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[ 2022-03-24 17:04:48 CET ] [ Original post ]

Build 1.6.3 Ramgarh

Celebrate the 2nd anniversary of Skirmish Line by earning a new set of elite medals, including the infamous Victoria Cross! This is the 7th major post release update, and possibly the largest non-DLC patch to date. With the new elite medals, there are now exactly 50 medals and ribbons! Skirmish Line has gone a long ways since its release. Thank you to everyone who has supported the game! Build 1.6.3 features a new set of elite medals and the Advanced Training mechanic for the US Aid Package in United Front. Send Conscripts to the Ramgarh training center and have them rejoin your ranks as well trained veterans on later waves, giving the US Aid Package a powerful long term benefit. Very handy for reaching those high wave counts for the elite medals! Gameplay -5 new "elite" medals added including the infamous Victoria Cross. -Upon retreating to the next positions, breakthrough waves will not spawn for 45-90 seconds. -Aerial Superiority added to the Soviet Union aid package. -Advanced training added to the American aid package. -Removed Mk.2 Grenades from American aid package. -Flametroopers, Gurkhas, and Mad Jack now have the Psychopathic trait, granting 2x morale per infantry kill. -Special Forces Flametroopers now have 50% less base burn rate compared to baseline. -Flamethrowers now deal 5-10% of the max hitpoint of vehicles as opposed to 10-20 damage per tick. -Increased morale damage on flamethrowers from 2 to 3 per tick. Balance -Adjusted requisition points income rate. -Reduced price of Conscripts from 10 to 8 Command Points. -Reduced price of Conscript Riflemen from 12 to 10 Command Points. -Reduced price of Cluster Bombing Run from 22 to 18 Command Points. -Reduced price of Gunship Support from 36 to 32 Command Points. -Increased price of Armored Car Raid from 30 to 40 Command Points. -Reduced price of Long Range Patrol Unit from 40 to 35 Command Points. -Reduced price of Paramarines from 160 to 150 Command Points. -Reduced price of M19 Duster from 240 to 225 Command Points to compensate for crew vulnerability. -Reduced pause time on gunship bullets to be less sluggish. -Reduced price of Springfield from 10 to 5 Command Points. -Increased moving scan timer modifier on 2 Inch Mortar Troops from 1.4 to 5. -Increased aim time on all rifles by roughly 20%. -Type 97, Type 38, Type 99 Long, Springfield, Johnson, Brush Rifle, Hanyang 88, and Chiang Kai-Shek from 1.75-2.75 to 2.1-3.3. -Lee Enfield from 1.55-2.55 to 1.9-3.1. -Garand and Type 4 from 1.85-2.85 to 2.25-3.4. -Increased damage of M1 Garand from 15-55 to 15-60. -Increased damage of Johnson Rifle from 18-60 to 18-65. -Increased long range bound of M1A1 Thompson from 240 to 280. -Increased long range bound of PPSh41 from 225 to 240. -Increased long range bound of Owen Gun from 250 to 280. -Increased long range bound of Type 100 SMG from 230 to 260. -Increased long range bound of MP18 from 220 to 250. -Increased long range bound of M3 Grease Gun from 260 to 300. -Adjusted accuracy modifiers of Shotgun from 4/3/2 to 4/2/0.5. -Adjusted accuracy bounds of Shotgun from 60/90/120 to 60/120/180. Technical -Jeeps and Ox Carts moved to Support category. -Resized Duster crew to be less chonky. -Increased resolution on Sherman turret to reduce blur. -Increased resolution on medals for nicer looking decorations. -Fixed a bug where M3 Satans could be deployed via hotkey without the requisition order. -Fixed a bug where Molotovs could be purchased in Sector Defense and Defense in Depth.


[ 2021-03-19 07:25:17 CET ] [ Original post ]

Mud and Blood Coming to Steam!

I am very happy to announce that the Mud and Blood series will be coming to Steam! After more than 10 years, the original developer, Urb, is working on a remastered edition of the classic flash games on a brand new engine. As a direct inspiration on Skirmish Line, Mud and Blood 2 has a special place in the hearts of gamers everywhere, including yours truly. Do check it out, and consider adding to your wishlist! slsarge https://store.steampowered.com/app/1391530/Mud_and_Blood/


[ 2021-02-15 12:17:35 CET ] [ Original post ]

New Matilda 2 Infantry Tank

Build 1.6.0 Special thanks to the excellent Matilda 2 fan art from ING-YEO. -Matilda 2 tank added for Immediate Support package in Defense in Depth and Sector Defense. -Matilda 2 added to British Aid Package in United Front. -M19 Duster crew are now targetable. -Soldiers now properly receive stat bonuses when leveling up after a mission in Campaign Mode. -Fixed a bug where vehicles might sometimes bug out when firing a machine gun type weapon.


[ 2021-01-23 06:08:14 CET ] [ Original post ]

Build 1.5.0 Burma

Technical -Indian voice acting implemented! -Reworked voice system to ensure the different types of lines have more proportionate chances of being played. -Updated weapon sprite for Lee Enfield. -Fixed a bug where soldiers inside of bunkers and pillboxes may vanish when near a ground-level explosion. -Fixed a bug where bad weather would result in vehicles firing without cooldown. Gameplay -New specialization: Rearguard - improves a soldier's reaction time and grants drift firing at the cost of reduced engagement range. -Added Bombard order, allowing players to conduct an officer order to direct their heavy weapons to fire at a specific location. -Removed options for building MG and AT nests. They will continue to be available via Defense Prep. -Added a new unit: 25 Pounder Short for Defense in Depth and Sector Defense game modes. -Replaced Dailmer Armoured Car with the 25 Pounder in the United Front game mode. -Spotters can now spot for 3 Inch Mortars, Whizbang rocket launchers, and Calliope rocket launchers. -Paramarines now spawn with a randomly chosen weapon. -Adjusted ANZAC Recce reinforcement. -Flagcarriers will now drop their flag upon retreating. -Doubled number of Type 4 Chi-To tanks that may spawn within a breakthrough wave after wave 100. -AA units now multiplicatively remove 10% of enemy paratroopers. -AA no longer auto-defeat SNLF paratroopers. Balance -Reduced price of FT17 from 100 to 90 Command Points. -Reduced scan time on 3 Inch Mortar on the Universal Carrier from 6-7 to 5-7. -Increased accuracy on Bren Gun on Universal Carrier from 40 to 50. -Increased accuracy on M1919 on M4 Shermans, M3 Stuarts, and M3 Satans from 30 to 40. -Increased accuracy on DP28 on T26 from 40 to 50. -Increased accuracy on .50 Cal Gunner on M8, M20, and M4 from 40 to 50. -Increased accuracy on .50 Cal Gunner on Jeep from 35 to 50. -Increased accuracy on Hotchkiss machine guns on Ox Carts from 25 to 35. -Increased penetration on FT17 37mm from 25 to 30. -Decreased penetration on M19 Duster 40mm from 35 to 30. -Increased price on M19 Duster from 225 to 240 Command Points. -Increased scan time on M19 Duster from 8-15 to 10-16. -Increased damage bounds on M1 Garand from 13-48 to 15-55. -Increased damage bounds on Johnson Rifle from 18-51 to 18-60. -Decreased aim time bounds on Shotgun from 0.45-1.15 to 0.45-0.8. -Shotguns now grant a 25% reduction in scan or reaction time.


[ 2020-10-29 04:19:43 CET ] [ Original post ]

Halloween Medal Available Oct. 16 to Nov. 7th

Continue the fight in the Pacific Front by summoning Oni demons through the construction of Demon Gates. Slay 100 Oni demons to gain permanent access to the Cleansed Demon Gates for Defense in Depth, Sector Defense, and United Front missions.


[ 2020-10-16 13:00:30 CET ] [ Original post ]

Build 1.4.0 Rangoon

Build 1.4.0 -Daily pilot rescue missions added, allowing for commendation points to be earned. -Added new soldier specialization upgrades unlockable with commendation points. -Broken Arrow now part of the German Aid package. -Officer promotion now part of the soldier specialization upgrades. -Santa now wears black shoes regardless of his state.


[ 2020-03-01 03:55:54 CET ] [ Original post ]

Build 1.3.0 Java + Top Brass DLC


Top Brass


Introducing the 3rd DLC for Skirmish Line, the Top Brass DLC adds a new hero unit, The General. Unlike Sarge or Mad Jack, The General cannot be directly controlled by the player. Instead, The General will reside inside of his bunker, an in-door environment preventing soldiers from shooting out or into the bunker. The General will drill soldiers in his presence, providing invaluable combat experience, but his death will greatly demoralize your squad!

Build 1.3.0 Java


-Top Brass DLC now available! -Added new firing animation and sound effects for muskets. -Added new squad deployment type for particularly high ranking players. -Added new emplacement: Triage Center. -Added new support option: Broken Arrow -Added new Challenge: 12 Man Rule. -Added new Challenge: Banza Bonanza. -Career stats should now properly show your best easy and normal waves reached. -Duds should no longer penetrate pillboxes and gib soldiers inside. -Increased success chance for Immediate Support at higher career ranks. -Sherman tanks now count as 3 units worth of assets for Immediate Support calls. -Increased burst of M1 Garand Sniper Rifle from 1-2 to 2-2. -T34/T40 75mm reload reduced to 16-24 from 20-30 seconds. -Mad Jack's squadmates are now armed with Brass Knuckles by default. -Reduced price of Pak 36 from 120 to 105 Command Points. -Reduced price of Mortar Carrier from 90 to 85 Command Points. -Improved accuracy boundaries for Bren Machine Guns. -Increased melee bounds for Kwantung Veterans from 40-60 to 45-70. -Enemy artillery now drop more shells! -Increased speed of Japanese Skirmishers from 12 to 13. -Japanese Skirmishers now have Smoke Grenades. -Fixed a bug where Sarge's death would sometimes not trigger a panic. -Secret stuff.


