish ambushes[/p]
  • [p]Fix objective volume sizes so they trigger on save load[/p]
  • [p]Fix for Dead Rifters are not occluded by Multi-Floor[/p]
  • [p]Fix Progression Blocked Act 2 Objective not getting display after pickup all teleport parts[/p]
  • [p]Fix for use cases of action button tooltips (not) showing inappropriately[/p]
  • [p]Fix for explosive preview spheres showing for split second when loading in[/p]
  • [p]Fix for resonator tooltip stuck/lagging behind at times[/p]
  • [p]Fix Objectives Local Item in Act 3 not updating after discovering the items[/p]
  • [p]Fix Blocker on Force Quit the game during the teleporter tutorial slide[/p]
  • [p]Fix spawn points players are getting stuck on.[/p]
  • [p]Fix for being able to jump down through Encrustation in Zone E - Building 4[/p]
  • [p]Controller DPad icons don't show up when switching thorns on KB now Swapping enter cover/run inputs for KB[/p]
  • [p]Action Button tooltip only show one at a time[/p]
  • [p]Fixed not having rewind option in the last fight[/p]
  • [p]Fix Multi Floor in Prison by increasing the limit of floor to 3 instead of 2[/p]
  • [p]Updated a CHALLENGE objective text about Killing X Rifters with damage from each Thorn to be more clear[/p]
  • [p]Fix Save and Load for Teleport Parts in Act 2 after Finishing Combat Zones[/p]
  • [p]Fixed issue with Doors blocked by encrustations not working after the manual save update[/p]
  • [p]Fixed controller key bind inputs displaying briefly when using keyboard and mouse[/p]
  • [p]Fix smoke patches holes[/p]
  • [p]Updated discord URL[/p]
[p]
[/p][h2]System Stability[/h2][p] What feels like a million and one updates to the crashes all of you have reported have been addressed with this update. Should you encounter any new crashes, be sure to send in a crash report or reach out to us via Discord. Thank you to all who’ve done us this service so far![/p]
  • [p]Crash Fixes: Too many to count.[/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]

Update #5: Hotfix #1

[h2]Every Day We Debug (More)![/h2][p]Fixes need fixing too (sometimes). We're hard at work at expanding saving options in Every Day We Fight. We are starting work on saving in combat but it will take some time to deliver. Expect some more updates this week.[/p][h2]
0.7.0.16 Changelog
[/h2][h3]System Stability[/h3]
  • [p]Various Softlocks: Fixed issues introduced by the new manual saving and other potential softlocks.[/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]

Update #5: Out of Combat Manual Saves, Prologue Options, and Stability Fixes

[p]Manually saving has been a major ask in reviews, and we have been dedicating a lot of time to making sure it interacts well with the game. We've taken longer to implement this as it is heavily involved in the game's architecture, and we don't want to cut corners with you. If you haven't already, we'd love it if you could share your thoughts about Every Day We Fight in a Steam review. Not only would it help us a lot. It's also a powerful way to implement the changes and additions you want to see.[/p][p][/p][h3]Every Day We Debug![/h3][p]In an effort to address all the bugs that you wonderful Thorns have been submitting, we've created a public bug tracker. We will be updating it frequently to reflect which bugs are being worked on, in order to avoid dedicating too much time to duplicate issues. We humbly request that if you're curious and looking to support us that you take a look at this board and relay any information pertaining to specific issues to your fellow Thorns.[/p][p]Here is the link, issues are listed from highest priority to least, with the addition of those lacking a classification at the end: https://trello.com/b/1zPqyafM/edwf-bugs[/p][p]
Now, let's get on to the good stuff!
[/p][h2]0.7.0.15 Changelog[/h2][h3]Quality of Life[/h3]
  • [p]Manual Saves Out of Combat: You can now press ESC and find the option to save your progress manually.[/p]
  • [p]Better Prologue Pacing: Slight edit to tighten up the pacing of the prologue after defeating Karg for the first time.[/p]
  • [p]Prologue Skip: Add the ability to skip the Prologue from the start and pause menu.[/p]
  • [p]Steam Deck Text Size: Adjust text size to improve readability on Steam Deck.[/p]
[h3]Performance[/h3]
  • [p]Streaming Improvements: Enemies are less likely to spawn on top of you if you run into a combat zone. Optimizations are ongoing.[/p]
[h3]System Stability[/h3]
  • [p]Elixium Softlock: Fix a softlock caused by saving during Elixium explosions.[/p]
  • [p]Manual Save Restriction: Block the ability to save during character actions or other events, which can cause issues when loading.[/p]
  • [p]Crash: Fix the crash caused by bleeding enemies[/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]

Every Day We Fight is Featured in Tacticon

[p]Every Day We Fight is part of Tacticon this weekend! If you've thought about getting your hands on it, now is a great time as our 35% launch discount is still going strong for a few more days![/p][p][/p][p][/p][p]Since we hit Early Access, we've updated the game with 4 large updates addressing the most important issues players have been facing, and a fifth, massive patch is well on its way as well.

If you've been on the fence, waiting for stability updates or quality of life improvements to be made, now is a great time to pick it up![/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.[/p]