In this update5
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Full Argebe update
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What changed
- Compatibility
- UI and audio
- Fixes
- Gameplay
- Maps
- Balance
Argebe changes
Before we start
I want to extend my deepest appreciation to all of you who have tried out Argebe's beta playtest in its first week of being live! I've given out a number of keys to friends, family, colleagues, former colleagues and some extra ones for those who wanted to play with their own friends. Since then, a lot of you have already started testing the game for me and the feedback has been really positive so far!
I've had some great discussions about complexity and balancing, but also suggestions and a few bug reports. So this is what I focused on in today's Dev-Stream:
Bug fixes
Fixed an issue where after starting the game for the first time and changing the language, the first part of the 'Welcome' dialog wasn't translated
Fixed an issue where after cancelling a node conversion, the conversion option buttons weren't updated correctly
Fixed an issue in the campaign that kept you in a state of limbo after failing a mission, because it never ended up resetting the current state
Changes
Added a new tab in the campaign state window that shows the neutral modifiers that you've picked after winning a mission (Note that this will only affect modifiers you pick up starting after this update)
Balancing
Standard rules:
Defpost kill factor: 15% -> 25% (The Defpost has a history of being either underpowered or way too overtuned. After the recent changes to map generation and the addition of the Artillery Node, I've decided to buff the Defpost to hopefully make it a considerable choice for holding down chokepoints again)
Artillery charge multiplier step: 110% -> 105%
Rules preset 'Lenient'
Defpost kill factor: 10% -> 15% (The lenient Defpost now deals as much damage as the old standard Defpost)
Timer extension use count: 3 -> 5
Rules preset 'Punishing'
Defpost kill factor: 20% -> 30% (The punishing Defpost might cross into the overtuned territory again. Let me know what you think of it)
- Ready cancel enabledenabled -> disabled (That's right, that's the way it used to be. If you want punishing rules, you can't correct yourself once you've readied up.)
Complexity preset 'Easy'
Artillery charge multiplier step: 105% -> 100% (Charging more than one pip per round no longer adds extra cost)
Complexity preset 'Hard'
Artillery charge multiplier step: 115% -> 110% (Let's not be too extreme here)
So what's next?
An issue that has come up several times in the game's development was the flaky connection and desync problems with the current way that networking is set up. That, and the fact that Unity Services like Lobby and Relay not only cost money if there's enough players at the same time, but they also constantly cause issues.
I'd love to continue Unity's Netcode for GameObjects (NGO) system, since Argebe is entirely based on that, but I'll take some time to evaluate a switch to Steamworks net features. Thankfully it seems that the Facepunch wrapper is already taking care of a lot of things for me, but I'll still have to essentially rip up everything that I've already done in terms of networking and lobby management. This is going to take a while.
In the meantime, if you want to help out, you can:
Thank you so much for your feedback and I'll see you in the next community post!
Goodbyeeee!
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