Hi everyone, Were thrilled to announce the latest Capes update, Holo Danger. This exciting new addition to the game offers four new combat missions, with the first unlocking at the start of Act 2. These new missions provide unique combat challenges for players of varying skill levels. Each mission is designed to be completed by all players regardless of experience and offers a modest challenge. However, meeting certain combat criteria through expert play causes each mission to escalate and unleash an additional layer of challenge. We look forward to seeing what strategies players come up with to overcome these missions. Thanks again for your continued support! Spitfire Interactive Check out the trailer here: [previewyoutube=8oLJVyGJceg;full][/previewyoutube]
Hey everyone, Its been great to see and hear from players enjoying the new Game Difficulty and Player Freedom update. Big shout out to our QA team who have done an amazing job to thoroughly test all of the new changes for that update. Todays update is a simple one and addresses two bugs:
- Fixed issue where Hits with Chain Lightning optional objective would not complete.
- Fixed issue where Delay was functioning as Next Turn in stealth missions preventing players from reordering their team.
Hey everyone, The Game Difficulty and Player Freedom update is finally here. This update adds a plethora of game improvements, including 2 new difficulty modes, mission specific balance changes, fewer hero specific optional objectives, improvements to stealth, the ability to fast forward during the players turn (incl. ultimates!) and much, much more! With this in mind we have endeavoured to maintain the core game experience we intended to make and a large portion of players are really enjoying, while also addressing the criticisms raised about the game. This is a large update and weve tried to include as much information and context as possible to be as transparent about our goals and approach. So without further ado lets get into the big changes! Best Regards, Spitfire Interactive & Daedalic Entertainment Since Steam Blogposts have a word-limit, we had to post the "short" version here. If you are interested to see the detailed explanations for the changes, CLICK HERE GAME DIFFICULTY New Difficulty Settings These settings are:
- Hardcore - For the ultimate problem solvers and tacticians. Missions fail if a hero is KOed.
- Challenging - Recommended for players experienced with tactics games. (Formerly Normal)
- Normal - Recommended for players familiar with tactics games.
- Easy - For players new to tactics games.
- Casual - For players wanting to experience the story. Missions cannot be failed.
- Updated Rebound's Shadow Blitz ultimate so that it does not alert enemies if they're KOed during the attack sequence.
- Removed exit cell from enemy perception area in Acquaintance to reduce confusion about if they are seen by another enemy or not, i.e. it was ambiguous if a red square was shown on an enemys space was from their own perception or another enemys. This should now be more clear.
- Defeated Enhanced no longer alert Unaware enemies with their explosion.
- Added info and stat to Explosive Barrels and Security Bots to note that they alert Unaware enemies in range when they explode.
- Reduced Security Bot Alert Range from 7 to 5.
- Updated Ledge KOs objective to be more generous. Defeating an enemy with damage that would otherwise be KOed by a ledge, now counts towards the objective. This includes defeating Security Bots with Disarm.
- Increased the XP rewards on some missions.
- Updated Mercurial's XP requirement to reach Hero Level 5 to be consistent with the other heroes (from 100 to 140XP). Note that this will result in all players who had levelled up Mercurial to level 5 to drop back to level 4. All purchased upgrades from level 5 will remain unlocked and usable.
- Added a disable Camera Shake option to the Accessibility menu.
- Moved Load Quicksave, Load Checkpoint and Restart options to the main Pause menu for more visibility.
- Add a Random team option to the Team Select screen.
- Updated Missions screen to display remaining SP for each mission entry.
- Adjusted Facet's Shield Shard ability cost to 3SP (from 1SP).
- Adjusted Rebound's Teleport Spin Backstab Damage upgrade cost to 6SP (from 5SP).
- Adjusted Rebound's Strike Damage upgrade cost to 6SP (from 5SP).
- Adjusted Mindfire's Focus ability cost to 6SP (from 5SP).