[ 2019-12-29 06:53:45 CET ] [ Original post ]

Build 1.2.0 Shanghai

Build 1.2.0 introduces the United Front DLC, featuring the Chinese-Burma-India theater. United Front features a new game mode that has the player choosing from one of four equipment packages every 20 wave. Each package offers its own set of units, weapons, and support options in addition to a bonus benefit.
Earn 10 new Chinese medals that are exclusive to the United Front defense mode. All benefits from these medals will apply to all defense game modes when applicable. New enemy units have also been added. Kwantung Veterans will advance mercilessly on your position while mechanized infantry riding Type 1 Ho-Ha half-tracks will drive straight up to your lines. Kenpei officers will encourage relentless infantry assaults, and the dreaded Gas Troops will deploy poison gas to smother out your troops. Plus mode variants of the Defense in Depth and Sector Defense modes will incorporate new enemies for players looking even more challenges on the original two defense modes.

Additional Patch Notes


-Updated turret on Type 97 tank. -Tunnel troops will now attempt to exit in a straight line. -Decreased price of M1A1 Thompson from 15 to 12 Command Points. -Decreased price of M1912 Winchester Shotgun from 10 to 5 Command Points.


[ 2019-05-23 17:02:56 CET ] [ Original post ]

Build 1.1.0 Ramree

Build 1.1.0 Ramree implements a new Sandbox mode, allowing players to choose the spawn rate of enemy units along with unlimited Command Points. Experiment to your delight. Build a complex defense network and experiment at your whim. Medals and ribbons will be disabled on Sandbox mode.
We are also releasing the first of the two promised DLCs. Ramree features the Mad Jack DLC, adding a new hero unit and a new squad deployment option featuring some strange birds of unusual size. A new Steam achievement for reaching wave 100 using the new squad deployment option has also be added!

Patch Notes


-Mad Jack DLC implemented. -Sandbox mode implemented. -Decrewed vehicles will no longer be retreated to the next position on Defense in Depth. -Reduced morale bonus for soldiers making suppression checks for nearby shots from 50% to 25%. -Increased starting Command Points for the Marauder Deployment from -120 to -60. -Increased suppression power of BAR and Johnson LMG by 20%. -Resized medals for improved scaling. -Updated Russian and Chinese localization. -Fixed an issue where some bodies would not gib. -Fixed an issue where certain bodies would remain on map while invisible. -Fixed an issue where paratroopers would land around Drop Zones rather than on them.


[ 2019-04-22 07:49:16 CET ] [ Original post ]

The Emus are Coming!


https://store.steampowered.com/app/1041010/Skirmish_Line__Mad_Jack/


[ 2019-04-12 15:01:52 CET ] [ Original post ]

Skirmish Line 1.0 + Future Plans

Skirmish Line has officially entered 1.0 after over a year in Early Access! We consider the game currently feature complete, but this does not mean development has stopped. There are two DLCs planned for Skirmish Line. The first DLC, "Mad Jack", will feature a new fully voiced hero unit along with a special squad deployment option involving a new enemy type! The second and much larger DLC, "United Front" will be featuring the Chinese-Burma-India front, granting the player access to a mixture of American, British, Soviet, and even German equipment! The United Front DLC will add a new endless defense mode with the player picking between one of four foreign aid packages after a set number of waves, dictating the available pool of units and support options that will be available for deployment. In addition, there will be new medals and enemies exclusive to the mode!


[ 2019-03-21 15:02:30 CET ] [ Original post ]

Build 0.96 Tokyo

Build 0.96 has updated the game to the latest version of Unity. This will be the last major update before launch! We will be patching the game as needed up until the official launch date. Thanks to everyone participating in the Early Access period!

General


-Engine updated to Unity 2018. -Adjusted text spacing for options menu. -Moving Medics will now heal on the move but only at 50% of their normal amount. -Raiders now armed with M3 Grease Gun by default. -Paratroopers now require more time to untangle themselves. -Increased base accuracy on Snipers from 50-90 to 50-95. -Adjusted range bound on Shotguns from 50/90/120 to 60/90/150. -Adjusted accuracy modifiers on Shotguns from 3/2/1 to 3/1.75/0.5. -Decreased hitpoints of Marston Mats from 500 to 350.

Defense in Depth and Sector Defense


-Adjusted requisition options pricing. -Raider Deployment now grants 3 veteran Raider units (Marauders). -Raider Deployment will now start with -120 Command Points. -Engineering crates will now recover lost crew members on crewed vehicles. -Supply crates now have a small chance of replacing lost crew members on crewed vehicles. -Reduced combat skill bonus from supply crate field manuals from 5 to 3 points. -Rising Sun Flag (dropped by SNLF Flagbearer) now grants 60 Command Points! -Rebalanced spawn rates of Flagbearers. -People's Platoon reinforcement group now spawns 2 fewer Conscripts but includes 2 Martyr troops. -Added M3 Grease Gun as a weapon upgrade. -Reduced price of Marine Raider from 55 to 50 Command Points. -Reduced price of M1A1 Thompson from 20 to 15 Command Points. -Raised price of Marston Mats from 8 to 10 Command Points.

Bug Fixes


-Fixed an issue where easy and normal stats were not being tracked properly. -Fixed an issue where Mortar Troops would get engaged in telekinetic melee combat. -Dead crew on mobile cover will no longer move with the cover. -Heavy auto cannon fire will now properly be modded if the appropriate mod file is present. -Fixed an issue where certain giblets were layered above other objects despite having stopped moving. -Type 97 Chi Ha now has the appropriate long barrel cannon.


[ 2019-02-14 10:43:19 CET ] [ Original post ]

Build 0.95 Suribachi

As of Build 0.95, Skirmish Line will be entering a soft content lock in preparation for full release!

General


-Spanish Localization added! -Added new layering system to make overlapping units look more natural and less distorted. -Reworked burning/fire mechanics for improved consistency. -Accuracy now affects Mortar Troop's weapon spread. -M8 Greyhound and M20 Utility Cars will now spot for nearby Mortar Troops, allowing for indirect fire! -Mortar troops receiving indirect fire instructions will have a UI indicator on the unit info bar. -Jeeps will now pick up unconscious or dying soldiers for extraction purposes. -Increased speed on Jeeps from 12 to 13. -Increased movement speed bonus on C96 Mauser from 1.5 to 3. -Decreased movement speed on Conscript from 13 to 12. -Increased damage range on M1 Carbine from 8-24 to 9-25. -Increased damage range on M3 Carbine from 8-24 to 9-25.

Defense in Depth and Sector Defense


-Special Forces trained Mortar Troops will now fire White Phosphorus rounds! -Rebalanced requisition point gain. -Takasago Volunteers will now advance at least 10% of the screen space horizontally before moving towards the exit. -Slightly increased aggro range on Takasago Volunteers. -Slightly increased anti-tunnel radius on Marston Mats. -Increased effectiveness of anti-aircraft units against Teishin Shudan raids from 5% to 7.5% per unit. -New wave count tracking for easy and normal difficulties. This tracking is not retroactive. -Decreased price of M8 Greyhound Armored Car from 150 to 125 Command Points.

Bug Fixes


-Soldiers being healed from unconscious to idle state will now properly pick up crates. -Fixed an issue where medical crates would sometimes bug out the selected soldier when being healed out of the unconscious state. -Fixed an issue with the Type 95 Ha Go wasn't firing its machine gun properly. -Flame tanks should now properly acquire targets during poor weather conditions. -Mobile Cover crew should no longer leave dead body double clones upon being killed. -Fixed an issue where weather conditions were not properly affecting flame weaponry. -Fixed an issue where pillbox vulnerability to fire weapons was not being applied properly from SS-Ki, SS-Ki-Bo, and Molotovs. -Readjusted SS-Ki and SS-Ki Bo hitboxes to better match their sprites. -Fixed a graphical issue with the Type 4 Chi-To. -Enemy engineers should no longer defuse explosives when incapacitated. -SS-Ki should now play the proper sound effect when defusing with its mine plow. -Modded gun fire sounds for Type 99 Rifles will now play properly.


[ 2019-01-27 13:27:19 CET ] [ Original post ]

Build 0.94 Iwo Jima

Build 0.94 Iwo Jima is part one of the final content update for the Early Access period. More to come in Build 0.95!

General


-Munition Dumps will now grant a 50% reduction in reloading time to nearby soldiers. -Added a UI indicator on the info bar for soldiers affected by the reload time reduction. -UI status indicators on the info bar will now autoadjust to fit according to the leftmost area first. -Added a minimum range to Mortar Troops. -Vehicles and emplacements can now pick up supply crates. -Vehicles and emplacements will now receive 3 experience points for picking up supply crates. -Engineering crates will now specify single vehicle repair upon being picked up. -Raised scan time penalty from 2.5 to 3 for units inside of Pillboxes. -Slightly increased hit box radius on Marston Mats to make tunnels spawning on the edges less likely. -Removed Elite Grenadier trait from Gurkhas. -Increased melee skill bound on Gurkhas from 40-75 to 45-75. -Increased melee skill bound on Raiders from 40-75 to 40-80. -Increased melee skill bound on Automatic Riflemen from 15-55 to 15-60. -Increased accuracy skill bound on Automatic Riflemen from 15-55 to 15-60.

