- Command a Squad and Breach into buildings!
- Destructible walls and doors
- Customize your and your squad's loadout
- Full control of your squad- tell em what to do!
- IS there a story? YES, you'll love it
Command to Breach and clear!
Be nonlethal when possible...
Command to Destroy door blocks
Hello Fam! This update introduces:
New Mission Type - Protect the Base Core (appears later during the game) - thanks Hardwater for the idea!
Gamepad Support - Tested on a Logitech F710, but most gamepads should work hopefully, if not use a re-mapper or whatever it is you zany kids use these days. This took surprisingly long to do, since it required going through all the aspects of the game to make sure it all worked.
Linux Support - now runs natively on Linux
Now, I know what you are going to say: But.. where are the new hats!? And to that I say, fear not - they are coming!
Todays update fixes some lingering bugs described by the user Hardwater (thanks Hardwater!)
-Fixed enemy squadmates not seeing you after you are revived
-Fixed a spelling error (moral coilmortal coil) - I could have SWORN I fixed it in previous updates, but guess not
-Fixed a crash during missions
-Fixed enemy squadmates floating in the air near their dropship after it flies away (dead bodies will still float though.. for now)
Greetings fam! Todays update features many quality of life things but, most importantly and people will say this will be one of the greatest things that came to this game in quite a while , let me tell you that, is Uncuffing. Truly a great day for Future Breach. You can now FINALLY uncuff Megacorp workers (either those captured accidentally by you or cuffed by the enemy team). And YES, you will get your cuffs back or get extra cuffs if its by the enemy team. Extra thanks to the users Hardwater, Tomekk, Boxes for doing lots of testing and providing useful info and ideas!
Fixed crashes related to shattering glass
[/*]Fixed a bug related to being revived midgame
[/*]Made the dropship more accessible when the door opens onto downward slopes
[/*]improved the F1 F2 hint text logic for the carriers/squadmates info
[/*]
Greetings fam! Today we have some new quality of life improvements, mostly stemming from Sleeve's feedback thread and ideas from the user BOXES
Added healthcare costs for your squadmates: When it comes to tactical sims, what could be more realistic and immersive than taking care of the medical bills of your team? Though, jokes aside, this was done to alleviate the whole having a large amount of cash later on in the game that doesnt really have a purpose and add another layer of importance for when a squadmate gets injured. Apart from this, more uses for cash are planned.
[/*]
Added a squadmate status window similar to the carriers status window that you can access when you have access to the command menu during missions or incursions. In it you can see your squadmates status (if he was injured) and his current action.
[/*]Squadmates gravestone thingies in the squad menu will now list the name and team class of the deceased squadmate. This will only work for newly-deceased squadmates, earlier gravestones prior to this update will just show an R.I.P. sign
[/*]
The bug with the squadmates sometimes spawning in the air during missions and being stuck is now hopefully a thing of the past - let me know if it still appears
[/*]fixed multiple bugs and issues along the way ( many were minor and not too interesting to write about, but the game now is cumulatively more bug-free)
[/*]hopefully fixed the ending achievements.
[/*]
People will say that this is probably the greatest update of this game:
- The enemy team will now build turrets after a certain level - turrets are vulnerable to EMP grenades, so those now have more reasons for existence - previously the primary reason was to destroy enemy pylons, generators and base cores.
- Later in the game, enemy worker carrier ships will now sometimes appear during incursions
- Enemy incursions now less frequent but better
- Greatly improved the squadmate and worker decision-making
- Workers will drop their weapons from smoke/flash grenades - now those Finally have an actual use!
- Added Nades and Cuffs stats (so you can carry more of them) - they will sometimes appear as a choice when you level up and wake up.
- Added an option to disable the music
- Added more pages to the in-game Tactical Guide
bug fixes:
- You can sit on any chair in the dropship (previously, they were reserved when a squadmate AI planned to sit there - the system has now been revamped)
- Hopefully fixed the game-progression bug mentioned by Hyper - this bug takes a long time to reproduce but hopefully it wont appear now.
- General crash/performance fixes - the game wont crash/slow down from glass related issues now.
- Fixed squadmates getting stuck after a door breach sequence gets interrupted.
- More squadmate fixes so they wont get stuck/bugged out.
- Fixed the floating stuck squadmates at start
Greetings all! You've probably by now wondered what all those "steam points" are and how to use them, well fear not! We're in this journey together. Future Breach now has cool backgrounds and emoticons to choose from for your various nefarious uses, as well as regularly scheduled card drops in game. What a time to be alive!
The Points Shop can now be found here:
https://store.steampowered.com/points/shop/app/2335790
Greetings all! This build introduces lots of new things
-Added enemy (red) carriers to some missions. The red team can now capture and collect resources and workers. This is one of those features that was cut during initial production that I finally am happy to introduce. The overall vision is for both sides to have equivalent abilities (like in that other game with hats) and I believe we are on the right track.
-Added glass hats
-Added a secret location in hightower.
Additionally, there are many fixes and improvements, and I'd like to thank all of you from the forums, especially Necronomicron, LoxAndOrder and Sleeves for providing lots of feedback.
Fixes:
Fixes/improvements:
-Fixed more random crashes.
-Fixed if a downed worker bleeds out/dies, sometimes his torso keeps rotating
-Fixed spelling mistakes
-Revamped the Xp system - you will now get Xp from more things
-Fixed the hole in the floor in hightower under the stairs
-Loot will now fall off boxes when pushed by NPCs and not be glued to the side
-Increased maximum FOV
-Fixed the parallax effect for the night stars. This actually happened because it was designed for the initial FOV of 60 - now it will work correctly for all FOVs.