- Adjusted Chain Lightning | Hyde Team Up to cause a maximum of 2 Delay to any affected target. Note that this ability is still very powerful, able to reduce Initiative more than any other ability in the game, but it is less powerful against single enemies which was never its intended use.
- Challenges for the current team can be viewed in combat from the Pause Menu.
- Reduced Mercurial's Running Tally Challenge requirement from 10 to 6.
- Updated Tech Android and Tech Missiler Cannon Blast range from 7 to 5.
- Added additional info about reduced Chain Lightning Arc Range to various breakables descriptions.
- Added info to Primax and Androids to explain that they attempt to Upgrade every second turn.
- Updated Energy Baton's Stun status details to include that it affects Move points.
- Bug: Fixed Energy Batons Stun status to last until the end of the affected heros turn so that it is present when the Player is unsure why their hero has fewer Action and Move points.
- Updated Energy Batons Stun status details to be more clear.
- Updated Opportunist trait description to note that it will trigger if an opponent moves away or through the specified spaces.
- Added details to Facet's Shard Lockdown Bind upgrade that it does not affect Next Turn actions (Upgrades UI only).
- Added Immovable status details to Wildstar while hes preparing to use his Deception ability.
- Added more explicit details to Primaxs Shield details to make it more clear that she should not be attacked at all.
- Bug: Fixed a soft-lock when tutorial messages were skipped too quickly during the Use Growth tutorial.
- Bug: Fixed Agent rifles being visible when Agents were not.
- Bug: Fixed a group of Thugs that could be seen disappearing before a camera cut at the end of the intro.
- Reduced the Disarm objective in Fire in the Head on lower difficulties.
- Updated Skill Points tutorial to mention 'completing missions'.
- [General] Rebound's Shadow Blitz ultimate does not alert enemies if they're KOed during the attack sequence. (see above).
- Reduced the number of enemies in Easy and Casual.
- Bug: Fixed issue where an Agent could see the escape region but it was hard to tell, resulting in being spotted without clear warning.
- Bug: Fixed an issue where the gameplay camera could get stuck outside the warehouse when reloading Checkpoints/Quick Saves after the tutorial.
- Added Optional Objectives tutorial to Crossed Lines. Does not appear when played through Simulator.
- Hostages Health Points scale based on difficulty.
- Reduced Use Shield Shard objective and scaled based on difficulty.
- Adjusted the Speedsters Health Points based on difficulty.
- Prevented the Speedster from being KOed in Casual.
- Updated Mugging objectives to non hero specific objectives to allow any team composition to be valid.
- Replaced Use Rebound's Backstab objective with Use an Ultimate.
- Replaced Use Facet's Growth optional objective with Avoid Brawler damage.
- Replaced Defeat with Mindfire's Telekinesis objective with Avoid Pistol damage.
- Changed Use Mindfires Disarm optional objective to a generic Disarm the Enemy objective.
- Adjusted new Disarm objective based on difficulty.
- Reduced the number of enemies based on difficulty.
- Bug: Fixed an issue where some props in the middle of the arena blocked line of sight for hero abilities. Allows for more gameplay possibilities.
- Reduced the Disarm the enemy optional objective requirement from 4 to 3.
- Updated Weathervane tutorial so that it doesnt repeat after youve completed it once.
- Moved two of the initial Thugs to the second phase of Double Damage.
- Added Phase counter and Checkpoint.
- Reduced Chain Lightning optional objective from 6 to 5.
- Adjusted Chain Lightning optional objective based on difficulty.
- Reduced the Disarm Crashdamage objective from 3 to 2.
- Adjusted the Speedster's Health Points based on difficulty.
- Reduced Crashdamage's Health Points on Easy and Casual.
- Removed some enemies from the final wave for Normal.
- Removed the final wave of enemies for Easy and Casual.
- Bug: Fixed an issue where Mercurial would not animate in the outro of Double Damage if the Protect the Speedster objective is failed.
- [General] Updated Ledge KOs objective to be more generous. (see above)
- Repositioned a lamp post that was preventing Ledge KO opportunities.
- Adjusted the number of reinforcements based on difficulty.
