Update: Redesign of special officers availability, new contents and other things
Author: fredolz,
published 4 years ago,
[img]https://clan.cloudflare.steamstatic.com/images//33009682/c8a7ce6b7dfcfadd44669bb907d1b439a0a28857.png[/img]
Greetings fellow space explorers!
The Alt Shift team has been working on several important improvements for Crying Suns. Following your valuable feedback about [b]special officers[/b], we decided to deeply rethink their availability/selection system to make it much more interesting, understandable and, above all, predictable.
Besides, we worked on several [b]new contents such as auxiliary systems and officers abilities[/b] to keep on bringing diversity and depth to the gameplay. In your journey, you will also encounter brand [b]new space objects, planets, stations, and 8 new events including 2 new quests[/b].
At the end of this post, as usual, you will find the whole detailed list of corrections we made thanks to your feedbacks.
Don't hesitate to use the [url=https://steamcommunity.com/app/873940]Steam forum[/url] or our [url=https://discordapp.com/invite/jgdQ7XY]discord channel[/url] to report any problem you might encounter in the game. Your feedbacks are crucial for us to improve the game experience.
As mentioned in the roadmap, the next major update version will imply important balance changes (deep rework of unlockable battleships, many new contents, etc.) so we will release it first in beta to adjust our changes following your feedback.
The whole team wishes you a [b]Merry Christmas[/b]!
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[h1]1.2.0 CHANGELOG 12/17/2019[/h1]
[h2]Gameplay[/h2]
[list]
[*] [MAJOR] Complete redesign of the special officer availability and selection feature. It's now possible to choose a special officer among unlocked ones if the special officer is ready. Each special officer has a "growth gauge" indicating when they are ready, the gauge advances each time the player goes beyond sector 1 in a run. Losing (or discarding) a run with the selected special officer put the growth gauge back to 0.
[*] [NEW] New auxiliary system: Cinetic converter. Converts damaged received by your battleship into reduced cooldown for your weapons.
[*] [NEW] New auxiliary system: Tactical log Neurosphere. The more total victory you achieve, the more you can sell it.
[*] [NEW] New auxiliary system: Nemesis core. All you units gain the "Exploding" ability (also improve those which already have it)
[*] [NEW] New officer ability: Battlefield auto-Krafter. Spawns "Krafted" units when one of your units dies.
[*] [NEW] New officer ability: Guerilla tactics. Improve patched squadron damage efficiency vs non-patched.
[*] Added the possibility to chase or choose a target when using the waypoint mode (ctrl).
[*] The last boss of chapter 6 has been buffed in hard mode (1 additional hull bar).
[*] Takeshi Sung (the special officer with 4 skills) has been nerfed and his health points reduced from 6 to 4.
[*] Makk and Weezz (Scrapper special officers) had their special ability changed to the 2 new ones that matched much more scrapper flavour/synergies.
[/list]
[h2]Story, events and texts[/h2]
[list]
[*] [NEW] Added 8 new events, including 2 new quest events, focused on risky choices and providing skill choices for underrepresented skills in events.
[*] Added a tutorial to explain the "undocking" feature.
[*] Added a tutorial to explain the officer growth and selection feature.
[*] Changed the Alpha krafter ability description to be clearer about the fact the unit spawned has the "Krafted" attribute and is "Patched".
[*] Changed the narrator translation for "babymaker" into "Enslaved civilian" as it was weird for them to refer as "babymaker".
[/list]
[h2]Interface, Graphics and Sounds[/h2]
[list]
[*] [NEW] Added 6 new Gaseous planet visuals.
[*] [NEW] Added 3 New stations visuals.
[*] [NEW] Added a new visual of a "destroyed" civilian ship.
[*] Added visual cues on damaged cells when "Exploding" units are doing damages.
[/list]
[h2]BugFix Major[/h2]
[list]
[*] Fixed a major issue where 4 sun related events were not picked anymore.
[*] Fixed a major issue where the game crash log were expanding in size endlessly, sometimes saturating the hard drive and crashing the game saving.
[*] Fixed an issue where story events could replace previously earned quests and negating them.
[/list]
[h2]BugFix Minor[/h2]
[list]
[*] Fixed a bug that changed the space background color between the chapter 6 boss fights.
[*] Fixed a bug where the "low life" sound effect during fight was still on after starting a new run.
[*] Fixed a bug where it was possible to deploy a unit on a big asteroid.
[*] Fixed a bug that allowed units to keep their earned shield after being redeployed.
[*] Fixed a blinking glitch on squadrons affected by stasis or freeze effects.
[*] Fixed a small visual glitch on EMP tower being destroyed.
[*] Fixed a visual bug that made the lens flare appearing even if objects were hiding the sun.
[*] Fixed a visual bug that made part of the turrets being visible even behind explosion fx.
[*] Fixed a few wrong colored lights on stations or battleships.
[*] Fixed a material bug on the Chapter 5 boss battleship.
[*] Fixed a visual bug where the planets backlight was "popping" too suddenly.
[*] Fixed a visual bug where some space objects remain on hostile system.
[*] Fixed a bug on the last fight that made some cells impossible to target.
[/list]
[h2]META[/h2]
[list]
[*] Changed the Expedition sandworm and kosh mech achievements that were too random. Now you only need to get to the end of an expedition involving those without retreating (or dying)
[*] Added a small "something" for players who get "The art of war" achievement :)
[*] We migrated the whole game engine from Unity 2017.4 to 2018.4 to make the game futureproof and easier to maintain.
[/list]