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Every Day We Fight News

Update #4: Better Weapon Drops and Grenadiers Rebalanced

[p]We continue to focus our efforts on increased stability. We’re beginning to look closely at the difficulty curve throughout the experience. These changes should start to give players more resources at key moments. Additionally we are looking at toning down the lethality of Rifters on the first turn when they enter the fight.[/p][p][/p][h3]Every Day We Read Reviews![/h3][p]Reviews have been incredibly helpful for our team, from crash reports to missing walls. Every bug you fight and take the time to share with us goes a super long way towards us fixing it in a timely manner. We're also focusing in on some quality of life changes that some of you have mentioned in your forum posts and reviews. [/p][h3]
Out of Combat Saves are Coming[/h3][p]Reminder that we've especially heard you loud and clear on saves. Saving anywhere outside of combat is already in testing, and we'll have it out as soon as we can.

This is just the beginning. :)[/p][p][/p][h2]0.7.0.14 Changelog[/h2][h3]Difficulty Adjustments[/h3]
  • [p]Reinforcements Nerfed: Enemies are now limited to 10AP when they spawn as part of a reinforcement wave[/p]
  • [p]Improved Weapon Drops: Adding more weapon spawns, increase weapon variety in sewer hideout[/p]
  • [p]Act Finale Tuning: Add loot spawns before final Act fights[/p]
  • [p]Grenadier Tuning: These big brutes will now move first in the turn order, we noticed that early players felt they were disproportionately difficult to handle when burning Reflex actions before their grenades were tossed. This will give the Thorns a better idea of when to Scramble effectively.[/p]
  • [p]Invincible Enemies: Enemies weren't taking damage when you initiated combat, now they do. This was accidentally created when we removed damage out of combat for Thorns.[/p]
[h3]System Stability[/h3]
  • [p]Crash Fixes: Fix several of the most frequently encountered crashes [/p]
  • [p]Environment Art: Fixed a missing wall[/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]

Update #3: Stability, Save Fixes & UX Improvements

[p]Focused our efforts on ensuring that save games cannot enter a blocked state due to errors in mission flow or spawning all required elements to clear obstacles. We’re also dedicated to making UX improvements to increase the readability of the game, and we’ll continue adding regular quality of life changes. [/p][p][/p][h3]Your Voice Matters - Out of Combat Saves are Coming[/h3][p]Launch is just the beginning. We’re reading every message, watching people play, and taking notes. We'll continue working on resolving the bugs and other issues. It would help our team so much if you could leave a Steam review, sharing your honest feedback and thoughts.

We've especially heard you loud and clear on saves. Saving anywhere outside of combat is already in testing, and we'll have it out as soon as we can. [/p][p][/p][h2]0.7.0.13 Changelog[/h2][h3]User Interface & Visuals[/h3]
  • [p]Movement Cost Readability: Improved the readability of the movement AP cost when moving the destination cursor over a cover location[/p]
[h3]System Stability[/h3]
  • [p]Save State Fix: Fix for save games entering a blocked state[/p]
  • [p]Puzzle Progression Fix: Fix for encrustations not spawning in, making solving some puzzles impossible. [/p]
  • [p]AI Softlock Fix: Fix for AI getting stuck and never ending their turn
    [/p]
[h3]Quality of Life[/h3]
  • [p]Rewind Device Buffs: Players now have 2 uses of the Rewind Device. There will be more buffs upcoming for this feature soon[/p]
  • [p]Thorns no longer take damage out of combat: Elixium don't hurt me no more
    [/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]

