A tactical cyberpunk turn-based RPG set on an off-world grindhouse jungle colony. Skulk through the shadows or charge in guns blazing. Recruit a unique party for large squad-based assaults as your adventure plunges you deep into the city’s secrets.
The January segment of our [url=https://store.steampowered.com/news/app/485400/view/3112547741695968613]Post Launch Roadmap[/url] is nearing it's end!
We've been cramming the v1.07 patch full of updates and are now well on the path to 1.1. Highlights from this update include keyboard re-binding, achievements and improvements to the tutorial (we heard you and we've shortened it, too).
[i](Quick Note: all achievements work as intended apart from one involving a gang of hackers. There’s currently a bug with their spawn node and it will be corrected in v1.08!) [/i]
Here is the full v1.07 change-list:
[b]UI[/b]
[list]
[*] Tutorial messages updated to accurately reflect systems
[*] Game feed additions: Faction resolution information
[*] Game feed additions: Objects taking damage
[*] Game feed additions: Objects breaking
[*] Game feed additions: Learning percentage from deciphering text
[*] Game feed additions: Show text from sign
[*] Game feed additions: Show when time is added to next action from switching item
[*] Game feed additions: Fire, oil, acid, traps
[*] Fixed durability showing several decimals instead of whole integer for items in bag
[*] Elevator keypad removed option to type alphabet keys
[*] Fullscreen button fixed to match fullscreen status in Settings menu when starting the game
[*] Added information about current noise radius to detection map and character sheet in “Crouch Radius” description
[*] Added skip button for intro as an alternative to double click
[/list]
[b]Tutorial[/b]
[list]
[*] Tutorial integrated into beginning of new games
[*] Saving and loading functionality added
[*] Skip functionality added
[*] Tutorial shortened to reduce intro time
[*] Clarity added to sight and hearing systems
[*] Tutorial radio and help notice text updated to accurately reflect systems
[*] Tutorial ending changed to trigger after last four training drones dispatched
[/list]
[b]Gameplay[/b]
[list]
[*] Fixed bug where traps do not save correctly after being used
[*] Fixed infinite traps from one bug
[*] Fixed bug with plasma guns not hitting cars
[*] Fixed visual issue with attack animation plays twice if you’re hit while prepping attack
[*] Car lot note has corrected code for elevator
[*] Fixed ferry that takes player to Arms Guild prison island
[*] Fixed errors occurring on some machines while changing blocks during bridge cinematic
[*] Fixed bug with cars not taking damage while parked
[*] Fixed bug where companion group number saving unpredictably
[*] Updated incorrect text displaying on Gershwein terminal to return player to train station
[*] Fixed bug where equipping item did not add one turn to next action
[*] Updated Gershwein's computer to shows accurate language when opening his study door
[*] Closing gap between interactive objects more predictable
[*] Reload noise on game load removed
[*] Fixed bug where cars cannot hop curbs
[*] Game correctly pauses when Faction map alert opens
[*] Fixed bug where fight with boss in gangs triggers combat mode remaining active after combatants have left
[*] Increased XP gained from allying gangs to balance with destroying gang
[*] Gang reputation meter updated to be accurate between saves
[*] Balanced various lockpick rolls
[*] Sight cones in detection map shrink when you are in grass or shadow to reflect how far an NPC can see
[*] Fixed bug with surface type modifier not updating noise radius
[*] Fixed bug where interactive objects are not saving correctly when quick saving then leaving a map and returning
[*] Updated armor item descriptions to clarify Armor Rolls and Threshold mechanics
[/list]
[b]Art[/b]
[list]
[*] Fixed black box on top of house south of Faith Temple
[*] Grubworm workers have a different sprite than guards to differentiate hostile workers (coming Tuesday)
[*] Reduced number of guards in various areas of map for balance
[*] Fixed bug with flickering lights in Copper Face lab
[*] Fixed East Bridge block not connecting correctly to neighboring block
[*] Removed excess new kidney NPCs in Old Town Bridge
[*] Fixed texture issue with building flickering in Factus West
[*] Fixed missing texture under building Factus Core South
[*] Fixing flashing line of sight visual in Factus Core Northeast
[*] Smuggler area south of Faith rock light of sight issue fixed
[*] Factus Core west long wall flickering texture fixed
[/list]
[b]A very special thank you to all the players who have been reporting feedback and patiently waiting for new features! Here's a list of folks that have reported bugs via our Discord that have been fixed in v1.06 and v1.07: [/b]
Rithrin
Shizuwolf34
aure
cosplaydiver
D I N G| |xpoopanusx| |Andrew
Andre
Jordiii
fugori
Murdergurl
yarow12
prestoppc
Redglyph
floppy_glass
borkenal
MrMistersen
Toupzy
Doomguy
catmes
syke_low
Naiba
Scramster
yarow12
net8floz
kormakrtv
GamleKorp
For bug-reporting and other Mechajammer-flavoured discussion, please head to the [url=https://discord.gg/6UYWXcy56f]official Discord server[/url].
We're looking forward to seeing what you think of the v1.07 patch and we're already hard at work on v1.08!
Thank you all for your comments and support, until next time,
[b]— Whalenought Studios & Modern Wolf[/b]