- Reduced the spawn threshold for reinforcements on Easy and Casual.
- Replaced Disarm Upgrading Android optional objective with generic 'Disarm Tech enemies' optional objective.
- Reduced the Use Ultimate optional objective from 3 to 2.
- Bug: Fixed soft-lock that would occur if a Security Bot is destroyed at the same time as they are spawned.
- [General] Tech Androids Cannon Blast range reduced from 7 to 5. (see above)
- [General] Ledge KOs are more generous. (see above)
- Reduced the number of initial Tech Androids from 4 to 2.
- Adjusted the Super's Health Points based on difficulty.
- Updated the Super's explosive attack to no longer destroy Facet's Growths.
- Adjusted Ledge KO and Team Up objectives based on difficulty.
- Adjusted the number of initial Sentinels (turrets) based on difficulty.
- Adjusted Sentinel Health Points based on difficulty.
- Adjusted the threshold at which Tech Androids spawn in the final phase based on difficulty.
- Allowed more Tech Androids to spawn if they're continually defeated. Quantity adjusted based on difficulty.
- Removed the round limit to revive the Super on Casual.
- Prevented Super from being killed on Casual.
- Bug: Ensure the Super is KOed if the player prevents the Tech Androids from KOing her.
- [General] Ledge KOs are more generous. (see above)
- Added an additional primary objective that notes; 'Reinforcements arrive at round: (x / y)'.
- Added camera transition and warning light to the lift that reinforcements will come from next.
- Added an additional fire escape near the starting area to give players more options when starting the level.
- Updated breakable skylight visuals to make it more clear they can be used for Ledge KOs.
- Adjusted Hostages Health Points scale based on difficulty.
- Adjusted optional objective targets based on difficulty.
- Reduced the number of initial enemies and reinforcement on Easy and Casual.
- Applied Delay status effect to initial reinforcements on Casual difficulty so that they take longer to act after they arrive.
- Adjusted the Use Rebound's Ultimate objective based on difficulty.
- Adjusted Stealth KOs objective based on difficulty.
- Ended active heroes turn to reset action and move points before reinforcements arrive to ensure all heroes act first.
- Adjusted the number of enemies at the start of the second Phase based on difficulty.
- Reduced the number of Enhanced Sergeants on Easy and Casual.
- Reduced the number of enemies in the first Phase on Easy and Casual.
- Removed the final wave of reinforcements for lower difficulties.
- Updated 'Avoid setting off the alarm' objective string to be consistent with Acquaintance for clarity.
- Updated Wildstar to release his influence on all targets when he's defeated
- Reduced the number of civilians that can be affected by Wildstars Influence at any one time, based on difficulty. Includes civilian's Influenced at the start of each phase.
- Reduced the Disarm Wildstar's Distortion optional objective requirement from 5 to 3. Allows for more freedom of how you tackle the mission.
- Adjusted the Disarm Civilians objective requirement based on difficulty.
- Fail Disarm Civilians and Disarm Wildstar objectives when Wildstar is KOed if incomplete.
- Added Cartoon visuals to lodge monitor during intro scene with Facet.
- Bug: Fixed soft-lock that could occur when Wildstar relocated uses Deception or Psychic Blast on a hero.
- No balance changes.
- [General] Enhanced detonation no longer alerts Unaware enemies. (see above)
- [General] Rebound's Shadow Blitz ultimate does not alert enemies if they're KOed during the attack sequence. (see above).
- Reduced the number of enemies and reinforcements based on difficulty.
- Updated optional objective requirements based on difficulty.
- [General] Updated Primaxs Shield description to be more clear that she is unkillable. (see above)
- Adjusted the number of initial enemies and Bot Dispensers based on difficulty.
- Adjusted Server Wall and Bot Dispenser Health Points based on difficulty.
- Reduced Team Ups objective based on difficulty.
- Adjusted optional objective requirements based on difficulty.
- [General] Ledge KOs are more generous. (see above)
- Adjusted number of Security Bots and Sentinels (turrets) based on difficulty.