Defense in Depth and Sector Defense


-New Allied unit: 2 Inch Mortar Troop! -Increased health on Martyr troops from 80 to 100 hitpoints. -Decreased price of Martyr troops from 25 to 20 Command Points.

Bug Fixes


-Removed unintentional camo rating on Warrant Officers. -Fixed an issue where soldiers would continue to receive Pillbox cover after it has been removed. -Flamethrower tanks should no longer hurt themselves. -Martyr troops should now properly receive Stick Grenades from Special Forces Training on a Sector Defense mission.

Hotfix 0.941


-Lowered Mortar troop priority from 250 to 150. -Mortar troops can now be found inside of supply crates. -Rebalanced supply crate content distribution.


[ 2019-01-13 08:13:06 CET ] [ Original post ]

2019 New Year Announcement

We hope eveyone has had a great start on the new year! To start the year off, I would like to announce that Skirmish Line will be leaving Early Access some time during the Spring. After spending 2018 in Early Access, we have been consistently patching and refining the gameplay and believe the game is coming together nicely. 2018 saw major changes to Steam's visibility algorithm. This has unfortunately dampened the revenue flow for Skirmish Line, and we will be forced to slow down development. Rather than keeping the game in Early Access without regular updates, we will be finalizing the last batch of content. To this end, we will be preparing one last major patch for 2019 followed by an update on the Unity engine, which will hopefully fix some of the issues a few users have reported. We will be emphasizing bug fixes and stability issues prior to its full release. This does not mean support for Skirmish Line is over! By switching over to a slower development cycle, we are hoping to introduce new content that we cannot normally produce under the faster development cycle of Early Access. We have two DLCs planned for 2019, a new "hero" unit with full voice acting and a larger DLC featuring a new game mode with a new mechanic, along with a variety of new units, upgrades, and support options.


[ 2019-01-02 02:45:33 CET ] [ Original post ]

Build 0.93 Okinawa

Build 0.93 Okinawa features a new difficulty setting, currently consisting of Normal and Easy difficulty. Normal difficulty will maintain roughly the same difficulty as from Build 0.92 Singapore while Easy difficulty features fewer special wave spawns, slower progression of enemy units, and reduced penalties for having larger squads. Furthermore, all medals and achievements will still be obtainable on Easy difficulty. While the game has been primarily balanced around reaching wave 100 with a fresh profile, we realize that many of our players desire a more casual experience. We hope the addition of the difficulty modes will make the game both accessible and enjoyable for everyone. We'd also like to remind everyone that the Christmas event will be live from December 15th to January 7th! We will be taking a break for the holidays. See you folks next year!

Patch Notes


-Difficulty settings have been added for Defense in Depth and Sector Defense modes. -Units that do not suffer from reduced scan times in pillboxes will now use an alternate aiming sprite. -New pinned sprites for machine gunner units. -Removed the Bunker Troop trait from Imperial Guard machine gunners. -Santa now has a unique class icon. -Added an option to hide the Quartermaster button. -Direct link to the official wiki added on the menu. -Added a fix to prevent the game from being stuck in endless retreat.


[ 2018-12-14 14:57:58 CET ] [ Original post ]

Build 0.92 Singapore

Reminder: Thanksgiving event ongoing right now! For those of us who have played Mud and Blood 2, the "bunker strat" was the dominant setup present in virtually every high wave count setups. When we designed Skirmish Line, we wanted to make the game distinct from Mud and Blood 2, which included moving away from the idea of machine gunners in bunkers. This meant we built the game and balanced it without bunkers and without high killing power machine gunner units. We wanted every unit and every option to be useful. We wanted players to have a huge range of options and competitive strategies without relying on specific builds. Thanks to the feedback from our players, we have seen many different strategies with high counts. We believe now that the game has achieved those goals. Build 0.92 Singapore will now make the previously locked behind defense prep structure, the pillbox, now available for construction. The pillbox is a "bunker" like building that offers the best protection in the game at the cost of slower reaction time. As in Mud and Blood 2, machine gunner units will be able to operate inside of pillboxes without penalty. We hope to see some new "bunker strat" setups to join the existing strategies already in play!

General


-Commonwealth voices added! -Added Timed Democharges! -Added new Japanese enemy: Flagbearers! -Flare effect replaced and updated! -Soldiers will now suffer morale loss if veteran officers are killed. -Vehicles, emplacements, and decoys now benefit from directional cover against small arms fire. -Adjusted overshooting value on rocket infantry for more variation. -Decreased time inbetween enemy smoke shells. -Flamethrowers now damage vehicles. -Machine gun and anti-tank emplacement/nests now take damage from flamethrowers before set on fire. -Machine gunner troops no longer take scan time penalties inside of pillboxes. -Raised accuracy and melee skill cap from 100 to 1000. -Increased cap on camo rating from 0.9 to 0.95. -M45 Quadmount and M19 Dusters will now fire at enemy transport planes! -M45 Quadmount and M19 Dusters will ocasionally kill paratroopers on arrival. -Special Forces trained Medics now heal friendly units below 0 hitpoints at 2x rate. -Sarge's passive event abilities now only apply to soldiers within his immediate vicinity. -Officers will now boost the morale of nearby soldiers when his passive event ability is triggered. -Officer experience boost decreased from 2 to 1 points. -Increased Officer accuracy bound from 5-60 to 5-70. -Increased Grenadier Molotov throw rate from 0.1 to 0.2. -Decreased scatter on AT Gun Nest from 66 to 62. -Signaler morale boost reduced to a flat 2 morale boost for soldiers under 40 morale. -Decreased health of Aerial Resupply Zones from 2000 to 1600. -Increased speed of Suicide Trucks from 14 to 15. -Increased damage on Suicide Truck explosions. -Reduced speed of Grenadiers from 12 to 11. -Increased morale for Command Officers from 55-80 to 65-100. -Reduced armor of Type 95 Kurogane from 65 to 60.

Campaign


-Japanese pillboxes added. -Japanese Palisade formations added. -Japanese rocket infantry added. -Added new enemy defensive positions and assault waves. -Advance area guide UI added. -Removed irrelevant UI elements.

Defense in Depth and Sector Defense


-Pillboxes may now be constructed! -Shotguns are now available by default. -Enemy soldiers gain increased accuracy and melee dependent on wave count, by 1 per 100 waves. -Munitions Dumps will now refund Munitions Dumps. -Added and modified various defense prep layouts. -Advancing on Sector Defense is no longer automatic. Advancing is now a Decision order. -Vehicles now have to be in-zone in order to advance forward on Sector Defense. -Advance area guide UI added if an advancing order fails. -Increased price of Medical Crates from 10 to 12 Command Points. -Reduced price of ANZAC Commando from 65 to 60 Command Points. -Increased price of Purified Demon Gates from 60 to 70 Command Points. -Reduced price of Munitions Dump from 30 to 25 Command Points. -Reduced price of Mines from 12 to 10 Command Points.

Weapon Changes


-Increased armor penetration on Bush Rifle from 0 to 10. -Increased damage on Bush Rifle from 50-120 to 50-125. -Increased damage on shotgun from 8-29 to 9-31. -Increased damage on M1 and M3 Carbine from 7-23 to 8-24. -Increased burst on M3 Carbine from 5-8 to 6-9. -Increased clip size on M3 Carbine from 3 to 4. -Increased damage on M3 Grease Gun from 7-19 to 7-21. -Increased damage on M1 Thompson from 9-24 to 10-25. -Increased burst on M1 Thompson from 5-8 to 8-12. -Decrease clip size on M1 Thompson from 4 to 3. -Raised price on M1 Thompson from 18 to 25 Command Points. -M1919A4/Stinger burst length changed from 25-35 to 20-30. -M1919A4 clip size changed from 5 to 4. -M1919A4/Stinger accuracy modifiers changed from 0.7/0.4/0.2/0.005 to 0.7/0.5/0.3/0.01. -M1919A4/Stinger damage increased from 10-25 to 11-25. -Increased damage on M1911 from 10-40 to 15-40. -Reduced scatter on M20 Utility bazooka from 40 to 30. -Increased damage on Gammon Bombs from 160 to 200. -Increased armor penetration on Gammon Bombs from 75 to 85.

Bug Fixes


-Player should no longer be able to access the Command Menu after the score screen shows up. -Immediate Support and supply drops should no longer reset the "Active Strike" modifier. -Enemy rocket infantry should no longer benefit from the accuracy bonus from an Officer Concentrate Fire order. -Concentrate Fire orders will no longer suffer accuracy loss against targets in cover. -Exploding suicide soldiers will now properly die when inside of a pillbox. -Exploding flamethrower troop will now die when inside of a pillbox. -Air sirens should no longer play when the an enemy smoke screen support strike is called. -Fixed an issue where weapon speed modifiers were not being applied properly. -Fixed an issue where soldiers would continue firing their weapons after being forced into melee combat. -Fixed an issue where soldiers would no longer animate properly after being pinned down. -Fixed an issue where vehicles small arms were ignoring trench cover bonuses. -Fixed an issue where units in melee were being healed for the full amount instead of the intended 90% heal reduction. -Fixed an issue where calling in a supply drop would lock up future options for support calls.

