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Endless Tactics News

The Exposition Update and Endless Replayability Festival!

Hey everyone!
Sorry for the delay - as the Update did drop quite earlier than the patch-notes this time...In addition we're in the Steam Endless Replayability Festival! So be sure to wishlist the game and share it with your friends. Every little bit helps!



Here are the changes for our latest major one, the Exposition Update:

CHANGES

  • Revamped Beginner-UX - A mix of Mission & Unlocks progression with Tutorial Dialogue to slowly introduce the player to every and each mechanic without overwhelming them nor leaving anything "up to interpretation"!
  • Flavor Dialogue - a much needed window to inject lore and personality into the universe of Endless Tactics, all with a 'friendly' AI companion to walk you through it!
  • Grid-View - a smart overlay that subtly unmasks the terrain for what it is, a board. Much better readability with 0 compromises to the aesthetics.
  • Terrain-Display - An also much needed window into some of the more unconventional gameplay aspects of Endless Tactics, Corrupted Tiles... Also useful for checking out any potential effects and/or advantages for each Terrain type (more soon to come).
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  • New Unit Art - as part of a (WIP) reworking going behind the curtains, enjoy the more readable and cleaner Unit designs (Buildings to come next)!
  • New Missions!
  • Greatly reworked and improved UI.
  • Finally a new and much more readable font!
  • Better Attack Indicators, with Knockback display and pre-calculations!
  • Countless fixes and general improvements.
  • Several visual improvements.
  • General optimizations.
  • Improvements and corrections to text.
  • Much, much more!


Dev Notes: And once again, this ended up being the biggest update so far! More so on the technical side this time, but getting the whole Dialogue system done from scratch will allow me to do plenty more with it in the future, and quite quickly. Overall, this is an Update focused quite heavily in the player's UX, to make it all feel more intuitive and cohesive, while we prepare for the next upcoming major gameplay feature - Artifacts! So stay tuned for that one as well, as it's going to be the final and biggest one.

All in all, likely the most overdue and necessary update to-date, and I'm very glad to finally get it out so I can go back to the "meatier" side of features.

For any suggestions, feedback, or bugs please use the form below, post in the discord, or use the Steam forums. Thanks!

Feedback Form

DEV ROADMAP & PLANS

While I'm working on the very final touches for the upcoming major (technically even bigger than the OPPORTUNITY UPDATE) update, I decided to share a few details about the current roadmap I have in mind up until the game's full release:

[h2]DEVELOPMENT ROADMAP:[/h2]
  • 0.7 - THE EXPOSITION UPDATE: New robust Dialogue system, Tutorial Dialogue (introduction and notes about every mechanic/feature), and plenty of lore-friendly and world-building dialogue to make the universe of Endless Tactics to feel more alive and full of personality. Also including a metric ton of new QOL, with improvements to previous additions in that same regard, and plenty of new non-intrusive indicators to make you feel in full control of the battlefield (the Grid "X-Ray" being the highlight in that area). An insane amount of fixes, optimizations, visual improvements, new Art assets, and new Missions to accompany it all, as always.
  • 0.8 - THE UNDERGROUND ARTIFACTS UPDATE (placeholder name): New Artifacts mechanic - find new game-changing buried Artifacts at every few turns. Artifacts will contain mysterious effect that endlessly stack for the whole Operation! Choose between hoarding or discarding them, and make the craziest builds you can imagine. Artifacts are going to be an unlockable and toggleable modifier for ALL Operations. Also featuring plenty more of QOL, new Dialogue, and Missions to integrate it into the game's progression.
  • 0.9 - THE ORBITAL ANOMALIES UPDATE: Randomized Planetary modifiers (after unlocking all Operations) - The final spice to shake up the endgame, along with Artifacts. Planets will be randomly affected by all types of modifiers, varying after each Operation you complete - modifiers such as "Bad Weather" (more frequent Weather Events), "Explosive Enemies", and many many more! Bonus rewards included for those who are willing to face such harsh conditions.
  • 1.0 - LAUNCH: Extensive Q&A'ing, better UI, fixes, QOL, polishing, (likely) support to more languages, and much more!