- Reduced the spawn thresholds for Tech Androids on Easy and Casual.
- Prevented Contact from being killed on Casual difficulty.
- Adjusted Disarm Enhanced and Absorb Ultimate charge optional objectives on lower difficulties.
- Reduced Enhanced Giant Health Points based on difficulty
- Reduced Nightjar Health Points on Easy and Casual.
- Bug: Fixed Absorb Ultimate Charge objective so that it counts even if a hero has their ultimate fully charged.
- [General] Reduced the alert range for exploding Security Bots from 7 to 5. Added this information to their details panel. (see above).
- [General] Ledge KOs are more generous (see above).
- Added more ladders to allow easier access to the final platform.
- Adjusted the number of Bot Dispensers based on difficulty.
- Adjusted the Ledge KOs and Disarm objectives based on difficulty.
- Reduced Bot Dispenser Health Points on Easy and Casual.
- Reduced the rate that reinforcements spawn in Easy and Casual.
- Reduced the number of initial PMC and reinforcements based on difficulty.
- Adjusted threshold to spawn reinforcements based on difficulty.
- Reduced disarm objective based on difficulty.
- Added Vulnerable | Doctrine team up action to Mindfire
- Increased Doctrine's damage from 2 to 3 to make him more powerful.
- Fully heal Mindfire at Checkpoint.
- Reduced the number of spaces in which Doctrine could get cornered that would result in more enemies targeting Mindfire.
- Adjusted Disarm Wukong and Use Advantage objectives by difficulty.
- Increased Use Mindfire's Ultimate objective on Challenging and Hardcore.
- Reduced the number of initial enemies on all difficulties.
- Removed the final wave of enemies from Easy and Casual.
- Reduced the frequency at which Doctrine comments as he revives to speed up combat slightly.
- Updated mission difficulty tag from Medium to Hard.
- Bug: Prevented Mindfire from moving inside a space with breakable bins that would prevent him using his abilities.
- Ledge KOs are more generous (see above)
- Increased Ledge KOs objective target slightly now that Ledge KOs are easier.
- Scaled Ledge KOs objective based on difficulty.
- Bug: Fixed spawners so that reinforcements attempt to respawn every second round (x3).
- Added Phase counter.
- Moved a cage near the starting area to allow more freedom of movement at the start of the mission.
- Reduced number of reinforcements by difficulty.
- Reduced the number of initial Unaware enemies based on difficulty.
- Adjusted Unaware KOs objective based on difficulty.
- Adjusted Beano's Health Points based on difficulty.
- Removed requirement to rescue the Super within a round limit on Casual.
- Prevented Beano from being KOed in Casual.
- [General] Enhanced detonation no longer alerts Unaware enemies. (see above)
- Adjusted Disarm Thugs and Disarm Nightjar's Attack optional objectives based on difficulty.
- Adjusted the number of enemies throughout the mission based on difficulty.
- Adjusted the number of PMC at the beginning of the mission based on difficulty.
- Adjusted the number of Thugs that spawn at each of Wildstar's phases based on difficulty.
- Adjusted Wildstar's Health Points based on difficulty.
- Adjusted Use Team Ups and Disarm the enemy optional objectives based on difficulty.
- Adjusted the number of enemies based on difficulty.
- Adjusted Disarm the enemy optional objective based on difficulty.
- Adjusted Grindstone's Health Points based on difficulty.
- Prevented Grindstone from being KOed on Casual.
- Reduced the mission difficulty tag from Hard to Medium.
- Increased the # of rounds to complete the Round Limit objective based on difficulty.
- Adjusted the KOs with Nano Titan objective based on difficulty.
- Adjusted Destroy Dispensers objective based on difficulty.
- Added all Dispensers to the objective to avoid confusion about which objects count
- Reduced the Bot Dispenser Health Points on Easy and Casual.
- Reduced the number of enemies in the final area on Easy and Casual.
