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How are things going fellow gamers?
Another what we are working on post is here and we have some [strike]AWSOME[/strike] excellent stuff coming up in the next update which should be in our grubby mitts around the 27th August.
Towards the bottom of this page, you will find our current sprint, where you will find the whole list of all the additions and fixes we are working on, as well as what we have completed.
Some of these you may have already seen in-game.
We shall start with what we think are the most [strike]EPIC [/strike]exciting additions.
Sticky feet have already been released (19th Aug), Nick had shown off some sort of sad looking stick insect with eight legs on Discord a while back, already walking with no issues.
I think I may finally start to make some land mechs and tanks :) Totally intrigued atm :D
No stick insects were harmed in the making of this.
Walking straight
Cluster Crams! After a joke that got a little out of hand in Discord, we bit the cram shell and started working on these little babies :D
Cluster Crams should work as follows: once the shell is launched and reaches x distance to the target, it would split into x amount of smaller shells inheriting the flavours of the Cram. Unfortunately, for now, we do not have any figures in terms of how many clusters would spawn and if that would depend on guage or shell HP/both and how frag would be divided among them, and if they will also be able to use the pendepth fuse.
Abyay, has also been tweaking up our Crams
You can check out all the talk on the Cram changes here and also view the current idea in terms of material cost changes here. In short, Abyay is generally reducing the cost of Crams, so if your tetrising is up to scratch with autoloaders surrounding pellets, you would use fewer pellets - therefore a cheaper turret. A few adjustments will be made to heavy barrels as well as buffing frag pellets and other tweaks. These changes will not be detrimental to the current setups.
Trying to stick to all things projectile, APS will be getting a rate of fire stats to the UI.
We have also started to integrate most of Rheas simple weapons, which look absolutely [strike]AWESOME[/strike] wondrous!
Stats are subject to change
Introducing the 94mm 'Type A' Heavy AA gun, which has a good elevation, uses APS shells.
The 'R Class' Very light MG fires very fast but doesn't do a lot of damage, and is best used for destroying exposed components or players. 600 rpm and a 30 round magazine.
The 'Mk-H' 40mm AA gun fires explosive shells, accurate and good against small and wooden aircraft. 200 explosive damage, 750m/s shell velocity, 2.6km range.
'Type-E' 60mm grenade launcher fires once per second, deals explosive damage in a fair area and fires relatively quickly. 700 explosive damage, 1.5 seconds reload 20 round magazine.
'64 pdr cannon' low tech is short-range but quite high damage if it hits. Good against wood at close quarters. 9,000 KE damage, 1 armour piercing, 1km range.
'Rokkits Revolutionary Revolving Blast Gun' is a 6 barrel invention of the DWG. A revolving automatic shotgun. 250 damage per shotgun fragment, 20 fragments per shot, 120 rounds per
We will also be seeing the first few changes to steam and also additions such as
Steam engine parts are a little stronger now
Steam jets for propulsion and turning. These will be able to work above and below the waterline once they are attached to the system via piping.
We will also be changing the steam engines to be self-regulating. Regulation would depend on our chosen steam pressure, which will be adjustable via ACB and perhaps in future via Breadboard.
The custom battle will also be ready for the next update, so I hope you have a few blueprints to send to friends and challenge them to a duel :D
Lately, we have been making tweaks and changes to the UI. This update also brings more artsy stuff and we have arranged the retrofitting UI. However in addition to these UI changes, we have also spruced up and released the Prefab and Subobject page earlier on the 19th of August, we now have unlimited slots to save all our good stuff in :)
We had a very nice suggestion on Steam by Ai, where a number of points were brought to our attention with regards to the starting fortress. From that post, we shall be seeing some changes to the starting fortress in the Neter campaign, such as
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