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Full The Last Captain update
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What changed
- Gameplay
- Balance
- Maps
- Events
The Last Captain changes
Let's chat Convoy Defense
Today, we're going to deep dive into the new co-op mode and the feedback we've received so far. But before we get into all that, let's start with some new equipment added since the last dev log.
New goodies
The Javelin Missile
Named after the ancient throwing weapon as well as the contemporary anti-tank guided missile, the javelin is the newest weapon added to The Last Captain. It's a long-range homing missile that features incredible top speed. This means it's difficult to shoot down since it barrels at its target quickly, and when it does hit, it causes devastating damage.
However, it's far from unstoppable; it takes time to accelerate to top speed, and it has poor course correction and maneuverability once it's underway. This means that smaller targets have an easier time escaping it compared to larger targets at range. Additionally, because the Javelin begins with such a low speed and tracking, it is relatively ineffective at close range.
In playtesting so far, the javelin has proved a polarizing weapon. Across the arsenal of weapons available to the player, it's skill requirements are on the higher end. But don't let that discourage you from trying it out, as in the right hands it's one of the most powerful weapons available thus far.
Javelin missile in action.
Steam post imagePoint Defense Satellite
Shown earlier on some of our other socials (which you should check out if you haven't already!), the point defense satellite is a deployable piece of equipment featuring a single buzzkill turret. It automatically tracks and engages hostile missiles, and even opens fire on enemy ships if they get too close. They can put out a surprising amount of damage to anyone caught out of position.
The PD satellite has quickly cemented its placed as a player favorite for its offensive and defensive utility. For all its strength however, its cooldown is relatively steep and it doesn't have much in the way of durability.
Note that it's not only available to players, but also hostile NPC ships! Some maps will have these satellites guarding more valuable targets and certain enemy ships will deploy them just like the player can. There are quite a few other variants of deployable satellites planned, so stay tuned for those!
The Point Defense Satellite up close
Onto the new mode!
The new level "Crystal Ambush" has the player defending three separate convoys composed of five transports each. One at a time, these convoys traverse a treacherous ice belt filled with hostile defenses, destructible obstacles, and roving enemy patrols. Losing five transports over the course of the mission spells defeat, while guiding all three convoys to their destination in one piece nets the player victory.
The convoy taking fire from a hidden missile turret flanked by two pd satellites
So far, all playtests have resulted in at least one player victory, though multiple attempts were often needed. The mode is intended for 1-4 players, and features dynamic balancing based on how many players are in the match to make sure the difficulty is appropriate. This means that the more players there are, the more enemy ships spawn, but it also means that the enemy ships will be stronger as well.
The enemy comes from multiple directions, and the individual ships feature brand new tactics and behaviors that have been redesigned from the ground up to be challenging, intelligent opponents. They will seek out the convoy, fire broadside at it, and try to disengage if the player gets too close. This makes their movement difficult predictable, and they will try to shake incoming missiles.
Some enemies will use their own equipment - including flares and EMPs - to stay in the fight longer. Gone are the days of simple NPC ships gliding along at a leisurely pace, now each enemy ship will hopefully prove a challenge in its own right!
An enemy frigate unleashing a full salvo at the player
So what did people think?
Generally the play-testers had a blast playing the new mode. Balancing has been tricky, especially with players of different skill levels, but the fact that they were all able to beat the mission after some adjustments is a great sign.
Teamwork paid off when engaging larger enemies, though coordination was tricky considering that enemies could come from any direction. One of the most critical pieces of feedback is that most hold the terms "convoy" and "transport" as interchangeable and most players were super confused when their current convoy escaped and the next one started assembling.
Also surprising players were the allied NPC escorts present with the convoy. Though they weren't capable of defending the convoy on their own, they provided a welcome assist when multiple enemies showed up simultaneously.
The convoy at the staging point. Note the computer controlled escorts hanging out between the transports.
The boss
This mode featured the first Last Captain boss, one of two kinds of battleship that show up later in the mission to ruin your day. These ships are armed to the brim with all sorts of terrifying weapons, as well as armored throughout - making for a fearsome foe. Players who weren't expecting them or strayed too close without a plan quickly found their ship a floating pile of scrap.
But after running into them a handful of times, most players were able to use careful maneuvers and smart use of their weapons to defeat the battleships. Sometimes even soloing them.
Not coincidently, the new javelin missiles offer a great option against these interstellar behemoths.
The player engaging an Imperial battleship
The future of cooperative play
I'm happy to say this is just the first of many co-op missions that I plan to ship with The Last Captain. They will feature different objectives, enemies, and levels to give players a variety of fun and challenging experiences.
One of the key pieces of feedback so far was that players wanted the ability to change their loadouts more often. Not only is that coming soon, but there are plans to feature in mission progression to let players get stronger as the mission goes on. This is facilitated by defeating enemies, completing objectives, and even finding resources out in the wild. There is a taste of this already, as the current mission offers occasional loot drops from fallen foes.
What's next?
We've got an exciting new momentum based system added to Last Captain which changes how weapons behave depending on your ship's speed. In short, it makes shooting even more fun and just a tad more skill based. I'll cover this system in depth in our next dev log.
Additionally, the Campaign is deep in development. Though it's playable now, it needs a bunch more polish before it's ready for playtests, though I absolutely can't wait to show it off.
As always, playtests are ongoing. If you'd like to join one, head over to our Discord! And if you like what you're seeing, don't forget to wishlist! Catch you later.
Source
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