- [General] Ledge KOs are more generous. (see above)
- Replaced Disarm objective with Prevent Upgrades objective.
- Updated Primax to spawn a Shield Drone at each phase (not on Easy or Casual).
- Removed raised areas on the edges of the level so that Primax cannot get out of range.
- Adjusted Disarm, Team Ups, and Ledge KOs optional objectives based on difficulty.
- Reduced the number of enemies in each wave in Easy and Casual.
- Reduced Primax's Health Points on Easy and Casual.
- Adjusted Wildstar's Health Points based on difficulty.
- Adjusted Enhanced Giant's HP based on difficulty.
- Adjusted Disarm Enhanced and Team Ups objective based on difficulty.
- Spawned Enhanced when the alarm is raised and adjusted number of enemies based on difficulty.
- Added 'Avoid Alphas Rifle damage' optional objective.
- Added 'Alarm raised at round' objective to warn players of the time limit
- Adjusted the 'Alarm raised at round' objective based on difficulty.
- Added Phase counter.
- Reduced Giant Health Points based on difficulty.
- Adjust rounds until support arrives based on difficulty.
- Adjusted Stealth KOs and Use Ultimates objective based on difficulty.
- Reduced the number of initial PMC and reinforcements in Easy and Casual.
- Reduced Nightjar Health Points on Easy and Casual.
- Bug: Fixed initiative values for reinforcements so that they do not act before the hero team.
- Bug: Added a checkpoint when Alpha is defeated and he activates an Enhanced Giant chamber.
- Fixed issue where the final Conversation between Ignis and Hyde would not unlock after completing Reunited (and meeting the missions other prerequisites).
- Fixed crash when a squad of Security Bots gets new members during their turn.
- Fixed an issue where Crashdamages Debris attacks range outline was not accounting for the AoE of the attack.
- Fixed Persistence trait which was not resisting Initiative as much as it should.
- Fixed Rebound/Mindfire Health Challenges on various difficulty levels.
- Fixed Mercurials Ultimate upgrade Knockback.
- Fixed preview/apply damage mismatch of Weathervanes Gust team ups.
- Fixed Weathervanes Gust | Ignis team up applying to large characters.
- Fixed Mercurial punch ult when target breaks from flinch hits.
- Fixed Mercurials Dash so she can travel through defeated characters.
- Fixed Rebounds Backstab indicator so it doesn't show on defeated characters.
- Fixed Ignis Ignite | Facet team up dealing double Unaware damage.
- Fixed Stun from preventing Sergeant's ult from executing.
- Fixed Weathervanes Leap not triggering Sentinel (turret) attacks.
- Fixed Wukong's Assault description range in all languages.
- Fixed font size for various text styles including Team Ups.
- Added an error sound when a key binding can't be applied/is in conflict
- Improved music balance.
Hey everyone! The development team here at Spitfire has been working feverishly over the past several weeks, and is excited to deliver the Game Difficulty and Player Freedom update very soon. We've developed two new difficulty modes to help players find the right balance for their tastes. A range of missions, including Home Target and Heard on the News have had significant balancing adjustments that should help players complete them more intuitively. To make the game more approachable for a range of play styles, and allow players to feel more in control, we've removed most hero-specific optional objectives and re-tuned optional objective requirements across many missions. Additionally, some SP will be awarded for completing missions regardless of optional objectives. A new gameplay setting optionally moves the All In One Bonus SP reward to mission completion for players who don't enjoy trying to fulfil all objectives at once. Together, we hope these changes will make the game more approachable and comfortable for players who feel Capes is too puzzle-like. For players who have been enjoying Capes in its current state, we have worked to preserve the game as you know it in the Challenging difficulty mode (formerly "Normal" difficulty) while also bringing in level-specific balancing improvements. In addition to these changes, weve made a number of quality of life improvements. To speed up gameplay, weve updated fast forward to work during players turns (incl. Ultimates!). Initiative values have been added to the Turn Order when previewing abilities that affect Initiative to more clearly indicate what is happening. Also, for achievement hunters and those players chasing Hero Challenges, weve made the active teams Challenges list available from the Pause menu during combat. This is just a taster of the changes coming in the Game Difficulty and Player Freedom update, and we look forward to sharing it with you all on the 28th of June. Thank you all for your patience and continued support, Spitfire Interactive Important note: Some in-progress missions will be reset when the update drops. Affected missions include:
