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Post by fallen on Jul 28, 2016 19:53:09 GMT -5
This weeks update brings new utility and power to the Engineer on your squad. The Repair Talent, once exclusively able to repair Tact Points, can now be used to fix damaged Sentry Turrets. Now, your defensive lines can hold even stronger with a well equipped Engineer behind them to help mend battle damage. The repaired amount is based on your Engineering Skill x Talent level, so it isn't too powerful if both are low -- rank up your Engineers and you can completely mend a Sentry Turret in a single go. To keep things balanced, that means that Repair now has a max use count as well. In addition, the your Engineer's skill score in Engineering now has a more direct impact on the damage your Engineering strikers do against enemy Tact Points. The higher the Engineering skill, the more likely you will roll in the higher registers of possible Damage on your attacks. Reaching 16 Engineer guarantees that your damage against Tact Points will always be boosted. We've added cross-fading between the animations for Templars, Turrets, Lev Rigs, and Tact Points to smooth out animation quality. We've also fixed the Talent description of Uncappd Fury which was incorrectly mentioning Medic Skill, clarified that Max Squad Cap is set by the individual scenario you are playing (6, 9, or 12) and fixed a few visual issues with Talent icons. Vae Victus, Templars! Leave a review if you like the updates, new content, features, and all the rest! v2.3.15 - 7/28/2016 - Engineer Repair Talent now can repair Sentry Turrets or Tact Points - Higher Engineering improves curve of Damage against Tact Points - Improved animation quality for Templars - Fixed print out of Uncapped Fury - Improved Library entry about Squad Cap - Fixed glitches with Talent Icons On Steam for PC, Mac and LinuxTemplar BattleforceOn Google PlayTemplar BattleforceOn iTunesTemplar Battleforce
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Post by ntsheep on Jul 28, 2016 20:20:32 GMT -5
I've often wanted the ability to repair turrets. It seemed like it would be a natural thing for Engineers. Please stop making the game more awesome, I can't take it anymore
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Post by fallen on Jul 28, 2016 20:39:32 GMT -5
I've often wanted the ability to repair turrets. It seemed like it would be a natural thing for Engineers. Please stop making the game more awesome, I can't take it anymore
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Post by Cory Trese on Jul 29, 2016 10:54:52 GMT -5
SORRY TO DISAPPOINT
PREPARE YOURSELF FOR MOAR AWESOMES.
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Post by Brutus Aurelius on Jul 30, 2016 9:34:02 GMT -5
SORRY TO DISAPPOINT PREPARE YOURSELF FOR MOAR AWESOMES. Cory, I think you had a little too much coffee there.
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Post by stratego on Jul 30, 2016 9:58:58 GMT -5
Great update!!!
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Post by Cory Trese on Jul 30, 2016 11:34:57 GMT -5
SORRY TO DISAPPOINT PREPARE YOURSELF FOR MOAR AWESOMES. Cory, I think you had a little too much coffee there. HERESY.
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Post by En1gma on Jul 30, 2016 13:30:19 GMT -5
BURN HIM WITH MOAR HOT COFFEE!!
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Post by stratego on Jul 31, 2016 4:31:46 GMT -5
Cory, I think you had a little too much coffee there. HERESY. I think it could had been San Francisco coffee
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Post by stratego on Jul 31, 2016 4:36:47 GMT -5
Actually it would be great if we could make our department squad before department like position which unit has priority in which slot, like engineer, soldier (includes hydra, Neptune, berserk and paladin), scout. (Or something like this)
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Post by Cory Trese on Jul 31, 2016 11:12:40 GMT -5
Actually it would be great if we could make our department squad before department like position which unit has priority in which slot, like engineer, soldier (includes hydra, Neptune, berserk and paladin), scout. (Or something like this) The awesome thing is that you can swap out, and reswap, any Templar at this time. Turns out that's better for the player. We tried this idea of "deployment before deployment" but it turned out it wasn't good! We thought it would be too, but we were wrong and it was bad! That's why we do such detailed and involved alpha, and try so many different features with the testing team -- we probably throw out half the code we write. I'm really glad we eliminated deploy lists from the game, much smoother and more friendly to the player without them. Definitely not something we can say we're planning on doing, because we already did it and it wasn't good. We appreciate the feedback & thanks for playing!!!
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Post by stratego on Aug 2, 2016 17:38:07 GMT -5
Actually it would be great if we could make our department squad before department like position which unit has priority in which slot, like engineer, soldier (includes hydra, Neptune, berserk and paladin), scout. (Or something like this) The awesome thing is that you can swap out, and reswap, any Templar at this time. Turns out that's better for the player. We tried this idea of "deployment before deployment" but it turned out it wasn't good! We thought it would be too, but we were wrong and it was bad! That's why we do such detailed and involved alpha, and try so many different features with the testing team -- we probably throw out half the code we write. I'm really glad we eliminated deploy lists from the game, much smoother and more friendly to the player without them. Definitely not something we can say we're planning on doing, because we already did it and it wasn't good. We appreciate the feedback & thanks for playing!!! I know that it may be hard to get a game from alpha to final I thought that deployment list could be an optional option which could be activated thru options as not everybody likes such options.
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Post by Cory Trese on Aug 2, 2016 19:59:59 GMT -5
An option like that means we have to duplicate massive parts of the system, all to add a user experience we know is sub-optimal and not the best path.
That duplication drives up cost, reduces our ability to do updates, eats the budget reserved for features, introduces new bugs and confuses players.
We've been down the road of "options for everything" and we will not be doing it again -- we learned SO much for that!!!
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Post by stratego on Aug 3, 2016 8:36:32 GMT -5
An option like that means we have to duplicate massive parts of the system, all to add a user experience we know is sub-optimal and not the best path. That duplication drives up cost, reduces our ability to do updates, eats the budget reserved for features, introduces new bugs and confuses players. We've been down the road of "options for everything" and we will not be doing it again -- we learned SO much for that!!! I know, I've done some projects on my own and money makes it very difficult to do what you want when you start real development of any project, you can't make everything real and that's sad as ideas always are flowing more and more but money makes the cut before you've done enough.
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