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DUAL GEAR News

Some Mechas Screenshot for [D] The incoming update of Dual Gear!



[h3]Dual Gear Minor News[/h3]

Hello Pilot!

We extended the [D] update to Late November for better performance and more optimization of the game.

We are still working on transitioning the previous version to UE5 along with a new feature called [D] and will reveal more screenshots soon. More reminding, The Game will be more Hard-Tactical with [D] features that push up the game's speed. That's why we need more time to get it done.

We will keep you updated on some info before launching the following announcements.



Some Mechas Screenshot for [D] The incoming update of Dual Gear!

[h3]Dual Gear Minor News[/h3]

Hello Pilot!

Some screenshots from Tweet and FB arrived here!

It's just some minor visual we can provide now. We are preparing the announcement in late August for the detail of [D] and [T]!

Let's check some ss here!











We may add some more minor updates soon, follow us tightly! [D] Mode Engaged!

Official Website is Back, Dual Gear moving to Unreal Engine 5!

[h3]Dual Gear Official Announcement[/h3]





Dual Gear will get the update soon under the Code Name "Dual Gear-D"

It's hugely long after the latest patch. Dual Gear has already changed to use Unreal Engine 5 to support future development in the next updates. We also update the landing theme on the Official Website now, it's time to approach the next Phase of Dual Gear!

What do players need to prepare?

- Unreal Engine 5 will support the future Windows OS and Now. Some Earlied versions may not support running the app.
- Game Mechanics will bring more Tactical Turn-Based more Than Action. This is the key to making a faster pace of gameplay.
- Discord Server is coming soon


We were preparing to update New Version in late August. Until that time, Please follow our update tightly!


Progressive Patch 04 Announcement.

Hello Pilots! New Patch is out! There are the last features before the new content integration. Let's check what we added to the game.

[h3]0.0957 - 0.0959 Version Patch Notes.[/h3]

Added Custom Keyboard and Controller (Key Binding)






We added a binding keyboard and controller in the options menu. Be careful any customized will affect all UI and basic interactions on the controller. If it struggles you with any control, you can restore all the latest customized to be a default.

Mentions list by players to try the binding
  • Invert Camera Axis.
  • Swap Quick Boost Trigger and Customized by yours.
  • Change your Fire Trigger.
  • Any interchanged by yourself.
  • Let's try!


Keyboard and Controller Mapping Screen


It's related to Key Binding now. Any changes will affect all buttons that displaying on the mapping screen. Also, we have relocated some positions of the button to fit on the screen.


All button guide icons match with Key Binding.


All bound keys will affect the guide icons that appeared on Combat Screen, Tutorial, and also, all menus in the game. Please remind it also, affect on any latest saves.

More thing about key binding support, we removed the old joystick icon that displayed on the combat screen and replaced it with a dynamic button guide. It's also changeable by your latest binding.

Enabled Options Setting in Mission Mode.

Now you can change game settings during the mission. Flexible settings and Key Binding were also available.

Enabled Collected and Use for Consumable items(Orbs).


Now all orb items that drop during the mission can be obtained and collected to the useable item stack on the top of the combat screen.

To use any items to fill your unit ammo, energy, and action points. You can press RB on Middle Click to call the small menu. It will show up to replace the skill wheel with 3 slots for your choosing. Item will use to fill the supply on the current playing unit. However, if the ammo, energy, and action point of the current unit are not full. That obtained item will automatically use when the unit got the item.

Released defensive attacks by enemies when using a skip battle.


You can see the latest build. Enemies can't interact with the player if they triggered a skip battle on the new tactical view. Now it's activated. You will see the result of the attack by the enemy after using a skip battle. The condition depends on the defensive attribution of each enemy.

Conclusion


About full binding key support. You can try and test as you want but, any change will affect the actual control you get used to. If some confusion happens on game control, you can use Restore to Default to roll back all settings and begin to set up again.

We need some integration and improvement before the Big Update. Any change and patch will be updated on the STEAM Announcement first.