Hotfix 0.921


-Fixed an issue where Officer deaths counted as Sarge deaths.

Hotfix 0.9211


-Fixed an issue with Officers resulting in memory leaks and unpredictable behaviors.

Hotfix 0.9212


-Updated Chinese localizations. -Fixed an issue where AA units would bug out after firing at enemy paratroopers.

Hotfix 0.9213


-Fixed an issue where soldiers would vanish if next to an explosion inside of a pillbox. -Fixed an issue where a signaler becoming incapacitated would allow the player to call on subsequent artillery strikes.


[ 2018-11-21 19:40:23 CET ] [ Original post ]

Build 0.91 Sangshak

Build 0.91 Sangshak is focused on reworking the most fundamental AT weapon in the game, the bazooka. We found bazookas were too effective at long ranges and could serve reliably as anti-infantry weapons. To this end, bazookas now have a chance of overshooting their targets. The likelihood of overshooting is contingent on the soldier's accuracy. This change should make vehicle strategies more viable all while making rockets less effective at "sniping" soldiers. And don't forget: the Halloween is still ongoing!

General


-Munitions Dump now affect hand grenade purchases. -Flamethrowers now have increased burn chance from experience. -Bazookas can now overshoot targets. The likelihood of overshooting is dependent on the soldier's accuracy skill. -Bazooka troops' accuracy increased from 10-55 to 20-75. -Increased max damage of Brush Rifle from 100 to 120. -Raised price of Landing Zone from 50 to 60 Command Points.

Bug Fixes


-Fixed a critical issue with the Russian localization.

Hotfix 0.911


-Adjusted Teishin Shudan spawn modifiers to be less punishing on earlier waves. -Adjusted accuracy modifiers on rocket AT weapons. -Reduced chances of spawning Bazooka troops on Random Squad deployment. -Reduced price of Thompson SMG from 20 to 18 Command Points. -Reduced price of Shotgun from 20 to 10 Command Points.

Hotfix 0.912


-Fixed a bug that was resulting in certain Allied troops benefitting from Banzai Charge bonuses. -Fixed a bug where Naval Interdiction, Jeep Raid, SitReps, and Paramarine Reinforcements would allow the player to call on artillery strikes while a strike is currently active. -Fixed an issue where decrewed vehicles would continue to play an engine sound.

Hotfix 0.92


-Smoke will now properly obscure vehicles and emplacements from being spotted and fired upon. -Adjusted accuracy modifiers on M9A1 Bazooka.


[ 2018-11-02 09:27:26 CET ] [ Original post ]

Build 0.90 Kohima

Build 0.90

General


-Status icons (at the bottom left) will now autoadjust position to fit comfortably on the UI. -Reduced max damage bonus on soldiers ranged weapons from experience by 50% (now capping at 25% extra damage from 50%). -Capped maximum accuracy value to 90% after modifiers. -Engineers now repair additional hitpoints based on their experience value (up to 50% more). -Reduced the scatter reduction bonus from experience from a max of 50% to 25. -Sarge now uses a M1 Bazooka instead of a M9A1 Bazooka. -Signalers radio adjustments now caps at 20 experience. -AT Grenades, AT Mines, and suicide bombers now deal double damage versus armored units and emplacements. -Reduced max accuracy on Signalers from 75 to 65. -Reduced max morale on Signalers from 75 to 70. -Reduced reload time on T40 Whizbang rocket racks from 90-200 to 90-180 seconds. -Reduced reload time on T40 Whizbang 75mm cannnon from 25-50 to 20-30 seconds. -Increased health on Sarge and Santa from 100 to 120 hitpoints. -Raised long range of M1 Garand Rifle from 475 to 500. -Raised long range of Johnson Rifle from 475 to 510. -Increased penetration value of suicide bomber explosion from 120 to 150.

Defense in Depth and Sector Defense


-Added new unit: M8 Greyhound Armored Recon! -Added new unit: Jeep! -Added new structure: Munitions Dump! -Added new support option: Long Range Patrol Unit! -Added new Special Forces training option for ANZAC Commandos. -New Immediate Support Reinforcement Group: Armored Cavalry! -Added new unit: M20 Armored Recon available from Immediate Support call-ins. -Half of the Conscripts from the People's Platoon reinforcement group are now armed with Chiang Kai-shek Rifles. -Reduced Immediate Support special wave bonus success chance from 10% to 5%. -Rebalanced Random Squad deployment and included previously missing soldier types. -Increased the rate at which special waves spawn on later waves. -Increased chances of Breakthrough waves from players' asset. -Breakthrough waves will now appear starting at wave 40 (previously wave 50). -Adjusted Breakthrough waves for more brutal spawns on later waves. -Reduced max wind up time on enemy support strikes from 45 to 30 seconds. -Digger and Flame squad deployment now begin with 10 Command Points. -Decreased cap of bonus command points from 15 * wavecount to 10 * wavecount. -Added in the Megadeath Sniper Assault wave, Megadeath Mortar Assault wave, and the Megadeath Banzai wave (to put a stop to those overachievers out there)! -Raised Hot Chow price from 20 to 25 Command Points. -Raised Forward Observation Post price from 60 to 75 Command Points. -Raised Signaler price from 30 to 35 Command Points. -Increased armor value on M3 Stuart from 90 to 95. -Updated text description of Forward Observation Post.

Campaign Mode


-Added in the new "Vehicle" renown tree. -Campaign mode now locked until player reaches wave 40 on either Defense in Depth or Sector Defense.

Bug Fixes


-Fixed a bug where poor weather was not affecting players' ability to deploy airstrikes on Defense in Depth and Sector Defense missions. -Fixed an issue that was preventing passive artillery from being triggered. -Paramarines now properly receive the "Occupied Hands" when equipped with a Recoilless Rifle. -Fixed an issue that would result in Grenadiers firing at vehicles with an invisible weapon. -Fixed an issue where soldiers on Campaign mode would sometimes not show up on the map. -Fixed an issue where soldier count was not being properly updated after failing a campaign. -Fixed an issue where the player would be prompted with the logistics reset menu upon entering the logistics purchase menu. -Fixed a few localization text in the Campaign menu was that not being properly localized. -Fixed an issue with the Holiday Medals that would not recognize them as being completed. -Fixed an issue where soldiers would attempt to move after being given an individual order to deploy hand ordnance weapons (such as rifle grenades).

Hotfix 0.901


-Fixed an issue with the Quartermaster menu in Campaign Mode. -Ranger Tab now grants 1 experience point from Special Forces Training. -Slightly increased the size of the M8 and M20 Recon Cars.


[ 2018-10-29 01:47:30 CET ] [ Original post ]

Build 0.89 Trick or Treat!

From October 16th to the 7th of November, build a Demon Gate in the Defense in Depth and Sector Defense game modes to summon ghastly Oni demons! Defeat 100 Oni demons by the 7th of November and receive the Halloween medal along with a special treat!

General


-Medics will now heal while on the move. -Increased the health on the turret gunner for the M4 Sherman from 100 to 120. -Added a new cannon fire sound effect for the 75mm and 76mm cannons. -Increased base accuracy of M45 Quadmount from 30 to 35.

Defense in Depth and Sector Defense


-Halloween holiday event available. Participate by constructing a Demon Gate and slaying Oni demons! -Special Forces training will now allow Sarge to occasionally fire his bazooka! -Snipers are now guaranteed access to scoped M1 Garands from Special Forces Training.

Campaign Mode


-Adjusted renown upgrade pricing.

Bug Fixes


-Adjusted the enemy advancement code during fog to reduce chances of soldiers walking out of melee. -Fixed an issue where Grenadier assault waves would spawn Grenadiers with invisible pistols. -Guerilla tunnel troops will no longer break the mission! -Decrewed crew operated weapons will no longer aim at targets. -Fixed an issue where crew members would not die properly upon destruction of vehicle. -Fixed an issue where soldiers destroying crewed vehicles would result in the soldiers locking up and aiming indefinitely. -Adjusted firing animation on Sarge to align the muzzle flash of his weapon properly. -Fixed a firing animation issue with the M19 Duster, M3 Stuart, AT Gun Nest, and AT Gun Emplacement. -Fixed an audio issue with the M3 Stuart tanks that was preventing it from playing its cannon fire sound properly.


[ 2018-10-17 03:17:56 CET ] [ Original post ]

Build 0.88 Imphal

Build 0.88 "Imphal" implements the long awaited Renown system for Campaign mode, adding an additional persistent element. Major changes have been made to the standard set up, and we highly suggest that any on-going campaigns be restarted. In addition, several new units have been added to the Defense in Depth and Sector Defense modes.