-Megacorp (friendly) workers now have an agro cooldown.
-Your squadmates now run away from grenades better.
-Additional minor fixes I found along the way.
Additional testing/checking/fixing was done for:
CHECK: think revival should include healing. Currently, if you revive a teammate, he remains lying on the ground until cured separately.
Check: marked worker doesnt get counted if not collected/reached
Check: if the mission is NOT complete and you leave, and you saved(marked) your squadmates, they arent saved
[x] fix the hole in the floor in hightower under the stairs
[ ]
[ ]
[x] 2. to make em run away more from grenades
[x] 7. Increase maximum FOV
[x] fix the parallax effect night sky particles (stars?) moving faster than the foreground rather than slower. It makes them look closer than the ground which feels a bit odd.
[x] megacorp workers = agroo cooldown
[x] increase player XP mission completion
[ ]
[x] glass hats
[x] fix Sometimes loot spawns on the side or on the bottom of a box.
[ ] steam workshop workers dont appear until you create and save your own custom worker
In this update
- Fixed: Cuffed worker glitches out and walks around in cuffs
- random crashes greatly reduced
- Added several hats, including a fuel barrel hat
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known issues:
- steam workshop workers dont appear until you create and save your own custom worker
- too large [ ] building/objectives after being revived
- if squadmates sitting in ship are ordered to follow, they glitch below the dropship floor for a second
- if a downed worker bleeds out/dies, sometimes his torso keeps rotating
- if the mission is NOT complete and you leave, and you saved(marked) your squadmates, they arent saved
- feedback from https://steamcommunity.com/app/2335790/discussions/0/591765454927734039/
Due to popular demand (actually, it was just the user "Cookie Dealer"), we are introducing steam workshop integration. You will now be able to create your very own custom worker that will appear in your base (you have to find him - he could be ANYWHERE) and give him a name, as well as download custom workers made by others. The workers can also wear HATS.
NOTE: the workshop appears after you have finished several missions
Additionally in the update:
- fixed the player arms walk/run animation (sometimes it wouldn't play)
- Squadmade recovery system revamped
- fixed squadmates that died during enemy incursions in your base being listed as missing during a mission
- fixed worker carriers in the base sometimes not picking up the workers and being empty
- fixed the FPS Cap button - it now works better
- additionally stability fixes. I know developers always say this line and no one knows what it means but we did lots of testing
- reduced the chance of enemy incursions in your home base.
Greetings all, this update for the full version features:
- Ability to command dudes after the ship landed (becomes available after the first few missions)
- Enemy Incursions overhaul - now they are more varied and not just frontal assaults.
- A way to increase the capped FPS from 60
- 2560x1440 resolution option
- Added a 'drop weapon' zone in your room
- Achievements fix for the ship parts progression
- Fix for the ship parts names (in the megaship view after the missions) not being visible in certain localization such as Chinese/Japanese
-some other things such as key binding, steam controller support, steam workshop are on my list for possible later updates.
Cheers!
Greetings all!
With today's update, the settings panel has been greatly revamped, now added:
- Ability to change (tone down) the "Pixelation"
- Invert the Mouse
- Mouse Speed
- View Keyboard Shortcuts
Additionally, you can now replay the tutorial that was at the start at the game without loosing your progress (added to the main menu)
Fixed many bugs, including the one where your squad would glitch out when stacking up and wouldn't respond to commands, and a lot of smaller ones that are too numerous to mention
-Added the Hightower hub world from where you will go on missions
- sleep, food, stamina stats and mechanic
- 3 squadmate classes (apart from the generic one) - medicus, destructor and techsmith
- improved the procedural level generation
- -added resource gathering: tech chunks, fuel barrels
- added weapon destruction
- impoved the terrain to make it look less bland
- color wall destruction: now the debris chunks will be the same correct color not just grey. The coloring of the walls is all done programmatically ( as is the entire level generation)
- improved the AI's vertical aiming and flanking
- Added a night color palette for, well, nighttime so it looks more natural. Also team colors on ships.
- Added team logos/texts/propaganda to the generator. This will help the places feel more "intentional". Unaligned places will have various graffiti on the wall telling the player's team to get lost.
- optimized the AI to make many more NPCs possible without framerate drops
- -carriers can "carry" items such as injured squadmates, fuel barrels, tech chunks
- -carrier damage and destruction
- Apart from the above, the biggest "unseen" bit of progress is how it's all coming together into something cohesive and playable
-Added team colors and flags to the level generator. Now, the building's colors will be different depending on the faction parameter of the location. I also hope that the randomly added colors will make the levels easier to navigate and not blend together, and also give the appearance of design/purpose
-in the "blue" areas (your faction), the scientists are friendly and you should protect them from enemy forces (to be done), in red areas you will capture the enemy scientists
-Turret building, Destruction, Damage, Repair
- if you kill someone while he is building a turret, the turret flies apart
-Been working on the whole system that keeps track which squadmate is dead / hiring/ firing/etc. It's the more "boring" part but very crucial, and was very time intensive since there is a lot to keep track of such as the whole database of squadmates, which are currently hired/dead/etc, visualising everything. I also tried to keep the UI as simple as possible since I didn't want complexity for the sake of complexity
-changed the visuals of the squadmates to make them more distinct from SWAT and more futuristic. Added custom destructor and medical visuals
-Added the ability to retrieve downed squadmates. If you don't, they won't be present on the next mission or you will have to spend funds to hire new ones
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