DELPHYQ: Dev Log - August

[img]{STEAM_CLAN_IMAGE}/36591893/042fad2f6b51dc61f7e768811a66fa3d88b59ed7.jpg[/img] At ease, Commanders! The [b]DELPHYQ[/b] team here with an exciting update. A squadron should never be in the dark about any mission, so we thought it was about time we shed some light on our development progress! So, starting this month, we will be providing you with Intel and updates on what has changed in the game over the course of its development. We are super excited to provide you with all the minor, and major changes we have made since the game’s conception in 2020. So moving forward, we will provide you with the list of changes we have applied for each build update! [b]BUILD v0.2.22a UPDATE[/b] Moving forward we will be using the same build version formatting in-game as a reference to the changes instead of following the old v0.2.6 version format [u][b]Changes and Improvements[/b][/u] Since the game is now in a working build, we are regularly playing and re-analyzing how the game works and what else we could add, before each new build. Balancing the skills and designing new stages is one of the most challenging jobs for indie devs to do because most teams consist of a very small team or just one person. However, that has never stopped indie devs from applying these new features, nor raving about them on Discord or social media! [b]Enemies[/b] [list] [*] Improved Support Enemy unit behaviour - Support EU now prioritizes valid cover farthest from the Player Units but still within firing range [*] Removed range limit for enemy units. Enemy units can now fire outside their range limit while popped out of cover. Accuracy also declines accordingly. [/list] [b]Corkboard[/b] [list] [*] Reworked Pre-hacking feature in Corkboard - pre-hacked objects like doors and objectives are now completely hacked instead of just reducing the hack timer for each object [*] Adjusted Corkboard credits (In-game currency) and intel prices [*] Improved Intel store layout and assets - now called "Informants" [*] Moved Community panel to the upper-left corner of the Overworld [*] Adjusted Risk Values on Redmark One Map - estimated time is now more accurate [*] Removed Extraction Point intel from Hackable objects [/list] [b]User Interface[/b] [list] [*] Revised Hack command icon [*] Improved Objectives intel icon - added more emphasis on the Primary Objective [*] Improved UI for the Bleedout indicator - added a red pulsing animation on the Player Unit's profile thumbnail on the left side of the screen [*] Added tutorial text for disabling usage of Sprint when PU is on low health [*] Updated game currency icon [/list] [i][b]Important note:[/b] these are some of the past builds we have uploaded before, but failed to announce on steam. Simply put, these updates have been applied to the game but the current game version will not match the current build updates we are announcing today as it has already addressed and moved past other things. Moving forward, all previous and current updates will be posted on steam.[/i] Thank you for taking the time to join us in this update debrief Commander! Don’t forget you can join our ranks on Discord, as well as learn about crucial updates and follow our development journey! Discord link: https://discord.gg/XJ4tPjMCZU Until next time, over and out! The [b]DELPHYQ[/b] Team