Foreword on Game Status
A lot of you have been suggesting about advertising the game. You can be sure that we are planning several big communication bangs, like the one we had for the early access release. And the bigger one will be the official relase which will certainly attract many times more new players than the Early Access release. Before we do any of these bangs, we noticed that many new players, although interested were not staying in the game because the learning curve was a bit steep, and that they were getting stomped by veterans too easily. In order to mitigate this problem, we've deployed servers reserved to new players, we've added a game mode where dying was less of a frustration and where it was easier to learn the basics of the game. We are designing a single player tutorial that is fun to play (unlike many tutorials), and we are making the game experience generally more apealing (better performance, better looking lobby...). When we are confident the game is significantly more appealing to new players, we will do serious advertising for the game again.
Last week we've finally managed to completely get rid of the old UI system which was using a much less efficient rendering method. We noticed quite a nice improvement, around 30%-50% on high settings with decent hardware (nvidia 660GT) up to more than 100% improvement on low end hardware (Intel 4400) with low settings (from 15-17fps to 31-33fps). I have not tested on other hardware yet, please let me know what kind of improvement you get on your systems.It's gonna be super fast now
Map editor is now operational
After the recent testing sessions, the map editor is now available to all, with the ability to upload maps to the Steam workshop so that they are easy to distribute among anyone. After you've build your favorite remake, just publish it to the workshop and it will become to everyone in-game through it.
Important guidelines for map builders /!\
There are still a few little issues to be careful with. For one it is crucial that you put pillars at the end or the corners of every wall, otherwise pathfinding will not work properly. In the close future, we will make the system more robust for this.
Second, you must ensure that you do not create any completely enclosed space, otherwise soldiers that redeploy there would be walled-in in reinforcement mode. This will also be automatically prevented in later releases.
New game mode
Last week, we've added a new game mode which is simillar to the old opens but with the ability to redeploy each of your soldiers some time after they die. Don't let them die too often, though, because the time to redeploy gets longer and longer after each death!
New lobby is now deployed on all platforms
After some serious sleeve back-rolling, MacOS users can now enjoy the new lobby as much as everyone else. Now @Scowen will be able to bring other improvements such as private servers, further integration with Discord, all sorts of links to bug reports, etc.. As always, suggestions are welcome on the forum.
Click here for details
CHANGELOG v0.742 - 3rd November 2016
- Added New Lobby for MacOS
- Significantly improved performance
- Custom made maps are now available on the Steam Workshop and automatically downloaded when trying to join a server with a custom made map
- Fixed redeployment all over the map in reinforcement mode
- Fixed redeployment in walled-in areas
- Fixed redeployment with wrong equipment
CHANGELOG v0.741 - 26th October 2016
Biggest update since 0.72
- Added New Lobby for Windows and Linux (MacOS coming next week)
- Added new open gamemode
- Added Minimap
- Prepared the game to accept community made maps (full functionality coming very soon)
- All bugs related to the new lobby beta testing
- All bugs related to the new gamemode and minimap beta testing
Click here for complete changelog
No ETA yet, but the long awaited tutorial is coming, and the design is almost complete. The technical requirements are being written, and then we will be able to start implementing the whole system. Our goal is to teach new players all the important concepts of the gameplay of Divided We Fall, in the form of several challenge courses:
- Grenading, stun and dodge: an initial idea would require the player to
- Firing and cover
- Line of sight
Do you remember that update we made last February where we improved a lot of the gameplay quality of life? For example, the flash when a soldier dies, the big aim % indicator on all shot, these kind of things. Well we aim to do more of them, with stuff like better indicator of who you are targeting, off-screen indicators to show where VP's are, add a "ready" button in pre-game and briefing instead of waiting for the timer, an indicator that gives an indication of how long your soldier will be stunned, better facing interaction (allow holding down button)...
We are also planning tweaks to make suppression feel more useful, review aim % to make it more consistent, also review weapon balance and variety of usefulness...