General


-Added new enemy unit: Grenadier! -Added new enemy unit: Mobile Cover! -Added new unit: T40 WhizBang rocket tank! -Added new unit: ANZAC Mortar Carrier! -Added new unit: M4 Sherman available only through Immediate Support reinforcement groups. -Added new structure: Marston Mat (anti-tunnel structure)! -Firing into melee now induces a 50% accuracy penalty. -Reduced time in-between SNLF paradrops. -Enemy Underground Hideouts no longer count incapacitated soldiers. -Decreased firing time between shots of Stinger LMG from 0.125 to 0.115 seconds. -Increased suppression radius of Stinger LMG from 80 to 90. -Increased range boundaries on M1912 Shotgun from 40/80/120 to 50/90/125. -Slightly increased the max damage of M1 Bazookas. -Warrant Officers are no longer armed with grenades by default. -Reduced the base Molotov and Grenade throwing chance on Warrant Officers. -Reduced speed by 2 on Warrant Officer to offset their charging speed bonus. -Adjusted muzzle flash of Type 94 Tankette machine gun. -Reduced hitpoints on Type 94 Tankette from 225 to 175. -Reduced armor on Type 94 Tankette from 75 to 70. -Increased penetration of suicide bomb explosions from 100 to 120. -Increased max damage of suicide bomb explosions from 400 to 500.

Defense in Depth and Sector Defense


-Added new Assault Wave: Grenadier Assault! -Added new Assault Wave: Mobile Cover Laborer Brigade! -Added new Assault Wave: Mobile Cover Machine Gunners! -Added new Assault Wave: Mobile Cover Sniper Skirmishers! -Added Marston Mats into Defense Prep defenses and Prepared Fighting Positions. -Added Paramarine Reinforcement order! -Decreased chances of Assault and Banzai waves by roughly 10%. -Modified various Assault/Banzai waves. -Adjusted Breakthrough Tenshin Shudan spawn rates. -Slightly increased chances of multiple Type 4 Chi To spawns by roughly 5%. -New Immediate Support reinforcement group: M4A3 Sherman -M12 Body Armor (Special Forces trained Flametroopers) are now granted the Burn Resistance trait making them less likely to catch on fire! -M3 "Starlite" Carbines are now granted to Marine Raiders from Special Forces Training. -Medics are now granted a non-stackable additional 20 hitpoints from Special Forces Training. -Warrant Officers are now granted Type 23 Grenades after receiving Special Forces Training. -Warrant Officers will now occasionally throw two grenades after receiving Special Forces Training. -Paramarines are now granted M18 Recoilless Rifles from Special Forces Training. -Repair crates no longer repair all vehicles and structures, instead recovering up to 200 (doubled from before) points of health on whichever vehicle or structure collects it. -Flametrooper deployment will now deploy with 3 Special Forces trained Flametroopers! -Decreased price of Flametrooper from 40 to 35 Command Points. -Increased price of Forward Observation Post from 50 to 60 Command Points. -Increased price of the M1 Garand upgrade from 10 to 12 Command Points. -Decreassed price of Brass Knuckles from 7 to 6 Command Points. -Paramarine reinforcement group now arrives with a Paramarine AT trooper! -Increased the number of reinforcements in the Immediate Support call-ins.

Campaign Mode


-Default squad size changed from 8 to 5. -Max handheld munitions changed from 4 to 1. -Base supply point pool increased from 25000 to 32000. -Logistics Points are no longer awarded at the end of each mission, now tied to Renown system. -Renown system implemented! -Implemented 4 renown trees: Guerilla, Logistics, Manpower, and Tactics, each providing permanent squad benefits for ongoing campaigns.

Bug Fixes


-Fixed an issue where soldiers were not receiving cover from very large cover objects (usually vehicles). -Fixed an issue where vehicles may sometimes bug out and no longer fire. -Fixed an issue where veteran troops in the Immediate Support call-ins were not benefitting from their increased experience values. -Fixed an issue where M9A1 Bazooka was not playing its appropriate firing sound. -Fixed an issue where M9A1 Bazooka was not firing projectiles at the appropriate speed. -Fixed an issue where M9A1 Bazooka was using the wrong explosion type. -Fixed an erroneous text for the Just a Flesh Wound challenge. -Fixed an issue where the game would freeze up if the player attempts to hit confirm on the Quartermaster without an ability selected. -Clicking on unit purchase options in the Campaign menu will now only play the "click" sound once.

Hotfix 0.881


-Fixed a target priority issue with the Japanese Grenadier. -Fixed an issue where renown was not being awarded after completing campaign missions.

Hotfix 0.882


-Paramarines Reinforcement order should now display the appropriate icon when selected. -Guerilla soldiers will now seek cover and attempt to advance past the enemy on assault missions. -Fixed an issue where guerilla troops would prevent the player from advancing. -Fixed an issue where guerilla troops would prevent the mission failure prompt from triggering. -Fixed an issue where Grenadiers would fire an invisible weapon.


[ 2018-09-27 08:35:06 CET ] [ Original post ]

Build 0.87 Chinese Localization, Gun Fire Sound Modding, and More!

Build 0.87 adds in limited modding support by allowing players to modify the sound of gun fire! For more instructions, please read here!

General


-Simplified Chinese Localization added! -Traditional Chinese Localization added! -Slightly increased volume of gun fire sounds. -New enemy type: Teishin Shudan! -New Breakthrough wave: Teishin Shudan air raid! -Basic modding system for gun fire sounds. -Destroying tunnels with explosives now grant 2 experience for the associated soldier. -Bazooka troops will no longer engage enemy infantry within 60 units. -Slightly increased aim time on bazookas to give more time for opposing soldiers to react to them. -Increased the speed bonus from Break Suppression from 2.5 to 4. -Suppressive Fire now doubles suppression power for 10 seconds. -Suppressive Fire now reduces your soldiers' accuracy by 50% for 10 seconds. -Increased the minimum amount of mines from Airdropped Mines support order from 10 to 12. -Adjusted ratios of mine cluster spawns for when placing down mines. -Added sound effect for Combat Stims.

Campaign Mode


-Rifle Grenades added to campaign mode! -Added numerical indicator for smoke grenades, satchel charges, and rifle grenades.

Defense in Depth and Sector Defense


-Removed cooldown on Send Home order. -Removed the increased difficulty modifier from Random Squad deployment. -Conscripts are now granted MP18s from Special Forces Training -Random squad now includes Conscripts and Warrant Officers. -Supply crates now includes Conscripts and Warrant Officers. -Rebalanced supply weights to increase chances of getting a new soldier. -Adjusted likelihood of pillboxes spawning from Defense Prep. -Assault and Banzai waves will now grant a temporary (20 seconds) 10% chance increase for Immediate Support calls to be successful. -Increased the volume for the "Ambush" and "Tenno Heika Banzai" musical cues.

Bug Fixes


-Advancing on Sector Defense will no longer count bypassed enemy soldiers that have not yet appeared on the screen. -Fixed a bug where the Break Suppression order was not properly applying a speed bonus. -Fixed a bug where Suppressive Fire was not conferring drift fire to friendly troops. -Fixed an issue that would reset a hotkey binding when attempting to bind a combination hotkey. -Fixed an issue where clicking on an enemy rocket infantry unit would lock up the game. -Fixed an issue where ANZAC Commandos were not display their Silenced Sten Guns in Campaign Mode.

Hotfix 0.871


-Fixed various localization issues.

Hotfix 0.872


-Slightly reduced spawn rate of Teishin Shudan troops. -Fixed an issue where airstrikes were not refunding points from Forward Observation Posts.

Hotfix 0.873


-Various localization fixes for Chinese traditional and simplified.

Hotfix 0.874


-Raised the grenade throwing chance of the Warrant Officer. -M45 Quad MG, Bren Gun, and Dailmer Besa MG can now be modded independently.

Hotfix 0.875


-Fixed an issue where Warrant Officers would break healing functions. -Fixed an issue where Warrant Officers would not have a white outline when selected.

Hotfix 0.876


-Fixed a localization text issue with a couple of Chinese descriptions. -Fixed a memory crash issue from loading modded gun sounds. -Reinforcements from Immediate Support call-ins now start with 20 experience.


[ 2018-08-20 01:33:21 CET ] [ Original post ]

Build 0.86 Steam Trading Cards, Twitch Integration, and more!

General


-Steam Trading Cards released! -Twitch streaming interface implemented! Chat with your viewers while you play the game! It is recommended that players play with vertical screen layout when using Twitch integration. -Rifle Grenades may now be deployed via Individual Order on rifle armed infantry. -Flametroopers are now granted experimental M12 body armor from Special Forces Training. -Medics will gain the "Heroic" trait from Special Forces Training, making them immune to suppression! -Vehicle weapons now have minimum engagement ranges to cut down on friendly fire. -Bazooka troops will cancel their firing sequence if their target is engaged in melee combat. -Added new weapon display images for suicide belts, medical kits, and sword weaponry. -Reduced experience level of Imperial Guard Rocket Infantry from 100 to 75 (reducing their rocket accuracy). -Reduced accuracy of Imperial Guard Machinegunner from 30-60 to 25-50.

Defense in Depth and Sector Defense


-Reduced size of asset images on the Requisition menu to allow for fitting of all 11 possible assets. -New Immediate Support reinforcement group: People's Platoon. -New Allied unit: Warrant Officer, available from the People's Platoon. -M12 Duster and M50 Quadmounts will now deter enemy paradrops! -M12 Dusters will now prioritize firing at enemy vehicles. -Increased long radius of mortar shells to make them more effective at suppression. -Mines will no longer trigger on incapacitated soldiers. -Legion of Merit ribbon now requires reaching wave 40.

Bugs


-Soldiers can no longer shoot over a palisade unless they are on the corresponding half/side of it. -Soldier hotkey binding (control groups for alphanumerical keys) will now be remembered when advancing in Campaign mode. -Fixed an issue where SNLF flametroopers would not display their aiming sprite when firing their weapon. -Fixed a bug where the machine guns on a tank would continue firing despite the vehicle being destroyed. -Fixed an issue with surrendering in the tutorial and campaign modes. -Fixed some spelling/typos with localized texts.

