In this update3
Full notes
Full Vactics update
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What changed
- Gameplay
- Balance
- UI and audio
- Fixes
Vactics changes
This update contains all the bug fixes and improvements I've been making with the parallel mobile development and brings all versions of Vactics up to feature parity.
The biggest change you will notice in this release is my re-work of the mech selection options at the start of a run. Players can now select any unlocked mech to start a run with. The previous approach where I restricted the choice to your previous mech I felt was preventing players from experimenting with certain skills that might not up in the randomness of the game.
I've also made a change to unlock the daily district mode sooner for players. I think the daily district is a great way to teach players about all the different builds that are possible in the game so locking it behind a certain level of progress was preventing people from engaging with the coolest parts of the game.
The end of the year for Vactics has been the final push to get the mobile release launched. I'm very happy with iOS launch of the game as I've been able to make sure all the features of the full game here on Steam is available in a portable release and introduce the game to a whole new audience as well. Check it out if you are interested in playing Vactics on the go.
To those who are new, with each update I always make the following requests:
If you are enjoy the game please leave a Steam review. They really help me and help Steam inform people that Vactics is a game others could enjoy as well. I would love to see that number go up.
Tell a friend and tell some strangers. Word of mouth is the main way people can find Vactics. Please share widely and let me know when you do too.
Thank you as always for playing Vactics.
Cheers, Gerard / The Lemur Conspiracy
Client Versions
Release: #1.200.5483
Changes
Achievements - rebalanced some conditions for achievements so that they are easier to trigger.
Daily District - the mode will now unlock after the tutorial is completed so that players are able to access it sooner.
Game balance - reduce skill cooldown of Battery Drone mech by 1 turn.
Game balance - reduce skill cooldown of Defender mech by 1 turn.
Game balance - reduce skill cooldown of Flame Thrower mech by 1 turn.
Game balance - reduce skill cooldown of Grenade mech by 1 turn.
Game balance - reduce skill cooldown of Laser Wall mech by 1 turn.
Game balance - reduce skill cooldown of Rapid Move mech by 1 turn.
Game balance - reduce skill cooldown of Sweeper mech by 1 turn.
Game balance - removed default minimum range of Grenade mech and added support for the Close Combat mod.
Gameplay - changed logic that decides what Arcane Core is dropped in a given level so that it is deterministic.
UI - all information tabs are now active for every district when they are being selected in the campaign map.
UI - reworked the Loadout screen at the start of the campaign run to allow players to select from any of their unlocked mech types to begin a run instead of only allowing the three most recent choices.
Bugfixes
Gameplay - fixed bug in final level where additional enemy waves would spawn at the start of the level.
Gameplay - fixed bug prevent certain enemies from attacking a decoy when they should.
Gameplay - fixed buy where defender drones placed further than one tile from the player would prevent movement based attacked from triggering for enemis in that direction.
Gameplay - fixed case where flame thrower placed special tiles would break the attack path logic of Dash Vactics.
Soft Lock - fixed case that would soft lock the game if player was killed when a decoy was active in the level.
Soft Lock - fixed case where pausing right after starting the first run would break the tutorial popups.
Source
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