Update #2: Performance, Stability, and the First Buffs

[p]Some improvements to performance and stability. Fixes to save game behaviour interactions with mission flow, resolving soft locks. A few gameplay fixes, but more importantly, the first buffs. Now, leveling up should feel more epic.
[/p][p]Leave a Review if You've Jumped In
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]Saves in Every Day We Fight[/h3][p]We've heard your feedback on saves in Every Day We Fight. We're exploring solutions and will implement improvements on that front as soon as possible.[/p][h3][/h3][h2]0.7.0.12 Changelog[/h2][h3]Combat & AI[/h3]
  • [p]Challenge Audio: Fix for the Challenge completion/failed sound playing multiple times after[/p]
  • [p]AI Targeting: Fixed Karg firing at Thorn after encrusting them[/p]
  • [p]Aiming Sequence: Fix for AI not waiting for the end of the Aiming animation before planning[/p]
  • [p]KO Conditions: KO death no longer occurs in the final fight[/p]
  • [p]Combat Zones: Fixed Combat Zones Act 1 and 2 about the Combat Zone Complete screen appearing early[/p]
  • [p]Reload Crash: Fixed for bleeding units reloading crashing the game[/p]
  • [p]Level-Up Buffs: Players now refill health, reload all weapons, and reset all cooldowns when they level up (let there be buffs)[/p]
[h3]User Interface & Visuals[/h3]
  • [p]Combat UI: Fix for unit highlight/health bar tooltip to appear in Combat[/p]
  • [p]Cover Prompts: Only Bidirectional covers now have the switch sides prompt[/p]
  • [p]Map Marker Visibility: Fix for map marker texts rendered underneath other map markers[/p]
  • [p]Input Icon Flicker: Fix for input icons flickering on when switching units[/p]
[h3]Navigation & Environment[/h3]
  • [p]Act 3 Navigation: Fixed Rifter Stash Hotel Act 3 Navigation[/p]
  • [p]Cover Transition Issues: Fixed many cover locations, making units fall in when you enter from out of combat mode[/p]
  • [p]Tutorial Flow: Move Tutorial Camera Rotation Alternative earlier[/p]
[h3]System Stability[/h3]
  • [p]Save System – Hotel Act 1: Fixed the Save for Hotel Act 1[/p]
  • [p]AutoSprint Settings: Fixed AutoSprint setting not sticking on relaunch[/p]
  • [p]Overwatch Improvement: Overwatch should perform as expected now.[/p]
[h3]Performance[/h3]
  • [p]Exploration Performance: Improved performance in exploration (micro-stuttering)[/p]
  • [p]Rendering Efficiency: Minor rendering performance improvement[/p]
[h3]Localization[/h3]
  • [p]Language Support: Audio / Language text string now localized in all languages[/p]
[p]We’re continuing to address issues as they are identified. Expect another update in a day.

You can find us on Discord, Reddit, and Twitter for discussions, updates, bug reports, and to share your feedback. [/p]

Update #1: Exploration, City, and Hotel Access Fixes

[p]If you ran into crashes during exploration or found your progress blocked by missing chunks or inaccessible buildings, this update will help. Thanks to everyone who flagged these; it made tracking them down much faster.
[/p][h3]0.7.0.11 Changelog[/h3]
  • [p]Exploration Crash: Fix for a crash encountered during exploration.[/p]
  • [p]City Loading: Fix for parts of the city not loading chunks, blocking progression.[/p]
  • [p]Hotel Access: Fix for the hotel being inaccessible when requiring entry to complete an objective (collecting the Resonator – Act 1).[/p]
[p]We're already working on a larger update, which is why it'd help if you left a Steam review, letting us know your thoughts about Every Day We Fight. We're poring through our Steam forums, Discord community, subreddit, and Steam reviews to see what you like, what you'd like to have improved, and how we should prioritize those changes.

You can find us on Discord, Reddit, and Twitter for discussions, updates, bug reports, and to share your feedback. [/p][p][/p]

Out now, Every Day We Fight is a time-looping, wartime twist on XCOM strategy

The narrative setup to XCOM 2 - humanity has lost, the aliens have won, and our entire species now faces destruction - is a masterstroke by Firaxis. Being on the back foot is terrifying, and that peril drives every minute of the game's tense atmosphere. So it is with Every Day We Fight. In this new strategy game, developed by Signal Space Lab and published by Manor Lords studio Hooded Horse, the extraterrestrial threat interrupts an ongoing global conflict, trapping your small squad of civvies in a neverending time loop and forcing them into a daunting role as humankind's last hope.


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New turn-based strategy game is like XCOM if the aliens interrupted WW2