Full notes
Full Armaphract update
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Repeated intro
Hey armaphracters
What changed
- Balance
- Maps
- Gameplay
- UI and audio
- Performance
Due to a busy Christmas break, I decided to delay 0.E by two months. 0.E is a very large update with many many changes, balance updates, and new mechanics. You can play the dev build right now with the link below!
Dev Build Download: https://aeoriii.itch.io/ironmirage
Discord Community: https://discord.com/invite/9z7qfffzBN
Steam page:
OVERVIEW
NEW MECHANICS
SIGINT: recon system which favors light vehicles and allows for indirect detection of units
Cover system: use positioning and terrain
Ammo system and better weapon controls: switch ammo, set fire all/fire only effective weapons
Resupply: reload ordnance, ammunition, and perform medical repairs
NEW CONTENT
A new mission chain to complete!
The S-92 tank destroyer, with a 152 main gun
The TAL-5 family of utility trucks
The KOM light utility vehicle
Special operations infantry
Flamethrower!
Resupply modules
New region/biome: refinery region
IMPROVEMENTS
In-game user manual to view tutorials/controls/mechanics
Improved armory with more data: UI rework, visible stats, change callsign/color, customize ammo loadout
Night missions, optics module improvements, and NV modules
New mission selection screen, using the upcoming campaign layer as a base
Better waypoints: queue more actions like smoke, look point, etc
Unit armor/module display: better unit display at a glance, damage view
Infantry improvements
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UPDATE 0.E
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Map Regions/Missions
New mission chain and mission select
This is just a new mission select using the visuals for the future campaign layer.
Several new missions which will eventually be part of the main campaign.
The legacy missions are still available.
The refinery region has been added, a wider and less compact area with fewer hiding places for infantry.
More unique buildings will be added to its roster over time!
Regions will also have special gameplay effects in the future.
Night missions reduce visual range and clarity. NV modules and advanced optics can give you an advantage in the chaos.
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Squad/Armory
Max units are increased to 6. The bonus for bringing fewer/lighter units is increased.
Unit data tab with some customization options: rename and recolor unit ID.
Many stats are now shown on the far right, to give a better idea of what changes a module does
New character: Kana, a driver addicted to stimulants. Only one, drawing characters takes a lot of time for me.
I’ll be trying out a simpler portrait style to cut down on the time needed for new characters!
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Units
Special forces infantry
They will get their own models in the future
Equipped with SMGs and satchels and advanced recon equipment
Not designed for fighting, these soldiers can still hold their own against drone squads but excel at tracking and detecting enemy movements while remaining concealed.
S-92: A heavy tank destroyer with a deadly, accurate 152mm cannon.
TAL-5 Trucks
TAL-5T (transport)
TAL-5E (supply)
The K-75A and K-75BM gets new models
Unit traits
Some units will get specialized capabilities. So far, the K-75 models have the Blowout Panels and Quad tracked traits which reduce munition cookoff and allow for some movement even when detracked, respectively
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Weapons
Flamethrower
The flamethower is a new secondary weapon which is very effective against infantry but has a limited range.
It also starts fires, which damage infantry. Vehicles can extinguish fires by running over them.
Smoke screen rocket
Other changes
.50cal is more effective against infantry and also good at suppressing unarmored units
Ordnance in flight has UI for name and lock-on status. Now you can tell what’s flying towards you!
ATGMs are more effective
Ammunition cookoff can also damage nearby units
The crew will get mildly better at aiming on a single unit over time
Some weapons require a minimum crew amount. For instance, satchels requires at least two operational crew
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Modules
Optics
Optics now are differentiated (i.e. stabilized optics also provides stabilization bonus to main gun)
panoramic optics
Night vision modules
Some optics come with night vision capabilities. Others require night vision modules to supplement
Oversized modules such as most engines may be damaged from any side. They will also “absorb” some of the internal damage taken.
Multiple engines now have diminishing returns for turning and acceleration.
SIGINT modules (details below)
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SIGINT (signals intelligence)
The game needs more recon options, especially some way to register possible enemies out of sight. Additionally, heavier tanks better suited for combat are always better to bring over light vehicles like the b-26, b-30, and the lighter K-50s.
Now, units with a SIGINT module can sense which direction nearby units may be. The closer/larger/denser the enemy, the stronger the signal. Two or more recon units can be used to triangulate locations better. Works better out of combat and not moving.
Heavier units have a larger signature and are easier to detect. Some units, like infantry, will be quite hard to detect. SIGINT modules can still be mounted on a heavy unit, but they will be subject to more noise and reduced range, encouraging the use of light vehicles.
In general, these modules are more of an optional bonus and not crucial or overly powerful.
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Unit Combat Display
An improved display showing the condition of the unit along with module status and armor health.
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Ammo System
Controls
Hold TAB to open the ammo menu on any of your units. (this will also slow time).
