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Solace Inc v1.9 - Overcrowded Update

[p]Hey guys! Happy holidays! I've got an early christmas present for you all, a content update for Solace Inc.![/p][p][/p][p][/p][p](I was working on a youtube devlog to go along with this update, unfortunately still working on it so I'm going to reserve this section for it and will edit this post once it's finished)[/p][h3]New Characters[/h3][p]This update focuses primarily on adding new recruits, I've added in a ton of new ones which brings the total character count up to 304 as of right now, which is very close to the world record of most playable characters in a video game currently held by Fire Pro Wrestling Returns, which has 327.[/p][p][/p][p][/p][p]My plan was to keep adding in characters until I hit 330, but I ran out of steam and decided to stop at 300, although I may add in more characters in the future to surpass the world record.[/p][p]In addition to new characters, I've also made a few changes to some of the alternates as well as some balance changes to some of the "older" recruit to match the power creep a little. [/p][p][/p][h3]Elemental Types[/h3][p][/p][p][/p][p]Recruits now have an element type assigned to them, which can be Fire, Water, Air, Earth, Metal, Light, Love, Cosmic, and Null. Elements have one or more weaknesses to other elements and will take extra damage from them.[/p][p][/p][h3]Battle Power[/h3][p][/p][p]I've reworked the difficulty a little, difficulty now scales with how many recruits you have unlocked instead of it increasing slightly each mission, so the game now gets harder with each recruit you have unlocked and for missions you haven't beaten yet it will cap out at certain values (ex. on week 1 if you have 50 recruits unlocked it'll only count as if you had 30 or so)[/p][p]Research for Strength and Vitality now scales with this as well, so you have more upgrades you can spend your money one[/p][p]I've also added a Battle Power stat, which is an overall representation of how powerful your recruits and enemies are, this stat will appear on the main menu and on the top left during missions, this is to give you a better idea of how powerful your recruits are [/p][p][/p][h3]Playable Enemies[/h3][p][/p][p]In addition to Chrono Corp receiving a few buffs such as increased max energy and all troops being playable, I've also added in the option to capture enemies with a Chrono Sphere to unlock them as troops, I've also added in a new Chrono Corp exclusive miniboss that utilizes this[/p][h3]Imposter Recruits[/h3][p][/p][p]I've also added in a new rare enemy which are Imposter Recruits, they will appear slightly off and if you upgrade their passive they will reveal themselves[/p][p][/p][p]As always if you have any bug reports or feedback, please DM me on discord (@aplove) and I'll try to respond when I can[/p][p][/p][p]Thank you for playing! Enjoy![/p][p][/p][p]v1.9 Update Changelog:[/p]
  • [p]added a bunch of new recruits[/p]
  • [p]added new fusions[/p]
  • [p]added new synergies[/p]
  • [p]added new enemies[/p]
    • [p] added imposter recruits, which appear as normal recruits but are slightly different and will transform into enemies if you upgrade their passive[/p]
  • [p]added Element Types[/p]
    • [p] both recruits and enemies now have an element assigned to them, they will take more damage to elements they are weak to[/p]
    • [p] Fire Types take no damage from burning, and Water Types take no damage from poison[/p]
    • [p] Earth Types have reduced knockback[/p]
    • [p] Air Types have better control when mid-air[/p]
    • [p] Light Types are boosted longer and attack faster when boosted[/p]
    • [p] Metal Types have larger parry windows[/p]
    • [p] Love Types receive more healing from healing projectiles and regenerate faster[/p]
  • [p]Added Battle Power & Reworked Difficulty[/p]
    • [p] Battle Power is calculated by a recruit's/enemy's max health and damage, representative of their overall combat effectiveness[/p]
    • [p] Average Recruit and Enemy Battle Power is now displayed on the top left during missions, and individual recruit battle power is shown on the pause menu [/p]
    • [p] mission battle power scales with how many recruits you have unlocked, it will be capped on missions you haven't beaten yet[/p]
    • [p] max level of damage, defense, and health research now scales with how many recruits you have unlocked[/p]
  • [p]Added Chrono Spheres[/p]
    • [p] in Chrono Corp Mode, you can now unlock certain enemies as playable characters by throwing a Chrono Sphere at them[/p]
  • [p]added in-mission recruit dialogue[/p]
    • [p] some recruits will now react to other recruits appearing (or will just say random stuff occasionally)[/p]
  • [p]slight balance changes[/p]
    • [p] some of the newer recruits have a bit of scope creep, so i adjusted some of the older ones to make them a bit more useful[/p]
    • [p] reworked a few alternates[/p]
  • [p]burning and poison damage now scales with the target's health/max health[/p]
  • [p]buffed Chrono Corp mode mechanics[/p]
    • [p] energy bar now fills up much faster[/p]
    • [p] buffed some of the potions (i.e. health potion now heals 25% of max health per tick)[/p]
    • [p] all chrono corp troops are now playable[/p]
    • [p] chrono corp troop base levels now scale with rarity (i.e. legendaries start at lv. 7)[/p]
    • [p] increased max energy from 10 to 20[/p]
    • [p] chrono corp troops take reduced damage for every troop on the field[/p]
  • [p]added a regeneration delay after taking damage[/p]
  • [p]regeneration and healing effects from recruits now scale with max health[/p]
  • [p]minibosses now spawn at a random angle instead of to the right[/p]
  • [p]Subways Of Your Mind by FEX is now properly credited[/p]
  • [p]employee and ultimate crate prices now scale with however much money you currently have[/p]
  • [p]added more art and fanart to the art gallery mission[/p]
  • [p]added new achievements[/p]