The end of the year update is now released. As mentioned in the previous post earlier this month we will be continuing in early access. Overall there are still many features that are in a preliminary state or not implemented properly, and lacking or repetitive content. So the game experience won't be what we would like it to be, but hopefully it is a step closer.
The largest changes in this update are related to the campaign and the story. We have added characters, dialogue and story missions to carry on the narrative. There is a new mission objective system with primary and optional objectives, and the option of ending mission by either clearing enemies or leaving the area. In the tactical side there is new real-time movement mode to help speed up the positioning of units in the beginning of a mission. And a ton of small changes and improvements.
We appreciate any feedback so let us know what you think!
- phosphorous
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[h3]CHANGE LOG[/h3]
[b]NOTICE:[/b] This patch includes various changes for End State and some bigger system overhauls that cause incompatibility with older save games.
[b]General[/b][list]
[*] Major refactoring for game structure, events and UI
[*] New campaign structure
[*] Dialogue systems added
[*] Placeholder cinematics & and new story elements have been added
[*] Weapon changes
[*] Audio changes such as adjusted gun sounds
[*] Contacts and new characters added
[*] Various bug fixes and totally new bugs to experience
[/list]
[b]Content[/b]
[list]
[*] Major adjustments to Region 1 missions, locations and biome
[*] New missions added
[*] New mission objectives with mandatory and optional objectives
[/list]
[b]Tactical changes and balancing[/b]
[list]
[*] Real-time mode added
[*] Allies can be present in missions and be interacted with
[*] Camera adjustments
[*] Ability to walk to other floors of the buildings
[*] Operatives can climb onto some of the objects
[*] Shoot AP costs reduced
[*] Reaction times shortened
[*] Interruption reaction only when strafing
[*] Interruption attack starts immediately if target can’t react
[*] Interact action and corpse looting adjustments
[/list]
[b]UI overhaul & fixes[/b]
[list]
[*] Look and usability updates for both strategic and tactical view
[*] New UI views added such as Database and Deployment
[*] Trading UI Improvements for nicer trading experience
[/list]
[b]Graphics & rendering[/b]
[list]
[*] Fog of war changes and adjustments
[*] Lighting adjustments, optimizations and improvements
[*] Post processing adjustments
[*] Underwear for operators
[*] Improved character portrait rendering
[*] Dynamic Water rendering features added
[*] Terrain rendering improvements
[*] Transparency fixes
[*] VFX adjustments and improvements such as new muzzle effects and blood decals
[*] Cloud fixes
[*] Decal drawing improvements
[/list]