-
Act I
- Mugging
- Which Way the Wind Blows
- Double Damage
-
Act II
- Tech Support
- Rooftop Hostage
- City Surveillance
- Streets of Rage
- Industrial Sabotage
-
Act III
- Primax (Boss)
- Reunited
Heyho, Weve just released a hotfix for a crash that can occur when a Security Bot explodes next to a tech crate in the 'Tech Support' side mission. Best Regards, Daedalic Entertainment & Spitfire Interactive
Heyho everyone,
It's been now 48 hours (roughly) since we released Capes and even though we enjoyed your enthusiasm and support in the early hours, it is obvious that there are a few things we still have to fine-tune. Even though Spitfire Interactive consists only of a small team of 4 developers and this is no Early Access title, but a finished product - we still are working further on Capes to "make it right" in the end - yesterday's first patch was just the start,
Here is our look ahead:
Thanks again for your feedback and support - Please keep it coming, here on Steam or on Discord. Now it's on us to funnel that into the best version Capes can be.
Best Regards,
Daedalic Entertainment & Spitfire Interactive
Heyho, The dust of the Release day has settled and the first thing we want to get off our chest is surely thanking you for your support in the early hours of the release! We are already looking at the amount of feedback you have brought up so far - and since it's quite a lot and our core-dev team only consists of 4 people, there's surely no time to waste. We compiled a first list of fixes to tackle some of your issues already and finalized the first patch to come - including:
- Fixed severe framerate stutter that would occur when the camera transitions to cutscenes with DLSS enabled
- Improved Quicksave to allow the save option to remain available via pause menu when a hero's action was selected
- General fixes
- Fixed severe framerate stutter that would occur when the camera transitions to cutscenes with DLSS enabled
- Improved Quicksave to allow the save option to remain available via pause menu when a hero's action was selected
- Fixed issue where Rebound could move out of the warehouse after the tutorial in Acquaintance
- Fixed issue where PMC actively looked at/toward 4th hero during combat after Homecoming intro cutscene
- Workaround input problems using an external gamepad after using built-in gamepad on Steam Deck
- Fixed display menu buttons not responding to gamepad input on Steam Deck/Linux
- Fixed Mercurials Dash being able to end on floating breakables
- Fixed issue where trapped Weathervane would receive ultimate charge at end of rounds if intro is skipped or a save was loaded in Which Way the Wind Blows
- Fixed issue where Wildstar would not relocate between phases in Anger is an Energy
- Fixed issue where Goon from cutscene wouldn't animate when walking if the player clicks through the cinematic instead of watching or skipping in Mugging
- Fixed rock collision to work with defeated/ragdolled enemies in Nose to the Grindstone
- Fixed objective marker lingering on KOed civilians in Rooftop Hostage
Hey fellow superheroes and those who want to become one! After a super-heroic effort were happy to announce that CAPES releases today! [previewyoutube=IrG9CPsT7LY;full][/previewyoutube] It feels like such a long time ago that the team first discussed the possibility of making a Superhero game set in a world where the villains have already won. Now it is time to fight back! Join Doctrine and build a new team of young super powered heroes to fight back and reclaim the city. Special thanks to everybody who has supported the game during development including those who downloaded and played the demo. We appreciate everybodys interest and support. Enjoy! Spitfire Interactive and Daedalic Entertainment Get your hands on CAPES here! https://store.steampowered.com/app/2081080 You want to support indie games even more? Then the King City Edition including CAPES and the Supporter Pack is for you! https://store.steampowered.com/bundle/40705/Capes__King_City_Edition/ And there's even more: The Superheroes and Knights Turn-Based Tactics Bundle https://store.steampowered.com/bundle/41507/Superheroes_and_Knights_TurnBased_Tactics_Bundle/ Since its always tactically advantageous to work together, CAPES celebrates its release by teaming up with Crown Wars! Double the fun with the Superheroes and Knights Turn-Based Tactics Bundle, offering 10% off on both Crown Wars and Capes! The bundle will be available for a limited time, from May 29th to June 6th. The Strategy Bundle https://store.steampowered.com/bundle/30775/Strategy_Bundle/ Strategic thinking is your cup of tea? Then get the gears going with our Strategy Bundle of 7 games including Iratus, War Pips, Partisans 1941, Inkulinati, Shadow Tactics, New Cycle and and its brand-new addition Capes!
