Hello everyone! This is just a brief announcement to sum up the changes that I've made this past month. I've been pretty heavily focused on fixes, performance, and stability, but there's also some new music and some new ambient sounds, along with Steam cards and badges.
Version 1.03
4/9/2015
Add Steam trading cards.
Add lots of optimizations to visibility algorithms.
Handle non-ASCII characters in the user's documents directory.
Fix: characters take fall damage when they pick up a floating special block.
Fix: fix bug where characters could be launched into the sky and then get stuck there.
Fix: ambient sounds transition correctly.
Fix: when a character is melee attacked and pushed off a cliff, they would snap back onto the cliff.
The region of morale damage around an attack is now spherical rather than a cube.
Slightly reduce the variability in the amount of morale damage.
Version 1.02
4/1/2015
Add three new music tracks for towns and new ambient background sounds.
Fix several crashes caused by the system trying to access visibility data that is actually out-of-bounds.
Fix crash when saving/loading a game in which a ragdoll was being carried as a held object.
Fix: the camera quickly zooms back and forth when you see a new recruit.
Fix a freeze that could occur if the player commands a character who is currently held by another character to look in a different direction.
Reduce the bounds required for pathfinding while carrying a ragdoll.
Drop is always a valid action if a character is holding something above their head.
Add a failsafe to handle a bug where for some users the 'continue' button did not respond to mouseclicks.
Fix crash in item description when looking up stat requirements without a character currently selected.
Fix potential crashes when updating the visibility of smoke and fire.
Fix crash that could occur when a projectile is destroyed in two separate ways on the same frame.
Fix crash that could occur when selecting 'yes' on the use reserved time prompt, when called from the inventory.
Fix crash that could occur when characters, especially enemies, tried to pick up certain objects.
Fix: teleporters could teleport characters under water.
Fix: if an enemy sees a squadmate right after they teleport, the camera would zoom back to their previous location.
Fix: several squad members disappear when using local saves.
Fix: on Mac, key names in the keybinding menu were just empty.
Fix: sprint cannot be rebound.
Add additional checks to ensure that it is impossible to be in a cleared zone without it registering on the map.
Fix: players can get stuck in a zone if they would normally transition due to death but exited the game before it triggered.
Every time the player enters a peaceful zone, mark everything visible.
Fix freeze that could occasionally occur when initial party members enter the player's house.
Version 1.01
3/23/2015
Adjust builds of starting recruits so that most of them begin with at least one point in Mind, and thus are a little less panicky.
Add keyboard commands to raise / lower the target box and to look in a given direction. Previously, these were only available via mousewheel, so people with trackpads couldn't play.
Fix freeze in throw code that could occur at very sharp angles.
Fix crash in ragdoll creation where it was possible a dead character was added to the ragdoll creation list twice.
Fix crash on exiting a zone when composites of blocks, such as fallen trees, are on fire.
Berserked characters only pick up objects to throw if they aren't carrying weapons.
Fix bug in Lythronax and Dedalus that was causing them to repeatedly show up as recruits even if already in your party or dead.
Fix bug where you could, under rare conditions, pick up a block that had since been destroyed and then crash.
Fix bug where you can eject broken 'ammo' items from magic weapons that don't have ammo.
Experimental: enable an option to save games in the game directory itself rather than Documents. This requires developer_settings.xml in root Enemy with content:
Fix crash on Mac/Linux when highlighting ragdolled characters near cliffs and hills.
Hello everyone! This is just a brief announcement to sum up the changes that I've made this past month. I've been pretty heavily focused on fixes, performance, and stability, but there's also some new music and some new ambient sounds, along with Steam cards and badges.
Version 1.03
4/9/2015
Add Steam trading cards.
Add lots of optimizations to visibility algorithms.
Handle non-ASCII characters in the user's documents directory.
Fix: characters take fall damage when they pick up a floating special block.
Fix: fix bug where characters could be launched into the sky and then get stuck there.
Fix: ambient sounds transition correctly.
Fix: when a character is melee attacked and pushed off a cliff, they would snap back onto the cliff.
The region of morale damage around an attack is now spherical rather than a cube.
Slightly reduce the variability in the amount of morale damage.
Version 1.02
4/1/2015
Add three new music tracks for towns and new ambient background sounds.
