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Steam News9 November 20232y ago

Fortnightly Update #3: Mobile Ready, Optimization and DevOps

Greetings Gladiators! This update ought to be a short one! During the last 2 weeks, we shifted our focus from adding new content to polishing up what we have, preparing the game for mobile, and developing our workflow t

Full notes

Full We Are Gladiators update

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Repeated intro

Greetings Gladiators!

What changed

1 fix2 additions1 change0 removals
  • Performance
  • Gameplay
  • Fixes
addedThis update ought to be a short one! During the last 2 weeks, we shifted our focus from adding new content to polishing up what we have, preparing the game for mobile, and developing our workflow tools and ‘under the hood’ stuff (for example, our DevOps pipeline and testing framework). The project received a long overdue optimization: the total build size of the windows version has shrunk from 1.1GB to approximately 650mb. The game is now available to play on android, and can be downloaded from our Itch.io page . If you're looking for something to do during your morning commute, we’d love for you to try out the mobile version and give us your feedback!
changedImproved the ‘Knock Back / Dazed’ animation for characters that get hit by a charge or knock back effect: now they will be knocked directly away from the knock back source.
addedAdded particle effects to the glow rings around level nodes.
fixedFixed a bug that allowed characters to sprint through other characters and obstructions.

We Are Gladiators changes

addedThis update ought to be a short one! During the last 2 weeks, we shifted our focus from adding new content to polishing up what we have, preparing the game for mobile, and developing our workflow tools and ‘under the hood’ stuff (for example, our DevOps pipeline and testing framework). The project received a long overdue optimization: the total build size of the windows version has shrunk from 1.1GB to approximately 650mb. The game is now available to play on android, and can be downloaded from our Itch.io page . If you're looking for something to do during your morning commute, we’d love for you to try out the mobile version and give us your feedback!
changedImproved the ‘Knock Back / Dazed’ animation for characters that get hit by a charge or knock back effect: now they will be knocked directly away from the knock back source.
addedAdded particle effects to the glow rings around level nodes.
fixedFixed a bug that allowed characters to sprint through other characters and obstructions.

This update ought to be a short one! During the last 2 weeks, we shifted our focus from adding new content to polishing up what we have, preparing the game for mobile, and developing our workflow tools and ‘under the hood’ stuff (for example, our DevOps pipeline and testing framework). The project received a long overdue optimization: the total build size of the windows version has shrunk from 1.1GB to approximately 650mb. The game is now available to play on android, and can be downloaded from our Itch.io page. If you're looking for something to do during your morning commute, we’d love for you to try out the mobile version and give us your feedback!

Changes List

  1. Improved the ‘Knock Back / Dazed’ animation for characters that get hit by a charge or knock back effect: now they will be knocked directly away from the knock back source.

  2. Better high ground seeking AI logic for Imperial Marksmen enemies.

  3. Update the icon art for many passives, backgrounds and abilities.

  4. Added particle effects to the glow rings around level nodes.

  5. Imperial Veterans use Charge less aggressively.

  6. Fixed a bug that allowed characters to sprint through other characters and obstructions.

Source

Steam News / 9 November 2023

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