Beta 0.8.6 is available now!
Hello everyone!
As we mentioned in our devlog, starting from the 14th, we are transitioning to a new testing format. Today marks the launch of the first phase of testing, which will run for approximately a month.
Please leave your feedback in our Discord and in the dedicated discussion thread on Steam.
Beta test participation is open to all players, but please be aware that we cannot guarantee game stability or save compatibility when exiting the beta.
The beta test is available via a separate branch, which can be switched in the game's properties.
[h2]CONTENT[/h2]
1. Controller Support
We have reworked the game’s UI for controllers and are looking for feedback.
In addition to controller support, we have also refined older interfaces, including support for keyboard-only play (old-school mode).
2. First Iteration of Augmentations
Preparatory changes to character and enemy body part properties.
All enemies now have limbs corresponding to their body type.
Cybernetic body parts now grant passive properties (making robots more dangerous).
3. Industrial Tileset
New visual updates for some older locations and new environmental objects for this tileset.
4. Balance Improvements
Adjustments to enemy class and items distribution among factions.
These changes aim to further specialize factions, making fights against AnCom feel more distinct from battles with RealWare.
[h2]GENERAL[/h2]
[h2]UI / UX[/h2]
[h2]BUG FIXES[/h2]
[h2]KNOWN ISSUES[/h2]
That’s all for this update! Thank you for testing, and we look forward to your feedback! 🚀
As we mentioned in our devlog, starting from the 14th, we are transitioning to a new testing format. Today marks the launch of the first phase of testing, which will run for approximately a month.
Please leave your feedback in our Discord and in the dedicated discussion thread on Steam.
Beta test participation is open to all players, but please be aware that we cannot guarantee game stability or save compatibility when exiting the beta.
The beta test is available via a separate branch, which can be switched in the game's properties.
[h2]CONTENT[/h2]
1. Controller Support
We have reworked the game’s UI for controllers and are looking for feedback.
In addition to controller support, we have also refined older interfaces, including support for keyboard-only play (old-school mode).
2. First Iteration of Augmentations
Preparatory changes to character and enemy body part properties.
All enemies now have limbs corresponding to their body type.
Cybernetic body parts now grant passive properties (making robots more dangerous).
3. Industrial Tileset
New visual updates for some older locations and new environmental objects for this tileset.
4. Balance Improvements
Adjustments to enemy class and items distribution among factions.
These changes aim to further specialize factions, making fights against AnCom feel more distinct from battles with RealWare.
[h2]GENERAL[/h2]
- Second iteration of controller support and "keyboard-only" mode. This is still not the final implementation - we're looking forward to your feedback.
- Key bindings and control settings have been split into two separate sections in the settings menu.
- Changes to Pacts:
- Transformation duration is now measured in turns instead of AP.
- After returning from Baron form, all positive and negative effects will be reset, and health will be fully restored.
- Transformation duration is now measured in turns instead of AP.
- AI Improvements, enemies now consider their fire and poison resistances when pathfinding.
- Turret and mine deployment now triggers negative status effects for "action wound" mechanics.
[h2]UI / UX[/h2]
- Mod icon added to the main screen - hovering over it will show active mods.
- Option added to select the current control scheme.
- Option added to disable radio chatter sounds during flight.
- Option added to disable mob notification icons (! and ?).
[h2]BUG FIXES[/h2]
- Multiple fixes to AI logic and pathfinding.
- Fixed: Softlock when throwing weapons through multi-tile environmental objects.
- Fixed: Quasimorphs/Possessed breaking doors at floor start.
- Fixed: Allies attacking the player if they attacked a mob that later transformed into a Possessed.
- Fixed: Mobs appearing outside the level when transferring between floors.
- Fixed: Items with an Expire timer could be restored to full duration via stack manipulation.
- Fixed: Game would lock up if interacting with an ally while in Baron form.
- Fixed: Allies standing in fire or acid would not yield their position to the player.
- Fixed: Ally armor values in inventory would only update after reopening the inventory when swapping armor.
- Fixed: When attacking a door via the context menu, the attack and block buttons would disappear.
- Fixed: NPC resistance was not affected by the difficulty selected.
[h2]KNOWN ISSUES[/h2]
- Unloading ammo in a dead body or ally inventory doesn’t refresh the visual ammo counter in that weapon.
- Some functions are not possible to do in Keyboard-Only/Controller modes.
- Tutorial texts aren't adapted for Keyboard-Only/Controller modes.
- To bind a combination of 2 keys for an action you have to press them at the same time.
That’s all for this update! Thank you for testing, and we look forward to your feedback! 🚀