Hotfix 0.861


-Vehicles will now advance properly on Sector Defense.

Hotfix 0.862


-Command Points no longer lowered on waves 150+ and 250+ -Fixed a layering issue with supply crates. -Jack in the Box Challenge now reduces command point gain by 3 instead of 4.

Hotfix 0.863


-Fixed an issue where crates could not be picked up.

Hotfix 0.864


-Updated message system to indicate if no soldier is selected when attempting to give an individual order. -Grenade voice lines for when deploying rifle grenades. -US voice lines for when attempting to deploy ordnance out of range. -Increased priority rating on enemy rocket troopers from 125 to 200 to help snipers prioritize firing on them. -Special Forces training now removes the Occupied Hands trait on Flametroopers.


[ 2018-07-31 17:14:54 CET ] [ Original post ]

Build 0.854 Mechanic Rework: Fog

After much feedback, we have decided to rework the fog weather effect. While we are generally happy with the weather system, in how it affects the player's defenses and decision-making, we have agreed with the playerbase that fog offers little in terms of counterplay compared to rain and monsoon. To this end, we wanted to further emphasize that fog obscures vision, creating disorientation amongst soldiers. Fog now further decreases soldier's sight ranges, but enemy support units will attempt to advance forward. This will prevent the build up of large concentrations of enemy support units in the rear lines, giving shorter range weapons and mines a greater role in the player's defenses.


[ 2018-06-26 00:40:14 CET ] [ Original post ]

Build 0.85 Steam Cloud Save and Midsummer Event!

Steam Cloud save added! Please be sure to load the game on your primary account first. Your save should be uploaded to the Cloud once you have played through one game. Midsummer event active! Send home 20 soldiers with at least 50 experience in Defense in Depth and Sector Defense missions to unlock a special structure!

General


-ANZAC Commandos are now available as a Requisition order again! -ANZAC Commandos are now armed with Gammon Bombs (AT Grenades)! -Reworked AT Grenade logic. Soldiers with AT Grenades are now smarter when it comes to when to throwing their AT Grenades. -Decreased scatter on AT Grenades. -Decreased damage radius and hit damage on AT Grenades. -Enemy Officers are now more likely to deploy smoke grenades. -Enemy Officers spotting now indicates the number of units spotted.

Defense in Depth and Sector Defense


-Top secret prototype weapon requisition order added! -Increased the base success chance of Immediate Support request from 1% to 4%. -New Immediate Support response: ANZAC Recce Squad! -Increased number of paratroopers from SNLF air assaults. -Added a stronger infiltration team for tunnel networks on wave 75+. -Paramarines drops now deploys between 4 to 6 paratroopers. -Adjusted requisition point gain from Defense in Depth and Sector Defense missions. -Decreased price of M19 Duster from 240 to 225.

Bug Fixes


-Bomb duds from the Loose Bombs challenge now have the proper explosion type. -Fixed a bug where a soldier being sent home would count as being MIA. -Fixed a bug where Flametroopers would continue firing their weapon despite being engaged in melee. -Fixed a bug where multiple artillery strikes could be called on by selecting a supply crate order during an active strike.

Hotfix 0.851


-UI hotfixes.

Hotfix 0.852


-Sarge can no longer be Sent Home.

Hotfix 0.8521


-Fixed a hotkey issue.

Hotfix 0.8522


-Fixed an issue where the Summer event reward option was available in the menu prior to unlocking it.

Hotfix 0.8523


-Adjusted Immediate Support chances.

Hotfix 0.8524


-Fixed another graphical mishap with the Midsummer Medal.

Hotfix 0.8525


-Adjusted casings and magazine scaling to be slightly smaller. -Fixed an issue where engineers would attempt to perform their passive ability when retreating or at the next position.

Hotfix 0.8526


-Flametrooper deployment should now properly be available at 2nd Lieutenant rank. -Fixed an issue where enemy officers would ignore camouflage when spotting.

Hotfix 0.853


-Decreased price of Special Forces training from 30/45 to 25/40 in Defense in Depth and Sector Defense. -Special Forces training no longer grants experience bonuses. -Slightly increased AT grenade throwing chance on ANZAC Commandos. -Slightly increased transparency on Bypassed Enemies UI icon. -Slightly reduced spawn rate of enemy vehicles. -Adjusted sprite layering of muzzle flash and flame shots.

Hotfix 0.8531


-Enemy Officers will no longer count wounded, dead, or unconscious soldier when spotting. -Fixed an issue where the Type 98 Autocannon's base would not fade away properly.

Hotfix 0.8532


-Fixed a bug that was preventing ANZAC Recce squads from being selected for Immediate Support. -ANZAC Recce squad's Commandos have been modified to deploy with Owen Guns instead of Silenced Sten Guns. -Increased price of ANZAC Commandos from 60 to 65 Command Points. -Increased number of supplies dropped from Immediate Support from 4-6 to 5-7. -Increased morale of Raiders from 35-80 to 40-85.

Hotfix 0.8533


-The Quartermaster and Command menus can no longer be accessed after the game is over. -Base dying time increased from 30 to 35 seconds. -Flamethrowers now deal double morale damage. -Increased burst on M19 Duster from 8 rounds to 10 rounds. -Reduced armor piercing value of Type 98 Autocannons from 20 to 15. -Decreased price of Mines from 14 to 12 Command Points. -Decreased price of AT Mines from 5 to 4 Command Points. -Decreased price of Smoke Grenades from 2 to 1 Command Points. -Decreased price of Airdropped Mines from 28 to 25 Command Points.

Hotfix 0.8534


-Implemented keyboard shortcut for Windowed mode in the menu scene.

Hotfix 0.8535


-Implemented keyboard shortcut for Windowed mode in the game scenes. -Fixed a bug where the player may select vehicle/emplacement units while in the Quartermaster, which would bug out the menu.

Hotfix 0.854


-Enemy support units will now move forward during the foggy weather. -Increased sight range reduction from fog from 22.5% to 20% of normal vision.

Hotfix 0.8541


-Fixed some sprite overlapping issues. -Fixed an issue where vehicle crews would leave their vehicle to advance during fog.

Hotfix 0.8542


-Suicide Bombers will no longer charge and stand next to unconscious soldiers. -Fixed localization issues for Korean text for SNLF specialist troops.

Hotfix 0.8543


-Reduced starting enemy escalation variable for Random Squad deployment from 4 to 2. -Reverted Smoke Grenade price change back to 2 Command Points.

Hotfix 0.8544


-Limit on Command Point bonuses from Officers and Signalers have been reduced from 20 times Wave Count to 15 times Wave Count.


[ 2018-06-21 02:52:16 CET ] [ Original post ]

Build 0.84 Peleliu

Build 0.84 Peleliu features a large host of changes, from changes to the melee combat, line of sight mechanics, and some preliminary changes to the Campaign mode. Rather than delay the patch any longer, we will be updating 0.84 gradually, adjusting and fine tuning the difficulty in Campaign mode.

General


-Unit bar now displays armor value of various vehicles and structures. -Updated cover indicators to be more visible. -New enemy support strike: 400mm Rocket Mortar! -New enemy type: Takasago Volunteers! -Added the "Flammable" trait for soldiers wearing foliage camouflage, making them more likely to burn! -Soldiers engaged in melee will no longer be pinned if fired upon. -Damage from melee combat is now increased proportionately by the difference between the attacker's melee skill and the defender's melee skill, making skilled melee troops extra effective against unskilled troops. This difference is taken from the soldier's unmodified skill point values. -Increased variability between each attack session in hand to hand melee to make melee slightly less predictable. -Smoke will now block line of sight for vehicles and emplacements. -Japanese Officers now have reduced spotting range when using binoculars during weather events. -Increased base "dying" time from 25 seconds to 30 seconds. -Increased ribbon bonus death resistance time from 4 seconds to 5 seconds; -New Steam Achievement: The Other Airborne -New Steam Achievement: Indefatigable -New Steam Achievement: Combat Architect

Defense in Depth and Sector Defense


-New Challenge: It's Only a Flesh Wound - Receive 2 additional Command Points per wave but healing is reduced to 10% of its normal rate. -New Order: Request Immediate Support! -New Order: Cancel Artillery! -AT Gun Emplacements can now be constructed. -Special Forces training for Militia units now grants Molotov Cocktails! -Decreased price of US Flametrooper from 45 to 40 Command Points. -Decreased price of Raiders from 60 to 55 Command Points. -Raider squad deployment now begins with 4 Raiders but begins the match with -120 Command Points.

Campaign


-Added retreat function for missions. -Removed BAR and Johnson LMG from purchase. -Supportgunner option added for campaign mode. -Reduced price of Medic from 8000 to 5000 Supply Points. -Reduced amount of enemy spawns in early missions.

Bug Fixes


-Fixed a bug where multiple artillery strikes may be called on by selecting a supply drop order. -Fixed a bug in Sector Defense where soldiers in melee could force a screen advance. -Fixed a bug where issuing a taunt order could stop an enemy wave from completing its spawn cycle (particularly noticable with enemy paradrops). -Fixed a bug where certain Challenge effects were applying in Campaign mode. -Fixed a bug where the Command Button was not working properly in Sector Defense.