Dear heroes of all ages and those who are still eager to become one, We've got exciting news for all of you! CAPES is going to release on May 29th! Watch our new, exclusive release date reveal trailer on IGN: [previewyoutube=V9Yn-Fg90PM;full][/previewyoutube] We are thrilled for what's to come! Soon we can take back the city and let justice win! Yours, Spitfire Interactive & Daedalic Entertainment
Dear heroes of all ages and those who are still eager to become one, Weve got exciting news for you today: A new demo and video series!
NEW DEMO:
There is a new enhanced CAPES demo available on Steam. It includes 4 missions you can explore as well as a ton of new features and improvements:
- Fast Forward - speed up gameplay during enemy turns
- Quick Save - manually save during combat and reload during play
- Difficulty - Choice of three difficulty settings
- Improved cinematics including full English VO!
- Improved UI
- Improved ultimate attacks
- Improved gamepad support
- Numerous stability improvements, performance, and bugs fixed
- Additional languages: Spanish, Latin American, German, French, Chinese, Simplified Chinese, Korean, Russian and Japanese
NEW VIDEO SERIES:
We have also released the first episode of a new CAPES video series for you! Each episode showcases a new hero and their unique abilities. In our first episode, you can learn about our hero Facet who can grow razor sharp crystal shards to protect himself or others from enemy attacks. [previewyoutube=7KYCXU_CPoc;full]https://www.youtube.com/watch?v=7KYCXU_CPoc[/previewyoutube] We hope that these features will sweeten your time until CAPES full release in early 2024! Until then, keep your capes fluttering, Spitfire Interactive & Daedalic Entertainment
Put on your best cape, watch our stream and then jump right into the action with the free demo at the Steam Next Fest. Only a few hours are left so make sure to play the demo and wishlist for future news.
Put on your best cape, watch our stream and then jump right into the action with the free demo at the Steam Next Fest.
Hello people! We recently updated the Capes pre-release demo with a new version that better reflects the current state of the game and adds some additional content in the leadup to Steam Next Fest. Here's a look at the key items as at 0.0.1.11301!
New mission and enemies
We've added an additional level to the demo, which showcases another enemy faction and mission objective as an unexpected tip leads you to investigate a Primax Technologies warehouse.
UX improvements
We've also brought across some improvements and polish, including new tutorials, patrol path indicators when hovering over enemies in stealth mode, attack range and special attack indicator when hovering over enemies outside of stealth mode, and more detailed hero, enemy, and object descriptions.
Improvements based on feedback
Last but not least, we've made some changes based on the feedback we received on the first demo. Nightjar's regular attack and ultimate ability have been revamped, making his teleport attack now an ultimate that can be disarmed. When a hero is spotted during stealth, more feedback is given on which enemies have seen you, and why. We've also added and tweaked some demo-specific tutorials to better introduce concepts that players have more time to ease into across the full game.
Writing updates
We've been iterating on the game's story and writing, which has touched every mission, cutscene, and dialogue sequence in some way. We've tried to tune things for a comfortable reading speed, but we're aware that everybody reads at their own pace. If you find that cutscene dialogue is progressing too quickly, you can disable the "Auto continue conversations" option in the Gameplay settings menu. The full changelog for the past three months' worth of development are too long to be listed here, but here's a summary of major items relevant to the demo.