Fix several crashes caused by the system trying to access visibility data that is actually out-of-bounds.
Fix crash when saving/loading a game in which a ragdoll was being carried as a held object.
Fix: the camera quickly zooms back and forth when you see a new recruit.
Fix a freeze that could occur if the player commands a character who is currently held by another character to look in a different direction.
Reduce the bounds required for pathfinding while carrying a ragdoll.
Drop is always a valid action if a character is holding something above their head.
Add a failsafe to handle a bug where for some users the 'continue' button did not respond to mouseclicks.
Fix crash in item description when looking up stat requirements without a character currently selected.
Fix potential crashes when updating the visibility of smoke and fire.
Fix crash that could occur when a projectile is destroyed in two separate ways on the same frame.
Fix crash that could occur when selecting 'yes' on the use reserved time prompt, when called from the inventory.
Fix crash that could occur when characters, especially enemies, tried to pick up certain objects.
Fix: teleporters could teleport characters under water.
Fix: if an enemy sees a squadmate right after they teleport, the camera would zoom back to their previous location.
Fix: several squad members disappear when using local saves.
Fix: on Mac, key names in the keybinding menu were just empty.
Fix: sprint cannot be rebound.
Add additional checks to ensure that it is impossible to be in a cleared zone without it registering on the map.
Fix: players can get stuck in a zone if they would normally transition due to death but exited the game before it triggered.
Every time the player enters a peaceful zone, mark everything visible.
Fix freeze that could occasionally occur when initial party members enter the player's house.
Version 1.01
3/23/2015
Adjust builds of starting recruits so that most of them begin with at least one point in Mind, and thus are a little less panicky.
Add keyboard commands to raise / lower the target box and to look in a given direction. Previously, these were only available via mousewheel, so people with trackpads couldn't play.
Fix freeze in throw code that could occur at very sharp angles.
Fix crash in ragdoll creation where it was possible a dead character was added to the ragdoll creation list twice.
Fix crash on exiting a zone when composites of blocks, such as fallen trees, are on fire.
Berserked characters only pick up objects to throw if they aren't carrying weapons.
Fix bug in Lythronax and Dedalus that was causing them to repeatedly show up as recruits even if already in your party or dead.
Fix bug where you could, under rare conditions, pick up a block that had since been destroyed and then crash.
Fix bug where you can eject broken 'ammo' items from magic weapons that don't have ammo.
Experimental: enable an option to save games in the game directory itself rather than Documents. This requires developer_settings.xml in root Enemy with content:
Fix crash on Mac/Linux when highlighting ragdolled characters near cliffs and hills.
Enemy
Tom Johnson
Tom Johnson
2015-03-17
Strategy RPG Singleplayer
Game News Posts 6
🎹🖱️Keyboard + Mouse
Very Positive
(129 reviews)
http://enemygame.net/
https://store.steampowered.com/app/339570 
The Game includes VR Support
Enemy Linux Support [152 M]
- Explore an open world where characters, items, and environments are an eclectic mashup of classic games.
- Detailed turn-based combat system inspired by the 1994 classic, X-Com.
- Realistic physics simulation and large, open environments allow for a rich variety of tactical options.
- Permanent death ensures that combat is always tense.
Every time you start a new game, the game procedurally generates a new world, using decades-old video games as its building blocks. The result is a collision of genres, where haunted swamps, tropical war zones, and peaceful mushroom villages all stand side-by-side. You'll build up your own custom squad of retro game characters, with a mix of skills ranging from mental health and reaction time, to the use of blasters and the ability to jump five times your own height.
Enemy is built on a turn-based combat system closely inspired by the original X-Com and Jagged Alliance. You'll devise strategies based around the unique set of abilities you've chosen for your team, and then execute them step-by-step, all while responding to counter-moves made by the enemy. It models the stress of battle on your heroes, who can flee or go berserk if things start to go too wrong. Additionally, everything in the game is destructible. If you damage the supports of a building in the middle of a fight, the whole structure can come crashing down on you. Inadvertently starting a small fire in the wrong place can lead to being caught in the middle of a massive inferno. Combat is dynamic, and easily spirals out of control.
Cover art by Joshua Hutchinson.
- Processor: 1.4 GHzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: OpenGl 2.0 compatible 3D graphics card
- Storage: 2 GB available space
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