Steam Next Fest + HUGE Demo update!!
[p]Hello survivors! [/p][p][/p][p]We hope you're doing okay. Development of Dead in Antares is moving forward nicely, and we can't wait to show you more in the next blogpost![/p][p][/p][p]In the meantime, we're VERY happy to take part in this edition of the Steam Next Fest! This is a perfect occasion for many new players to try the demo of Dead in Antares and tell us what they think of it! :)[/p][p][/p][p]
[/p][p][/p][p]Since the release of the demo in August, we got a lot of feedback regarding QoL, balancing, and more, and we want to thank you for that, as it allowed us to improve the demo quite a lot![/p][p][/p][p]So, without further ado, let's dive into the changelog![/p][p][/p][h2]Improvements and Qol[/h2][p][/p][h3]Camp[/h3]
- [p]Added previews on usable items inside the inventory.[/p]
- [p]Added notification on most UI to show the player when something new has happened (new item added, new trait added on a character, a camp station newly deteriorated, etc.)[/p]
- [p]Added new feedback on characters when they have level up.[/p]
- [p]Added a new button inside the inventory interface to filter item with no stock.[/p]
- [p]Added a new button to send everyone to the shelter.[/p]
- [p]The game now has an auto save every phase instead of every day.[/p]
- [p]Added a new shortcut to select characters (numbers from 0 to 9).[/p]
- [p]Added a new shortcut to scroll through characters during the exploration phase (arrows keys). [/p]
- [p]Added new feedback on unidentified items.[/p]
- [p]The camera won’t move anymore when navigating inside the condition popup.[/p]
- [p]Players can now left click on a character to select them and then click on a slot to assign them instead of performing a drag & drop (this feature was previously available when right-clicking).[/p]
- [p]Added new tooltips on some UI and improved the general behavior of tooltips.[/p]
- [p]Entries equal to 0 in the “effect” category in the trait tab of the character sheet are now hidden. [/p]
- [p]The weather interface is now accessible during the night phase. [/p]
- [p]Left click on a stack of food or water will take the entirety of the stack allowing the player to distribute more easily.[/p]
- [p]Double clicking on a water stack will fill the empty slots with the selected water.[/p]
- [p]Added a reset button during the water phase.[/p]
- [p]Added contextual lexicon on hover of the battle skill buttons.[/p]
- [p]Damage inflicted on the block of a character will now be displayed.[/p]
- [p]Characters now have a starting row during battle depending on their classes.[/p]
- [p]Added a new option to deactivate the confirmation on end turn skills and on the move skill.[/p]
- [p]Added more visible feedback when the power surge can be used.[/p]
- [p]Increased William’s positive Historical Trait effect. [/p]
- [p]Liu’s negative Historical Trait no longer produces less yield when working with a partner, only more penalty. [/p]
- [p]Increased the amount of Sickness/Injury healed via the Infirmary, as well as the chance to heal a Disease/Wound. [/p]
- [p]Decreased the amount of Fatigue and Stress gained by the doctor via the Infirmary. [/p]
- [p]Botany Station now gives access to a pop-up allowing to convert Plants into various medicinal Powders. [/p]
- [p]Increased the amount of Hunger healed by Food. [/p]
- [p]Food and Healing items now have a small % of chance of inflicting Diseases or Afflictions. [/p]
- [p]Decreased the impact of Condition on penalty. [/p]
- [p]Decreased the impact of Natural Resources on yield. [/p]
- [p]Condition and Natural Resources now decrease per use of the station instead of per worker using the station. [/p]
- [p]Shelter’s Condition now does not wear down when it is used, only during the night. [/p]
- [p]Weather Forecast upgrade now allows you to predict the weather for the next 2 days directly, instead of only the following day. [/p]
- [p]Increased Weather Forecast upgrade crafting cost. [/p]
- [p]Tweaked a couple of weather effects. [/p]
- [p]Tweaked the Murky to Clean Water conversion ratio. [/p]
- [p]Expeditions now only cost 0.5 water per explorer, instead of 1. [/p]
- [p]Interactions during Expeditions are more worthwhile: increased yield and decreased penalty. [/p]
- [p]Decreased the amount of Knowledge gained through all its means. [/p]
- [p]“Disarmed” (Status) reworked: it now increases the cost of Attacks by 1 AP, instead of completely disabling them. [/p]
- [p]When a character uses a Power Surge, the gauge is now only disabled until the end of the character’s current turn, instead of the start of the character’s next turn. [/p]
- [p]“Move” (Skill) now only costs 1 AP, instead of 2. [/p]
- [p]Ace class “Pistol Shot” (Skill) now deals the same amount of damage regardless of the caster's current Row. [/p]
- [p]Sapper class “Glue Spray” (Skill) now targets all enemies in the targeted row instead of only one enemy. [/p]
- [p]Increased how much negative status is applied by “Don’t Shoot Please” (Noemi’s Power Surge), notably to compensate for the change to how Disarmed works. [/p]
- [p]Decreased health restored by “Medical Emergency” (William’s Power Surge) slightly. [/p]
- [p]Ace class “Hail of Bullets” (Skill) now deals more damage in Back Row and less damage in Front Row.[/p]
- [p]Added some new backgrounds for the jungle biome during the exploration phase. [/p]
- [p]Improved visuals for William’s portrait and William’ sprite inside the camp and during battle. [/p]
- [p]There is a missing feedback when using an item in the inventory adds a trait to the character [/p]