Update log
Full Endless Tactics update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- UI and audio
- Performance
- Maps
Not much to say this time (other than "sorry for the delay", once again)... The game is, as you all know, more than 100% complete by now (according to all previous roadmaps and such) - the only left to wait for is localization (and thus Steam page localization as well), so I went back and polished it even more ;) Lots of feedback received recently, so huge thanks to you all, as this list almost exclusively consists of feedback-suggested improvements (once again)!
CHANGES
New Secret Dialogue: Expands a bit on the game’s lore while also setting the stage for the first post-launch content update.
What could this be about?
Major VFX Optimizations: Major optimizations to in-game VFX (and their loading; as its been swapped to match the newer lazy loading architecture).
Massive Game Size Reduction + Faster Load Times: Thanks to improved video and audio compression, the game size's been reduced from roughly 1gb to ~470mb, while also improving loading times across several areas.
(old)
(new)
Tutorial Progression Improvements: The 2nd airdrops round now makes the player to choose between Heavy Units, introducing more strategic choice earlier on. Additional tweaks were also made to improve the tutorial’s overall pacing and flow.
- New Bounty Mission OverlayNew overlay for Bounty Missions.
- CosmeticNew Passive Ability: MomentumCan MOVE after ACTING!
Refreshed Tutorial/Guide Videos.
Complete Rework of Ability Descriptions: All ability texts have been revisited to improve readability, clarity, and consistency across the board.
- Developer Mode Unlock100%'ing the game now unlocks Developer Mode . A brand new Progress Tracker has also been added to the main menu to make overall progression clearer (percentage based).
Major Fixes to Replay Operation functionality.
Mission Queue (Main Menu): Missions are now dynamically sorted according to expected meta-progression.... “What should I do next?”
General Beginner UX Improvements.
Large Code Cleanups.
"Skip All” for Unlock Popups: Based on a particularly uhm... passionate forms submission lol
Major Optimizations to Audio & UI Asset Loading.
- Dynamic Nest Spawn DirectionsNests will now always face toward your Stations , and units had their reworked to properly match it. Stations do the same system but in reverse.
Rare Crash Fixes.
- Major Keyboard / Controller Board Navigation ReworkOn MOVE/ATTACK/SPECIAL selection, unavailable cells will now be automatically skipped , with a new directional snapping system that selects the most optimal cell for each direction. And of course, a setting has been added to toggle it off ;)
Major Map Proc-Gen Improvements: “Obstacle islands” are now a thing of the past. Enemies and nests will always have a proper path toward your Stations, unless you block it yourself (well, duh).
General UI Improvements.
Major Regression Fix for Drowning Units.
- Major Input Mapping ImprovementsClearer interface, better visual feedback, and improved remapping logic overall.
Missions queue is a big one I'm proud of, and hopefully it'll help all beginners out there who are unsure of what to strive for after Operation #1 ;)
... The game's lighter and lighter after every one of these recent Updates, and it feels great to trim it down (compression/cleanups-wise); will keep at it as long as possible. No further "performance degradation" issues reported as well, so this is also a huge hurdle out of my back; for you can keep playing for as long as you want (and please do) it without fail now!
HIGHLIGHTS
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"Perfectly balanced" builds, by user Kiss_of_Kill
Latest gameplay video
Source
