What changed
0 fixes2 additions0 changes0 removals
addedChange log: As the roguelike mission prototype changes shy of everything about the game, the complete change log would be a long, long read. We skipped the boring parts and bring you the most exciting highlights: New features - Upgrades drop as stackable pickups. - Equipment drops have been simplified and now have a stronger impact. They can now be equipped instantly in-game. - Enemies now drop more loot as well as gold (“scrap” in the prototype’s debug text). - Dispensers that drop random upgrades in exchange for gold (as a way to obtain upgrades beyond killing enemies hoping for a drop). - New level layout with verticality (graybox for testing). - Permadeath! (You’ll get to keep perks and unlocks, though.) - Enemy health bars - Added a class selection screen. Pick one of three classes (defined by a combination of weapon type and special-ability). Note: the caster weapon is currently being reworked and will be added back in again. - Periodic hazards now properly telegraph when they trigger. - New models for tougher orks and goblins. - Shooting now requires you to stand still. - Perks are now awarded for completing a level (will be replaced by levelling up with XP). Bugfixes Intermediate fix to gamepad camera (just centered it for now). Gamepad controls are less jerky Plans for the next updates: - Level design work, based on the roguelike mission findings. Things would have to be adjusted in order for artists to dress efficiently. - New upgrades and equipment with new game-changing characteristics - More class-related special abilities and synergies between them for coop play (weapons and armor types). - New environmental objects and enemies that support cooperative play. - Proper interface and dressing. - Narrative frame, small story snippets scattered across levels. - Proper boss fights and more enemies and enemy behaviors.
addedDieselstörmers “Rogue Mission” - Game guideClasses The rogue mission upgrade introduce three new classes to the game. They are defined by their weapons / armor combination. The three classes are: Motorgunner MOTORGUN - long-range projectiles at a high rate of fire. AEGIS ARMOR - consumes 1/3 of your energy bar to shield your team from all damage. Press the middle mouse button or B on the gamepad to activate. Cannoneer HAND CANNON - powerful long-range projectiles at a low rate of fire. OVERDRIVE ARMOR - consumes 2/3 of your energy bar to ramp up your team's rate of fire and damage. Press the middle mouse button or B on the gamepad to activate. Blunderbuster BLUNDERBUSS - a devastating scatter burst of short-range projectiles at a low rate of fire. AEGIS ARMOR - consumes 1/3 of your energy bar to shield your team from all damage. Press the middle mouse button or B on the gamepad to activate. Equipment can be used to improve your equipped gun / armor. Weapon Equipment Baleful BIGGER AND MORE DAMAGING BULLETS Impelling EXCEPTIONAL BULLET SPEED Perforating BULLETS PIERCE THROUGH ENEMIES Rebounding BOUNCING BULLETS Soaring SUPERIOR BULLET RANGE Torrential HAIL OF SMALLER BULLETS - MORE DAMAGE AND TRIGGERS EFFECTS MORE OFTEN Armor Equipment Ghostly GREATLY INCREASES PHASING DURATION AFTER GETTING HIT Hardened IMPROVES RESILIENCE TO DAMAGE Mercurial BOOSTS MOVEMENT SPEED Supercharged ARMOR POWERS COST LESS ENERGY Wrathful TRIGGERS A POWERFUL BLAST WHEN YOU TAKE DAMAGE
Rogue Stormers changes
addedChange log: As the roguelike mission prototype changes shy of everything about the game, the complete change log would be a long, long read. We skipped the boring parts and bring you the most exciting highlights: New features - Upgrades drop as stackable pickups. - Equipment drops have been simplified and now have a stronger impact. They can now be equipped instantly in-game. - Enemies now drop more loot as well as gold (“scrap” in the prototype’s debug text). - Dispensers that drop random upgrades in exchange for gold (as a way to obtain upgrades beyond killing enemies hoping for a drop). - New level layout with verticality (graybox for testing). - Permadeath! (You’ll get to keep perks and unlocks, though.) - Enemy health bars - Added a class selection screen. Pick one of three classes (defined by a combination of weapon type and special-ability). Note: the caster weapon is currently being reworked and will be added back in again. - Periodic hazards now properly telegraph when they trigger. - New models for tougher orks and goblins. - Shooting now requires you to stand still. - Perks are now awarded for completing a level (will be replaced by levelling up with XP). Bugfixes Intermediate fix to gamepad camera (just centered it for now). Gamepad controls are less jerky Plans for the next updates: - Level design work, based on the roguelike mission findings. Things would have to be adjusted in order for artists to dress efficiently. - New upgrades and equipment with new game-changing characteristics - More class-related special abilities and synergies between them for coop play (weapons and armor types). - New environmental objects and enemies that support cooperative play. - Proper interface and dressing. - Narrative frame, small story snippets scattered across levels. - Proper boss fights and more enemies and enemy behaviors.
