What changed
0 fixes8 additions2 changes0 removals
- Gameplay
- Balance
- Security
- Maps
addedIt's been a while since I posted a Dev Diary or uploaded a new patch so I wanted to share what I'm doing, what I'm planning and what's a bit delayed in case you want to know what's taking so long (Warning: Text Heavy Article) .
addedNew Urban Environments:I've been hard at work making new modular assets for urban scenarios. This has consumed most of my current time because a good sci fi urban scenario has lots of stuff going on besides roads, sidewalks and buildings. I have a base ready but I still need to add props like holograms, more building types, more vehicles and even interior props for some buildings that you'll be able to enter during combat.
addedNew Urban Environments:I wanted to add urban scenarios not just for extra variety but also to deal with new mission types like Raiding and Bounty Hunting that would work better in a place where there's a constant stream of enemy reinforcements so you can't stay to loot everything like current missions do.
addedNew Class:I mentioned that I wanted to make a "Krell'Sha Raider" class some time ago but I only had a basic model done at the time. Now the final model is ready, it has 3 heads and 3 texture sets for basic customization and I just need to configure special skills for it. I'm thinking this one should work as a regular raider but with some extra skills like: "Blood Rage" (lose 1 HP, gain 1 AP once during combat) and "Ritual Execution" (a melee attack that terrorizes every close enemy if it kills). I'm also thinking I could add class specific items, in this case a Krell'Sha Raider could equip bloody "trophies" gained during combat.
addedNew Enemies:A new type of enemies I want to add are "Pirate Hunters", currently I have a single unit ready but I would like to add at least 2 more and the idea is that these enemies are more oriented to counter your soldier's skills (example: some could equip shields to counter melee attacks and others could even have gear that intercepts rockets). There's lots of potential for these enemies but I'm still planning what to add.
addedNew Enemies:Regarding existing enemy groups, I'm preparing some extra enemies for the Scavs and Security Forces. Basically I would like to add alien variants and extra droids for the Scavs and some Corporate Mercs and Armed Civilians or local militia for the Security Forces.
Void Marauders changes
addedIt's been a while since I posted a Dev Diary or uploaded a new patch so I wanted to share what I'm doing, what I'm planning and what's a bit delayed in case you want to know what's taking so long (Warning: Text Heavy Article) .
addedI've been hard at work making new modular assets for urban scenarios. This has consumed most of my current time because a good sci fi urban scenario has lots of stuff going on besides roads, sidewalks and buildings. I have a base ready but I still need to add props like holograms, more building types, more vehicles and even interior props for some buildings that you'll be able to enter during combat.
addedI wanted to add urban scenarios not just for extra variety but also to deal with new mission types like Raiding and Bounty Hunting that would work better in a place where there's a constant stream of enemy reinforcements so you can't stay to loot everything like current missions do.
addedI mentioned that I wanted to make a "Krell'Sha Raider" class some time ago but I only had a basic model done at the time. Now the final model is ready, it has 3 heads and 3 texture sets for basic customization and I just need to configure special skills for it. I'm thinking this one should work as a regular raider but with some extra skills like: "Blood Rage" (lose 1 HP, gain 1 AP once during combat) and "Ritual Execution" (a melee attack that terrorizes every close enemy if it kills). I'm also thinking I could add class specific items, in this case a Krell'Sha Raider could equip bloody "trophies" gained during combat.
addedA new type of enemies I want to add are "Pirate Hunters", currently I have a single unit ready but I would like to add at least 2 more and the idea is that these enemies are more oriented to counter your soldier's skills (example: some could equip shields to counter melee attacks and others could even have gear that intercepts rockets). There's lots of potential for these enemies but I'm still planning what to add.
Hi
It's been a while since I posted a Dev Diary or uploaded a new patch so I wanted to share what I'm doing, what I'm planning and what's a bit delayed in case you want to know what's taking so long (Warning: Text Heavy Article).
New Urban Environments:
I've been hard at work making new modular assets for urban scenarios. This has consumed most of my current time because a good sci fi urban scenario has lots of stuff going on besides roads, sidewalks and buildings. I have a base ready but I still need to add props like holograms, more building types, more vehicles and even interior props for some buildings that you'll be able to enter during combat.
I wanted to add urban scenarios not just for extra variety but also to deal with new mission types like Raiding and Bounty Hunting that would work better in a place where there's a constant stream of enemy reinforcements so you can't stay to loot everything like current missions do.
New Class:
I mentioned that I wanted to make a"Krell'Sha Raider"class some time ago but I only had a basic model done at the time. Now the final model is ready, it has 3 heads and 3 texture sets for basic customization and I just need to configure special skills for it. I'm thinking this one should work as a regular raider but with some extra skills like:"Blood Rage"(lose 1 HP, gain 1 AP once during combat) and"Ritual Execution"(a melee attack that terrorizes every close enemy if it kills). I'm also thinking I could add class specific items, in this case a Krell'Sha Raider could equip bloody "trophies" gained during combat.
New Enemies:
A new type of enemies I want to add are "Pirate Hunters", currently I have a single unit ready but I would like to add at least 2 more and the idea is that these enemies are more oriented to counter your soldier's skills (example: some could equip shields to counter melee attacks and others could even have gear that intercepts rockets). There's lots of potential for these enemies but I'm still planning what to add.
Regarding existing enemy groups, I'm preparing some extra enemies for the Scavs and Security Forces. Basically I would like to add alien variants and extra droids for the Scavs and some Corporate Mercs and Armed Civilians or local militia for the Security Forces.
New Mission Types:
Two new mission types I'm preparing right now are "Raids/Heists" and "Bounty Hunting/Assassination".
Raids/Heists:
These missions present you with a map filled with loot boxes/chests that you need to manually grab with your soldiers and then take (as a backpack) back to an unloading zone while you deal with present enemies and incoming reinforcements. These missions will constantly generate reinforcements so how long you decide to stay to grab loot is up to you.
Bounty Hunting/Assassination:
In these missions you'll be tasked with eliminating one or more specific targets in a map and then retreat. These missions have a chance to have constant reinforcements and also a chance for the target(s) to try to escape or stay and fight (chances are random but are also affected by your progress in the campaign). I would also like to create similar missions to deal with deserters and traitors that you have tracked.
Both these mission types are a W.I.P. but should add a necessary layer of variety