Hotfix 0.841


-Increased camo value on Takasago Volunteers from 0 to 0.25. -Fixed a bug with Paramarines landing without parachutes.

Hotfix 0.842


-Added an option to remove Molotov Cocktails. -Adjusted drop area for Paramarines to be safer. -Taunts can no longer be triggered by hotkey in the Tutorial and Campaign mode. -Martyrs are now armed with Molotov Cocktails by default. -Increased default grenade throw chance on Allied infantry from 0.2 to 0.25. -Increased number of shells dropped in Mortar Barrage from 6 - 10 to 8 - 12. -Increased number of shells dropped in Howitzer Barrage from 6 - 10 to 7- 11. -Rocket infantry, US Machine Gunners, Knee Mortar troops, and Santa Claus now have "Occupied Hands" as their default melee, resulting in reduced melee attack rates and damage. -Increased Santa's melee range from 25 - 50 to 30 - 60. -Decreased price of Palisade from 35 to 25 Command Points. -Fixed an issue with Japanese localization that was breaking the game.

Hotfix 0.8421


-Fixed a bug that was preventing the Combat Architect achievement from being achievable. #55

Hotfix 0.8422


-Increased price of Martyrs from 16 to 25 Command Points. -Increased health of Martyrs from 75 to 80 hit points. -Decreased base Molotov throw chance from 0.25 to 0.2 on Martyrs and Conscripts. -Fixed a bug where Martyrs would disobey the player and charge at tanks. -Fixed a bug where Medics would stop healing if they tried to heal a Martyr. -Fixed an issue where Martyrs were not being highlighted when selected.

Hotfix 0.843


-Space bar key will now serve as an alternate key for accessing the Quartermaster or Command menus. If you have space binded for a shortcut, please rebind the particular order to another key. -Added new audio cue for Tenno Heika Banzai waves! -Decreased price of raiders from 60 to 55 Command Points. -Slightly reduced the base burn rate of Molotovs from 10 to 7.5. -Slightly increased the base burn rate of infantry flamethrowers from 15 to 17.5. -Increased the base burn rate of vehicle flamethrowers from 15 to 22.5. -Slightly increased range of Satchel Charges from 90 to 100 units. -Slightly increased horror radius of exploded and burning soldiers. -Slightly increased max morale damage from exploded and burning soldiers. -Fixed an animation issue with the muzzle flash on AT Gun Emplacements.

Hotfix 0.8431


-Added a fix that would prevent the game from occasionally locking up when giving a soldier an order from the Quartermaster. -Fixed an issue where Cancel Strike would result in the radio being in use indefinitely.

Hotfix 0.8432


-Vehicles should no longer move when selected with the Command Menu open.

Hotfix 0.8433


-Fixed an issue where autocannons and strafing runs would prevent the game from pausing properly.

Hotfix 0.8434


-Fixed a bug where Rocket Mortar attacks was using the wrong animation type. -Increased likelihood of Rocket Mortar attacks. -Reorganized the Command menu.

Hotfix 0.844


-Soldiers' bios may now be changed by clicking on the bio text. -Soldiers will now passively recover health when waiting at the next position. -Soldiers will now passively recover morale when waiting at the next position, up to a maximum of 25. -Fixed an issue where Special Forces Training requires rebinding between Sector Defense and Defense in Depth modes. -Fixed a bug where players could grant Special Forces Training without incurring a retreat on Defense in Depth. -Fixed a bug where soldiers could have their morale be higher than 100 when retreating to the next position. -Fixed an issue where players could not use the space key when renaming a soldier.

Hotfix 0.8441


-Vehicles and structures now count as 3 instead of 2 soldiers for purposes of calculating breakthrough waves. -Stronger breakthrough waves now occur starting at wave 80 instead of 100 and gets stronger each increment of 40 waves (previously 50 waves). -Adjusted max spawn count of Takasago Volunteers for breakthrough waves.

Hotfix 0.8442


-Increased price of AT Nest from 100 to 105 Command Points. -Decreased price of MG Nest from 85 to 80 Command Points. -AT Gun Emplacements and Stuarts now have decreased cannon scatter based on their experience value. -AT Gun Emplacements and Stuarts now have increased scatter based on enemy distance (up to ~50% increased scatter). -Adjusted distance scatter on Bazookas to match vehicle distance scatter.

Hotfix 0.8443


-Increased base accuracy of Daimler's co-axial machine gun from 25 to 30. -Reduced spread on Daimler's main cannon from 40 to 32. -Increased scan time of AT Gun Emplacements from 14-28 to 15-30. -Increased speed of AA trucks from 7 to 9. -Increased scan time of AA trucks from 10-14 to 12-15.

Hotfix 0.8444


-Decreased armor penetration value of Type 98 Autocannons from 30 to 20. -Increased movement speed of AA truck from 9 to 10. -Increased health of Daimler Armoured Car from 200 to 220.

Hotfix 0.8445


-Fixed a bug where explosions could sometimes cause the game to not pause properly in the menu. -Slightly increased the time it takes before AA trucks will begin looking for targets.


[ 2018-05-22 09:52:25 CET ] [ Original post ]

Build 0.83 Saipan

Saipan features a massive update to the Defense in Depth game mode, in the form of the Defense Preparation Mechanic. This new mechanic will further distinguish the two endless defense modes. For more details, please read this page. Build 0.83 is a milestone update for the development of Skirmish Line. It has been a little over half a year since our Early Access launch, and we have concentrated most of our efforts in improving the two endless defense modes. Originally, we promised at least 6 months of further development during the Early Access period. Re-evaluating that promise, we realize that we severely underestimated both the amount of work and potential for the game. To this end, we are committed to another 6 months of development, with a shift in focus towards finishing the Campaign mode. [strike]Note: Korean localization is not yet fully updated![/strike]

General


-Defense Prep Mechanic added to Defense in Depth. -Implemented a basic cover detection system. -Added memo page in the Command menu for quick instructions on how to play. -New challenge: Jack in the Box - Quadrupled supply drop rates but receive 4 less Command Points per wave. -Added new enemy type: Imperial Guards rifle infantry variant! -Added new enemy type: Imperial Guards flametrooper variant! -Added new enemy type: Imperial Guard rocket infantry variant! -Added new enemy type: SNLF Flametrooper variant! -Added new enemy type: SNLF rocket infantry variant! -Modified existing assault waves for inclusion of new Imperial Guard variants. -Modified existing SNLF assault waves for inclusion of new SNLF variants. -New Banzai wave: Shovel Brigade! -New Assault wave: Imperial Guard Flame Unit! -Added new support option: Airdropped Minefield! -Added new support option: Engineering Crate! -Combat Stimulant individual order added! -Support Gunners can now spawn from Random Squad deployment and Supply Crates. -Slightly increased likelihood of enemy infantry spawns on waves 100+ -Increased enemy passive artillery chance factor from 1.35 to 1.5 (roughly 30-75% more likely). -Increased damage reduction bonuses from Officer-led Banzai troops from 0.75 to 0.7 (5% increase). -Decreased accuracy reduction bonuses from Trenches and Foxholes from 0.7 to 0.75 (5% decrease). -Decreased max accuracy reduction from cover from 0.4 to 0.3 (10% decrease). -Increased time between heals on Medic from 2.25 seconds to 3 seconds. -Increased max firing time for all cannon based vehicles by 25%. -Increased price of Gunship Support from 36 to 38 Command Points. -Added new ribbon: Good Conduct Ribbon! -Added new ribbon: Ranger Tab! -Marine Raider ribbon now grants +2 Command Points for every screen advanced on Sector Defense. -Increased price of Special Forces Training on Defense in Depth from 25 to 30 Command Points.

Bug Fixes


-Fixed a mis-matched ribbon image. -Fixed a bug where Sarge being getting burnt would not trigger a morale penalty. -Fixed a bug where an exploded Signaler would keep the radio in use.

Minor Fixes


-Rearranged ribbon layout. -Reduced size of expended cartridges.

Hotfix 0.831


-Reduced collider size of bunkers. -Fixed a bug where certain defenses from Defense Preparation that would disappear.

Hotfix 0.832


-Increased max hitpoints on Gurkhas from 120 to 125. -Slightly increased melee damage of Gurkha Kukri weapons. -Fixed a bug where Medics were overhealing Militia but underhealing Gurkhas. -Fixed a bug that would occasionally lock up player controls.

Hotfix 0.833


-Fixed a graphical issue with the Imperial Command Officer's KIA sprite. -Fixed a bug where Chinese voice lines would be played for Assault/Banzai waves even though there are fewer Chinese soldiers than other soldiers. -Fixed a localized text which would display the Options tab as a second Command tab on Sector Defense. -Fixed an oversight where Bazooka troops would never show up from supply crates. -Modified some of the existing Defense Preparation layouts.

Hotfix 0.834


-Reduced price of Smoke Grenades from 3 to 2 Command Points. -Reduced price of Brass Knuckles from 8 to 7 Command Points. -Roll Call will now show a dark red exclamation mark for soldiers with less than -10 hitpoints. -Roll Call will now take into account a soldier's max health potential. -Reduced melee skill range for Bazooka troops from 10 - 35 to 5 - 15. -Reduced melee skill range for Machine Gunners from 10 - 20 to 5 - 15. -Dead bodies will now properly be gibbed if hit by an explosion. -Fixed an issue where crates were not being destroyed by explosions.

