UPDATE 8.2 - Removing Timers and more!
ATTENTION GUARDS!
Version 8.2 is now live and with it we have addressed the most common issue you had with the game - timers!
[h2]New Features[/h2]
[+] Reinforcement Waves
Timers are gone! Originally we added a time limit to force players to go fast and generate more chaos, but in retrospect, it meant players having a good time in missions were unceremoniously booted back to the hub. As mentioned in our previous update post this one caught us by surprise (it didn't come up at all during our demo!), however, as it was one of the most common complaints about the game we wanted to address it ASAP!
In it's place is the Reinforcement System. You can now spend as long as you like in a mission, however, the longer you take the more criminals become alerted to your presence and join the battle. This actually solves another major issue players had - the huge influx of enemies at the end of the mission. Now, enemies will filter into the battle on a fixed reinforcement schedule maintaining the pressure on the player but removing the likelihood of an insta-fail scenario.
If you're still finding the game too easy or too hard - don't worry! You can change the frequency with which enemies reinforce in the host options and mission select screen. Let us know what you think!
[+] Merged Shop and Weapon Wall
Players love the collection aspect of the weapon wall, but could get confused by the "discover" criteria in the store and wanted to take acquired weapons on mission without having to paying for it.
To address this, we have merged the weapon wall and the armoury. Now, when you bring a weapon back from a mission, you can store it in the armoury making it available to buy from then on. Every time you buy your favourite weapon it will reduce in price, reducing the sting of losing them and making it easier to deploy with them on a mission.
[+] Training Mode
Many of the issues players were experiencing were simply due to a lack of proper tutorialisaiton for many of the games mechanics. We have created a more traditional, structured tutorial that can be accessed from the main menu that teaches new players about the fundamentals of the game. Let us know how quickly you can clear the kill house !
[+] Order NPCs as a Group
No longer do you need to painstakingly order each individual hostage or perp to follow you. Now you can tell everyone around you to either follow or stay by simply shouting at them! Use the taunt key (default "V") to utter the magic word that will get them to comply.
In addition to these new features we have made the following fixes and improvements:
[h3]Alterations[/h3]
[~] Updated defaulting starting gear available from APC
[~] Improved Halberd enemy telegraphing and attack combo
[~] Increased the cost of re-rolling missions
[~] Made shields discoverable and added them to crates in the world
[~] Improved damage on headshots. Can now 1 shot elite enemies.
[h3]Bug Fixes[/h3]
[-] Fixed issue where Halberd attack wasn't being blocked consistently
[-] Fix for weapons being lost when picking up items that require 2 hands (crates, objective items, etc)
[-] NPC should no longer run head first into spikes
[-] Fix for keybindings not being saved between sessions
[-] Fix for missing resolution widget in settings
As always, thank you for all the feedback and suggestions. If you like to let us know what you think about these changes we'd love to hear from you in the discussion forums or over on our discord channel.
- The GUARDS! Team -
.
Version 8.2 is now live and with it we have addressed the most common issue you had with the game - timers!
[h2]New Features[/h2]
[+] Reinforcement Waves
Timers are gone! Originally we added a time limit to force players to go fast and generate more chaos, but in retrospect, it meant players having a good time in missions were unceremoniously booted back to the hub. As mentioned in our previous update post this one caught us by surprise (it didn't come up at all during our demo!), however, as it was one of the most common complaints about the game we wanted to address it ASAP!
In it's place is the Reinforcement System. You can now spend as long as you like in a mission, however, the longer you take the more criminals become alerted to your presence and join the battle. This actually solves another major issue players had - the huge influx of enemies at the end of the mission. Now, enemies will filter into the battle on a fixed reinforcement schedule maintaining the pressure on the player but removing the likelihood of an insta-fail scenario.
If you're still finding the game too easy or too hard - don't worry! You can change the frequency with which enemies reinforce in the host options and mission select screen. Let us know what you think!
[+] Merged Shop and Weapon Wall
Players love the collection aspect of the weapon wall, but could get confused by the "discover" criteria in the store and wanted to take acquired weapons on mission without having to paying for it.
To address this, we have merged the weapon wall and the armoury. Now, when you bring a weapon back from a mission, you can store it in the armoury making it available to buy from then on. Every time you buy your favourite weapon it will reduce in price, reducing the sting of losing them and making it easier to deploy with them on a mission.
[+] Training Mode
Many of the issues players were experiencing were simply due to a lack of proper tutorialisaiton for many of the games mechanics. We have created a more traditional, structured tutorial that can be accessed from the main menu that teaches new players about the fundamentals of the game. Let us know how quickly you can clear the kill house !
[+] Order NPCs as a Group
No longer do you need to painstakingly order each individual hostage or perp to follow you. Now you can tell everyone around you to either follow or stay by simply shouting at them! Use the taunt key (default "V") to utter the magic word that will get them to comply.
In addition to these new features we have made the following fixes and improvements:
[h3]Alterations[/h3]
[~] Updated defaulting starting gear available from APC
[~] Improved Halberd enemy telegraphing and attack combo
[~] Increased the cost of re-rolling missions
[~] Made shields discoverable and added them to crates in the world
[~] Improved damage on headshots. Can now 1 shot elite enemies.
[h3]Bug Fixes[/h3]
[-] Fixed issue where Halberd attack wasn't being blocked consistently
[-] Fix for weapons being lost when picking up items that require 2 hands (crates, objective items, etc)
[-] NPC should no longer run head first into spikes
[-] Fix for keybindings not being saved between sessions
[-] Fix for missing resolution widget in settings
As always, thank you for all the feedback and suggestions. If you like to let us know what you think about these changes we'd love to hear from you in the discussion forums or over on our discord channel.
- The GUARDS! Team -
.