Aim your mouse in the direction of the ammo you’d like to load, and click to order it.
Mouse scroll to scroll through weapons.
Armory and Crates
Each ammo rack/storage module will have a crate capacity. You can load different crates of ammo onto a vehicle, or just fill up on one type.
You can think of a set of loaded crates as your unit’s ammo presets.
If you don’t care to customize ammo loadout, your maintenance crew automatically determines a loadout in the armory, prioritizing your larger caliber weapons.
A crate for large tank ammo may hold 10 shells, whereas a crate for .50 cal ammo can hold many hundreds.
I’m looking for feedback on caliber ammunition amounts, let me know if something feels oversupplied or undersupplied
Guns will automatically switch to next available ammo if current is empty.
New Ammo Types
This system opens up adding more specialized ammo types in the future. This update adds the 125mm canister shot, which is extremely effective against infantry.
Some ammo types in the future may be able to inflict special effects against units as well. For instance, the new flamethrower ammo has a higher chance of causing internal fires if it penetrates.
"infantry front, canister!"
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Cookoff and instability
In the last versions, ammo cookoffs had a chance to happen every time a high explosive module like ammo racks were hit.
The new system pivots towards an ammo instability mechanic, where damage, especially to the ammo racks, will destabilize munitions and will “cool down” over time. This happens in progressive stages:
Normal: nothing happens
Munitions Unstable: ammo has been hit and is at risk of cookoff with further penetrating damage.
Munitions Critical: ammo is ignited and is at extreme risk of imminent cookoff. Even ricochets may set off an explosion. If there is a fuel leak the ammunition will cook off.
The crew will slowly control ammo instability over time. If there is an internal fire, ammo instability will quickly rise instead.
Damage control can rapidly control ammo instability.
"oh shit-"
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Resupply
New supply modules allow you to bring support units which can improve the combat effectiveness of your wounded units.
Supply units only supply in a radius, when they’re not moving and out of combat. They can supply themselves and any loaded units too
Nearby units which need repair/medical assistance will drain materials to repair/heal faster.
Inoperable crew members (0 health) cannot be medicated.
Medical assistance from supply units will also heal “permanent” damage which normally won’t heal on its own.
Armor and modules not designed to be repaired in combat (such as ERA) will not recieve repairs, only modules. Status effects will also be resolved quicker while supplied.
Supply units also replenish ammo, if the have the capability for it. Ammunition for tanks and ordnance require more specialized and larger supply modules.
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Cover System
Cover objects such as dead tanks, emplacement, and abandoned vehicles can be utilized to provide cover. Cover serves some damage mitigation, but also makes your vehicles harder to aim and hit.
Overmatching: Kinetic rounds can overpenetrate through several low armor targets such as vehicles, infantry, cover, and even buildings.
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Infantry balance
damage system for infantry have been reworked
Infantry are generally more stealthy across the board
Running over infantry works properly now
Infantry can also climb through most obstacles
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Controls
More actions such as point hull, look at point, unload, smoke can be queued.
Tactical slow time: Hold space to slow down time. A less disruptive way for some players to still have time to issue orders without breaking real time flow
Double click a unit’s numkey to have the camera lock and follow them
Damage control Mechanic
Toggle with X
Very useful with the new ammo instability mechanic. When toggled, the crew will focus all efforts to remediating problems such as fires, critical ammo instability, infantry bleedouts, and other status effects. Also slightly improved minor module repairs.
However, as a result the crew will not perform most standard duties that can be ordered, as well as gunnery and turret traversal. The driver will continue to operate but at a somewhat reduced capacity.
Damage control will automatically switch off when no longer needed.
Fire weapon selection
Toggle between Fire All Weapons and Fire Effective. Fire Effective will only utilize weapons that have a penetration chance against the target side (unless it’s the primary/only weapon), and will be on by default for vehicles. No more wasting 50 cal on another tank.
Sometimes nonpenetrating fire is still useful, such as disabling optics and other exterior modules, and for suppression.
Fire Anyways
'F' to fire anyways, if a unit is in a position where it can spot an enemy but does not have a clear shot. A prompt will show up when this is the case. The F stands for friendly fire
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Minor Things
More commander radio chatter for actions such as smoking, ordnance, look orders, etc
Sound alert plays when one of your units are spotted by something
Enemies may occasionally target switch
The K-50A has been equipped with the new flamethrower
Fire control on the top of your display estimates unit accuracy.
several performance optimizations
Many more units and modules have improved descriptions
Status effects
Armor spalling increases crew damage sustained
Sensors can malfunction
probably more things I forgot
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Closing Thoughts
Thank you again to everyone in the community and the feedback received! Even if it's through the anonymous form, I appreciate it a lot. If you find one of the many new bugs I lovingly added, let me know on discord or via the form so i can crush it!!!
Source
Changelog.gg summarizes and formats this update. How we read updates.