Tips: We lock both of Confirm and Cancel keys from actual binding but if you want to set them all you can Pull up and hold Right Analog Stick during the setting. You can bind all Confirm and Cancel Keys then.

Some Screenshots of new Mechs. More details are coming soon.





Progressive Patch 03 Announcement.

[h3]Progressive Patch Announcement 03.[/h3]

The new preparation patch is ready. Our priority is still improving and fixing the new feature to work with the old feature smoothly. Now we focusing to add better methods to use any skills through the new tactical view and also working with the Skip Battle to support all skills we have. However, some quick patches may be out after this update with no notification. We are so sorry about that. So the new story also working along with the progressive patch and we will launch the news about it as soon as possible.

[h3]0.0957 - 0.0958.5 Version Patch Notes.[/h3]

[h3]New Feature Updates[/h3]

-Added "Side Attack" supports to all attack skills but still locked for an enemy. "Side Attack" will give an advantage for Damage Dealing of the different sides Front, Left, Right, Behind, Above, and Below the enemy.
-[Side Attack] Added the Vertical Slice plates that will appear on the ground when aiming at enemy units. Each plate is a different color to help the player indicate the specific side of the attack.
-[Shotgun] Vector Shot and Binary Array Skill are fixed for all firing algorithms. No random target anymore. Now players can indicate the order of fire with the order number that appeared above the aiming units. Also, new camera angles have been added.
-[Vertical Missile] Added the new method of Fire Landing on New Tactical View. Now you can select multiple targets by list choosing and enable to deploy the number of missiles you want.
-[New Tactical View] SMG, Shotgun, and Vertical Missle is enabled to use a Skip Battle with the same logic as a normal fire landing.
-[Tutorial] Added monitor mesh on Camera Test in tutorial Mode. Also decreased the degree of rotation in Left and Right camera test input.

[h3]Bug Fixing and Improvement.[/h3]

-Re-locate Damage Result Bar" on the right screen in combat mode.
-Enabled Counter and Defensive skills to land-able through Tactical View.
-Fixed wrong stat value displayed on Hangar Mode.
-Removed the duplicate order input during the Tactical View Order.
-[Cannon] Fixed UI overlay and freezing bugs when the player finished any turn or event by Cannon Attack.
-Improved wrong torso angle when using Vector shot and Binary Array of Shotgun.
-We can check the equipped skills of all enemies on the map but still not support a low rate enemy like sentry guns and some unique boss units.
-A side Attack Result with Mech Icons has been added to the center of the screen.
-Improved the transition between Skirmish waves. Sometimes it's frozen the wave when finished the final enemy by Tactical View.
-Fixed weird walk backward after teleport ordered units with Skip Battle's On.
-Improve and fixed Split Screen Cut-In are wrong displaying the different side when attack.
-Fixed Camera Flicker after landed Vector Shots.
-Fixed the wrong D-Pad direction when selecting the buttons in Upgrade Panel.
-Removed Infinite Ammo when the player used Defensive and Counter Skills.
-[SMG] Fixed Combination Strike. Secondary draw skill is fired to the ground is fixed.
-[Vertical Missile] Removed hold trigger before placing the missile locator on Array Strike Skills. Now you can cast the Locator with a one-hit button. Also, it can place the AOE locator like a normal combat view with the new tactical view.

[h3]Conclusion.[/h3]

Skip Battle is the hardest part of integrating with fine playing. We taking a lot of time to compile all logic of the normal combat to work well with this feature as we can. Also, Some new UI still does not work smoothly with the old UI. That is the problem we are facing. That is why we have the no notification patches come out after the announced patch. More solid information will come after we have a good enough update. Sorry for some lost information sir!

[h3]Preparation[/h3]

You can see the Guard Command when using End Action Orders but we still do not deploy any shield parts right now. However, it is almost to finish the integration soon.




The Screenshots shows the new indicator on Vector Shots Skills of Shotgun.


Vertical Slice Plate are displaying with Side Attack Notification.


One of Shield Part we preparing to update to the game soon.