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What changed
0 fixes4 additions0 changes0 removals
addedIn this update we focused on making survivors equipped with melee weapons more meaningful. We've heard your feedback in which melee were not very useful because they died before they could even get near their targets and deal any real damage. This update strengthens these melee survivors and adds new ways for them to quickly close the distance and deal damage, but also increase their survivability and make them less cannon-fodder. We also added some new content around this such as the Samurai profession, a new enemy, and some small quality of life improvements.
addedOther than that, the big change is added support for the Japanese language, which made the Samurai culture the perfect blend of our focus on Melee and Japan. So we've also added some content around that.
addedMelee ChangesTo increase the survivability of melee characters, we mainly added two new mechanics. The first is giving shields a blocking stat that has a chance of completely blocking ranged attacks. This has the added benefit of adding a new weakness to ranged weapons when we gave this blocking stat to some of the enemies, making melee wielders even more useful against these specific enemies. Shields can only block attacks from the front (ie - non flanknig) and not at point-blank range (ranged attacks already have a penalty for point-blank range).
addedMelee ChangesThe other thing to increase survivability is something that creates some equality between ranged and melee survivors in terms of their ability to stay alive after taking damage. Ranged survivors could fight and take damage until they were badly hurt, and then retreat from combat fairly easily, since they were already fairly far away from their attackers. Melee, on on the other hand, had to run straight into the front lines, drawing damage from all demons, ranged and melee, and if they took heavy damage escape was almost impossible since they were so deep within the range of their attackers. So we added an ability, that is mostly available to melee-weapon wielders, which allows them to retreat from combat by becoming untargettable and increase their movement speed for a very short duration. During this time they would also be unable to deal any damage, so this is strictly a defensive ability.
Judgment: Apocalypse Survival Simulation changes
addedIn this update we focused on making survivors equipped with melee weapons more meaningful. We've heard your feedback in which melee were not very useful because they died before they could even get near their targets and deal any real damage. This update strengthens these melee survivors and adds new ways for them to quickly close the distance and deal damage, but also increase their survivability and make them less cannon-fodder. We also added some new content around this such as the Samurai profession, a new enemy, and some small quality of life improvements.
addedOther than that, the big change is added support for the Japanese language, which made the Samurai culture the perfect blend of our focus on Melee and Japan. So we've also added some content around that.
addedTo increase the survivability of melee characters, we mainly added two new mechanics. The first is giving shields a blocking stat that has a chance of completely blocking ranged attacks. This has the added benefit of adding a new weakness to ranged weapons when we gave this blocking stat to some of the enemies, making melee wielders even more useful against these specific enemies. Shields can only block attacks from the front (ie - non flanknig) and not at point-blank range (ranged attacks already have a penalty for point-blank range).
addedThe other thing to increase survivability is something that creates some equality between ranged and melee survivors in terms of their ability to stay alive after taking damage. Ranged survivors could fight and take damage until they were badly hurt, and then retreat from combat fairly easily, since they were already fairly far away from their attackers. Melee, on on the other hand, had to run straight into the front lines, drawing damage from all demons, ranged and melee, and if they took heavy damage escape was almost impossible since they were so deep within the range of their attackers. So we added an ability, that is mostly available to melee-weapon wielders, which allows them to retreat from combat by becoming untargettable and increase their movement speed for a very short duration. During this time they would also be unable to deal any damage, so this is strictly a defensive ability.
As I explained in the previous post, we needed a short break from working on our next title Dream Engines: Nomad Cities, and getting back to Judgment for a small but impactful update was the perfect way for us to spend this time. So here you have it - the Samurai Update.
In this update we focused on making survivors equipped with melee weapons more meaningful. We've heard your feedback in which melee were not very useful because they died before they could even get near their targets and deal any real damage. This update strengthens these melee survivors and adds new ways for them to quickly close the distance and deal damage, but also increase their survivability and make them less cannon-fodder. We also added some new content around this such as the Samurai profession, a new enemy, and some small quality of life improvements.
This isn't a huge update, as we're super busy trying to release our next title, but it's always good to show our older child a little love and we tried to choose something that would be meaningful but not too time-consuming. I hope you enjoy this update.
Other than that, the big change is added support for the Japanese language, which made the Samurai culture the perfect blend of our focus on Melee and Japan. So we've also added some content around that.
On a more personal and grim note, this update is coming out at a hard time for me, as my beloved father passed away a few days ago. I would like to take this opportunity to thank him for all that he has done for me, he taught me so much and always took great care of our family. I wouldn't be where I am and this game would never have been made without his loving care. Thank you dad.
What's in this update
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You can find the full change list in the bottom of this post.
Melee Changes
To increase the survivability of melee characters, we mainly added two new mechanics. The first is giving shields a blocking stat that has a chance of completely blocking ranged attacks. This has the added benefit of adding a new weakness to ranged weapons when we gave this blocking stat to some of the enemies, making melee wielders even more useful against these specific enemies. Shields can only block attacks from the front (ie - non flanknig) and not at point-blank range (ranged attacks already have a penalty for point-blank range).
The other thing to increase survivability is something that creates some equality between ranged and melee survivors in terms of their ability to stay alive after taking damage. Ranged survivors could fight and take damage until they were badly hurt, and then retreat from combat fairly easily, since they were already fairly far away from their attackers. Melee, on on the other hand, had to run straight into the front lines, drawing damage from all demons, ranged and melee, and if they took heavy damage escape was almost impossible since they were so deep within the range of their attackers. So we added an ability, that is mostly available to melee-weapon wielders, which allows them to retreat from combat by becoming untargettable and increase their movement speed for a very short duration. During this time they would also be unable to deal any damage, so this is strictly a defensive ability.