addedClasses The rogue mission upgrade introduce three new classes to the game. They are defined by their weapons / armor combination. The three classes are: Motorgunner MOTORGUN - long-range projectiles at a high rate of fire. AEGIS ARMOR - consumes 1/3 of your energy bar to shield your team from all damage. Press the middle mouse button or B on the gamepad to activate. Cannoneer HAND CANNON - powerful long-range projectiles at a low rate of fire. OVERDRIVE ARMOR - consumes 2/3 of your energy bar to ramp up your team's rate of fire and damage. Press the middle mouse button or B on the gamepad to activate. Blunderbuster BLUNDERBUSS - a devastating scatter burst of short-range projectiles at a low rate of fire. AEGIS ARMOR - consumes 1/3 of your energy bar to shield your team from all damage. Press the middle mouse button or B on the gamepad to activate. Equipment can be used to improve your equipped gun / armor. Weapon Equipment Baleful BIGGER AND MORE DAMAGING BULLETS Impelling EXCEPTIONAL BULLET SPEED Perforating BULLETS PIERCE THROUGH ENEMIES Rebounding BOUNCING BULLETS Soaring SUPERIOR BULLET RANGE Torrential HAIL OF SMALLER BULLETS - MORE DAMAGE AND TRIGGERS EFFECTS MORE OFTEN Armor Equipment Ghostly GREATLY INCREASES PHASING DURATION AFTER GETTING HIT Hardened IMPROVES RESILIENCE TO DAMAGE Mercurial BOOSTS MOVEMENT SPEED Supercharged ARMOR POWERS COST LESS ENERGY Wrathful TRIGGERS A POWERFUL BLAST WHEN YOU TAKE DAMAGE
Change log
As the roguelike mission prototype changes shy of everything about the game, the complete change log would be a long, long read. We skipped the boring parts and bring you the most exciting highlights: New features - Upgrades drop as stackable pickups. - Equipment drops have been simplified and now have a stronger impact. They can now be equipped instantly in-game. - Enemies now drop more loot as well as gold (“scrap” in the prototype’s debug text). - Dispensers that drop random upgrades in exchange for gold (as a way to obtain upgrades beyond killing enemies hoping for a drop). - New level layout with verticality (graybox for testing). - Permadeath! (You’ll get to keep perks and unlocks, though.) - Enemy health bars - Added a class selection screen. Pick one of three classes (defined by a combination of weapon type and special-ability).
Note
the caster weapon is currently being reworked and will be added back in again. - Periodic hazards now properly telegraph when they trigger. - New models for tougher orks and goblins. - Shooting now requires you to stand still. - Perks are now awarded for completing a level (will be replaced by levelling up with XP). Bugfixes Intermediate fix to gamepad camera (just centered it for now). Gamepad controls are less jerky Plans for the next updates: - Level design work, based on the roguelike mission findings. Things would have to be adjusted in order for artists to dress efficiently. - New upgrades and equipment with new game-changing characteristics - More class-related special abilities and synergies between them for coop play (weapons and armor types). - New environmental objects and enemies that support cooperative play. - Proper interface and dressing. - Narrative frame, small story snippets scattered across levels. - Proper boss fights and more enemies and enemy behaviors.
Dieselstörmers “Rogue Mission” - Game guide
Classes The rogue mission upgrade introduce three new classes to the game. They are defined by their weapons / armor combination. The three classes are: Motorgunner MOTORGUN - long-range projectiles at a high rate of fire. AEGIS ARMOR - consumes 1/3 of your energy bar to shield your team from all damage. Press the middle mouse button or B on the gamepad to activate. Cannoneer HAND CANNON - powerful long-range projectiles at a low rate of fire. OVERDRIVE ARMOR - consumes 2/3 of your energy bar to ramp up your team's rate of fire and damage. Press the middle mouse button or B on the gamepad to activate. Blunderbuster BLUNDERBUSS - a devastating scatter burst of short-range projectiles at a low rate of fire. AEGIS ARMOR - consumes 1/3 of your energy bar to shield your team from all damage. Press the middle mouse button or B on the gamepad to activate. Equipment can be used to improve your equipped gun / armor. Weapon Equipment Baleful BIGGER AND MORE DAMAGING BULLETS Impelling EXCEPTIONAL BULLET SPEED Perforating BULLETS PIERCE THROUGH ENEMIES Rebounding BOUNCING BULLETS Soaring SUPERIOR BULLET RANGE Torrential HAIL OF SMALLER BULLETS - MORE DAMAGE AND TRIGGERS EFFECTS MORE OFTEN Armor Equipment Ghostly GREATLY INCREASES PHASING DURATION AFTER GETTING HIT Hardened IMPROVES RESILIENCE TO DAMAGE Mercurial BOOSTS MOVEMENT SPEED Supercharged ARMOR POWERS COST LESS ENERGY Wrathful TRIGGERS A POWERFUL BLAST WHEN YOU TAKE DAMAGE