This should be all. Although, worth noting is that, given the launch goes minimally well, my intention is to keep updating and supporting the game for quite a while, with many plans for post launch content Updates in mind already - most of which will be relatively easy to incorporate into the current systems, thankfully! Keep an eye out for the upcoming Update, as I should be able to release it very very soon :)

- the_procrastinator

For any suggestions, feedback, or bugs please use the form below, post in the discord, or use the Steam forums. Thanks!

Feedback Form

PATCH NOTES - 0.6.75

CHANGES

  • Localization Support!
  • Tons of UI Improvements.
  • Several text fixes.
  • General fixes.


For any suggestions, feedback, or bugs please use the form below, post in the discord, or use the Steam forums. Thanks!

Feedback Form

PATCH NOTES - 0.6.5

CHANGES

  • New Drop: Alien Eggs - They come in small and big sizes, spawning, respectively, a random Enemy Unit & Special Enemy Unit once they hatch!
  • Event Drops integration - Weather Events like the Meteorite Shower now have a chance to spawn randomized Drops on impact areas!
    ==============================================
  • Major fixes to Damage and Targets Indicators.
  • Shield-mitigation integration to Damage Indicators.l
  • Several optimizations.
  • Units & Buildings "ownership" shader improvements.
  • Some of the new reworked Unit sprites implemented!
  • Minor general fixes.


Dev Notes: With this (along with the future implementation of the actual sprites for each Drop), it's pretty much a wrap up for all of the recently implemented mechanics, with just a few more QOL and slight improvements to come. Next up on queue is the Tutorial & Dialogue Update! So stay tuned for that, as it should be quite a big one too.

For any suggestions, feedback, or bugs please use the form below, post in the discord, or use the Steam forums. Thanks!

Feedback Form

The Opportunity Update

Hey everyone!
Here are the notes for our latest patch, the Opportunity Update:



CHANGES

  • Enemy Drops! Regular Enemies now have a chance a variety of mysterious derelicts! (Special Enemies still drop their respective Passive ability as a Passive Pod). Corruption Tumors, Explosive Crates, and a lot more of other goodies (or not, depending on the player's perspective).
  • New Escalation mechanic! As opposed to Extraction, you can now instead choose to Escalate your current Operation - faster resource collection, better rewards, more enemy spawns.
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  • Revamped Spawn-blocking mechanic!
  • Damage "pre-calculation" display.
  • Reworked Passive Pods into the new Drops system (they are now targettable, and more streamlined with the gameplay mechanics in place).
  • Reworked Unit-spawning and Drop/Pods spawning logic! (now dynamically picks available neighbor cells if any).
  • Camera object-locking improvements.
  • New Tutorial missions.
  • Major improvements to the Upgrades Tree! (locked Upgrades are now hoverable).
  • Several balancement changes (and significantly more proportional currency rewards, to every RISK).
  • More Airdrop Rerolls Upgrade Levels! (Along with 1 initial level for free!).
  • Further improvements to Camera movement, and shake.
  • Improvements to Death AoE and Self-Destruct visuals.
  • Major improvements and fixes to Missions logic.
  • Tons of general fixes and other QOL improvements.


Dev Notes: Been a long time, for this equally as long list of changes. Among the 2 brand new features that are the focus of the Opportunity Update, I have also addressed pretty much every single point of feedback provided by "Matt From The Awesome Duo" on his recent gameplay video about the Endless Tactics :)

Along with, of course, a lot of the feedback filled by new users through our feedback form (link down below). The goal of this update was to, along with bringing in variety with Drops and better per-Operation progression with the Escalation mechanic, to revamp the UX and gameplay commands into a much more streamlined experience, so a lot of effort went into getting the current mechanics and interactions to be as intuitive and clear as possible (this is also gonna be addressed with our upcoming Tutorials Update, so stay tuned for that too!).

For any suggestions, feedback, or bugs please use the form below, post in the discord, or use the Steam forums. Thanks!

Feedback Form