- Added new mission (Tech Support)
- Updated Mercurial unlock to happen after the first side mission is completed
- Updated additional ability unlocks before Greater Power to be presented as their own text "mission"(Preparation)
- Added Android enemies
- Added Security Bot enemies
- Added tutorials introducing various mechanics across the demo
- Updated ability unlocks across the tutorial
- Updated Nightjar ultimate and regular attack behaviours
- Added patrol path indicators to patrolling enemies during stealth
- Added indicators for offscreen alert enemies during stealth
- Updated camera movement to better communicate alerted enemies during stealth
- Added clearer feedback when enemies become alarmed and stealth is broken
- Updated boss health pips to be clearer
- Added attack range indicator when highlighting enemies
- Added special attack indicator when highlighting enemies with special attacks
- Updated enemy opportunist attack indicators
- Added more detailed info and descriptions for highlighted heroes and enemies
- Updated dialogue and cutscenes for all demo missions
- Added new GUI theme
- Added new SFX
- Updated ability unlock order
- Fixed not being able to revive heroes pushed off buildings onto exploding barrels
- Fixed patrol issues in Greater Power
- Fixed opportunity attacks of growth-encased enemies being re-enabled by applying a second growth crystal
Hello people! We recently shipped a small patch for the Capes demo with some minor improvements and fixes that we hope will make it a little more approachable. We've brought in some in-progress improvements to the readability of alerted enemies, which are part of larger stealth improvements that we're working on. A positional indicator is now shown for alerted enemies who are offscreen. Placing the cursor over a red "watched tile" during stealth will also put an icon above the head of the enemy (or enemies!) watching that tile. We appreciate the experiences that people have shared, and have taken a lot of feedback (both positive and negative) on board as we continue to develop the full game toward release. Thanks to everybody who's taken the time to check out the pre-release demo!
- Added work-in-progress offscreen indicators for alerted enemies during stealth
- Added work-in-progress indicators for enemies watching a given tile during stealth
- Added description for enemy Opportunist ability
- Added description to burning tiles
- Updated Nightjar's Dash Strike description to be more informative
- Renamed Facet's "Retaliate" ability to "Opportunist" to be consistent with enemy abilities
- Improved presentation of Weathervane's Punch ability
- Removed prop glint in cinematics
- Fixed some sound effects being tied to the UI volume slider
- Fixed typos related to Immobilise effect
- Fixed strike-through not appearing on failed objectives
- Fixed heroes going into ledge KO state when KOed by being pushed off a ledge within the playspace
- Fixed revive tutorial triggering during cinematics
- Fixed a case where heroes KOed by push damage do not kneel
- Fixed some cases where cosmetic level geometry could block the cursor
- Fixed a case where it could be Facet's turn during Mindfire's tutorial
- Fixed typo in Fire in the Head post-mission dialogue
- Fixed typo in Facet's Opportunist ability
- Fixed typo in Mercurial's move description
Capes
Spitfire Interactive
Defiant Development
Coming 2023
Strategy Singleplayer
GameBillet
33.96 /
€
Game News Posts 14
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mixed
(313 reviews)
http://www.spitfireinteractive.com.au/
https://store.steampowered.com/app/2081080 
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Since then they’ve created a dystopian city where developing super powers is a crime. Nobody has managed to slow them down, until now.
Capes is a turn based superhero strategy game where you build a team of heroes and fight to take back the city.
Key Features
- Recruit new heroes, train them up, and save the city.
- Fight across scores of different locations in turn based combat scenarios.
- Team up with your allies to unlock unique abilities.
- Stand against a variety of superpowered enemies.
- Uncover the secret histories behind the heroes and villains of the piece.
- Take your place amongst the champions in this high octane superhero drama.
- OS: Ubuntu 20.04
- Processor: Quad-core Intel or AMD. 2.5 GHz or fasterMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce 960 GTX or Higher with latest NVIDIA binary drivers
- Storage: 8 GB available space
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