Hotfix 0.835


-Added a medical symbol for Roll Call indicators for Medics. -Korean localization updated. -Fixed some missing text issues with the Russian localization.

Hotfix 0.836


-Fixed an issue with enemies spawning randomly on the map on Sector Defense.


[ 2018-04-26 21:06:37 CET ] [ Original post ]

New Mechanic: Defense Preparation

Defense in Depth is receiving a major update, in the form of the Defense Preparation mechanic (DPM). After extensive feedback, we found that players were rarely able to take advantage of retreating to the next position past the initial 25 waves. Furthermore, we found that players rarely retreated individual soldiers, instead preferring to frontload their resources into an "all or nothing" defense scheme at positions B or C. DPM is intended to make it viable to defend all positions by retreating individual soldiers for rear echelon duties. For each soldier the player has retreated to the next position, the Defense Prep Counter will go up by one each wave, with a maximum cap of 100. The quality and quantity of defensive positions is determined by the value of the Defense Prep Counter. For each Defense Prep point, a defensive position has a [strike]2%[/strike] 3% chance of upgrading to the next level. Lastly, DPM is an entirely optional mechanic. The "all or nothing" defense setups are still entirely viable, should a player wish to keep all their units available at a position. Below is a comparison between 0, 25, and 50 Defense Prep Points:
[strike]As DPM is still in the works, we have released an initial build in the development branch for player feedback. Expect some wonkiness and possible bugs. The release candidate will also feature special structures, including the return of a certain MnB2 fan favorite structure, accessible through the DPM.[/strike] DPM has been implemented in Build 0.83 Saipan!


[ 2018-04-12 23:25:29 CET ] [ Original post ]

Build 0.82 Kwajalein

Kwajalein features large changes in the Machine Gunner classes and the overall balance of the game. The BAR and Johnson LMG are no longer available as individual upgrades. Instead, a new Support Gunner or Automatic Rifleman class will provide suppressive fire while the Machine Gunner class has been changed to a hybrid, high value anti-infantry and heavy suppression unit. We have also made the decision to remove the squad Garand and Carbine requisition orders. While the original intent was to provide the player with the occasional "easy" game, we found that the squad upgrade ultimately unbalanced the game, making it difficult to balance the gameplay between newer and older players. And lastly, thanks to the effort of a few volunteers, the game is now localized in both Japanese and Korean!

General Changes


-Japanese localization added! -Korean localization added! -Standard deployment now includes 5 Riflemen. -Removed Garand and Carbine Squad Requisition orders. -New Support Gunner class - armed with BAR by default; upgraded to Johnson LMGs from Special Forces Training. -BARs and Johnson LMGs removed from normal access. -Decreased price of Riflemen from 30 to 25 Command Points. -Decreased price of Militia from 14 to 12 Command Points. -Decreased price of Martyrs from 20 to 16 Command Points. -Decreased price of Diggers from 35 to 30 Command Points. -Increased price on Machinegunners from 45 to 60 -Increased accuracy on Machinegunners from 7-25 to 15-55 -Increased price on M19 Duster from 200 to 240. -Decreased price of the Holy Hand Grenade from 32 to 30 Command Points. -Thompson SMG price reduced from 22 to 20 Command Points. -Increased time between healing trigger on Medics from 1.5 to 2.25 seconds. -Increased drift radius on QuadMount Machine Gun from 90 to 125. -Increased movement speed of Flametroopers from 10 to 11. -Increased minimum morale of Allied Flametroopers from 15 to 20. -Increased base burn rate of Flametroopers from 10 to 15. -Experienced Flametroopers are now less likely to explode. -Increased minimum morale on Flametroopers from 10 to 15. -Increased base burn rate of M3 'Satan' from 10 to 15. -Reduced armor penetration value of 40mm Bofors from 45 to 35. -Increased max damage on M9A1 Bazooka from 210 to 225. -Increased health on HMG Emplacements from 250 to 260. -Increased base accuracy skill on HMG Emplacement from 30 to 35. -Increased long range boundary for HMG Emplacement from 550 to 600.

BAR


-BAR Accuracy 1/0.75/0.65 -> 0.75/0.4/0.2 -BAR accuracy radius changed from 75/180/400 to 75/180/350. -BARs burst changed from 20-20 to 10-10. -BARs ammo count changed from 2 to 1. -Movement penalties on BAR reduced from -1.5 to 0. -Reduced aiming time on BAR from 4.05-5.45 and 3.75 - 4.75 to 3.25 - 4.05 and 3.0 - 3.85 respectively. -Increased drift radius on BAR from 35 to 60.

Johnson LMG


-Johnson LMG accuracy boundaries change from 85/210/425 to 85/210/375. -Johnson LMG accuracy 1/0.85/0.75 -> 0.75/0.4/0.2 -Johnson LMG burst changed from 6-8 to 10-10. -Movement penalties on Johnson LMG reduced from -1.5 to 0. -Reduced aiming time on Johnson LMG from 4.05-5.45 and 3.75 - 4.75 to 3.25 - 4.05 and 3.0 - 3.85 respectively. -Increased drift radius on Johnson LMG from 35 to 60.

M1919 Changes


-Increased min damage on M1919 and Stinger LMG from 10 to 15. -Increased max damage on M1919 and Stinger LMG from 29 to 35. -Increased burst length on M1919 and Stinger LMG from 19-34 to 25-35 -Increased drift radius on M1919 and Stinger from 70/6o to 90/80 -Increased accuracy boundaries on M1919 from 75/180/325 to 80/190/400 -Increased accuracy boundaries on Stinger LMG from 75/200/335 to 85/210/425 -M1919 accuracy 1/0.8/0.5 -> 0.75/0.45/.25 -Stinger accuracy 0.95/0.75/0.45 -> 0.75/0.45/0.25

Bug Fixes


-Fixed an issue with the layering on burnt soldiers. -Fixed a layering issue with bazooka rounds. -Fixed a bug where enemy Flametroopers would do progressively less damage to the players' troops. -Fixed an issue where experience was not being granted to soldiers who kill targets but are sent into the pinned state before finishing their firing burst. -Fixed an issue where vehicles/emplacements firing automatic weapons were not gaining experience appropriately. -Fixed an issue where vehicles/emplacements were receiving the wrong amount of experience from kills. -Fixed an issue where vehicles/emplacements would bug out when attempting firing at a target. -Fixed several layering issues. -Corrected Browning M1919A6 text to M1919A4.

Hotfix 0.822


-Decreased max accuracy of Machine Gunners from 55 to 40. -Increased Snipers priority focus on Machine Gunners from 100 to 250. -Decreased min damage of M1919A4 and Stinger from 15 t0 10. -Decreased max damage of M1919A4 and Stinger from 35 to 25. -Decreased accuracy modifiers of M1919A4 and Stinger from 0.75/0.45/0.25 to 0.7/0.4/0.2. -Fixed a bug where special forces training would exceed a soldier's stats by 100.

Hotfix 0.823


-When playing in vertical mode, areas outside of the playing area should now mask game effects.


[ 2018-04-03 21:57:18 CET ] [ Original post ]

Build 0.81 Easter Event

Celebrate Easter by participating on an Easter Egg Hunt! From March 28th until April 18th, the Easter Bunny will be hopping around on Defense in Depth and Sector Defense missions, periodically dropping painted eggs. Collect 100 eggs for a special order!

General


-Defenses may now be rotated in the Quartermaster menu! -Snipers now gain the "Accurate" trait, allowing them to fire at pinned targets without any accuracy penalties. -Knee Mortar troops no longer ignore camouflage and shot blockers. -Raised price of Machine Gunners from 40 to 45. -Increased max accuracy value on Machine Gunners from 20 to 35. -Increased min accuracy value on Machine Gunners from 5 to 7. -Decreased max melee value on Machine Gunners from 25 to 20. -Special Forces Training now provides full accuracy bonuses to Machine Gunners. -Slightly increased suppression radius on M1919A6 and Stinger LMGs. -Slightly increased long range distance for BAR and Johnson LMGs. -Slightly increased accuracy modifiers at long range for BAR and Johnson LMGs. -Increased armor on Daimler from 75 to 80. -Increased health on Daimler from 180 to 200.

Hotfix 0.811


-Fixed a layering issue with KIA soldiers. -Adjusted stats on Stinger LMG to be more accurate overall. -Increased drift fire radius on M1919A6 and Stinger.

Hotfix 0.812


-Easter eggs now grant +1 morale to the soldier picking it up. -Sarge should no longer be killed multiple times.


[ 2018-03-27 19:36:35 CET ] [ Original post ]

Build 0.80 Makin

Sprite layering reworked to accommodate new units and structures. Please be on the lookout for strange visual glitches.

General


-M19 Duster added! -Supply Drop Zone structure added! -New Japanese vehicle: Type 95 Kurogane Reconnaissance vehicle added! -Slightly reduce time delay between shell drops on Mortar Strikes. -Slightly increased accuracy bound on M45 Quadmounts. -Slightly increased drift fire radius on M45 Quadmouints. -Slightly increased range bound on Heavy Machine Gun Nests. -Reduced health on Japanese trucks from 225 to 180 hitpoints. -Increased armor on Japanese trucks from 40 to 65. -Increased health on the operator for the Type 98 AA Gun Mount from 80 to 100 hitpoints. -Increased armor penetration on M1 Bazooka and M9 Bazooka from 70 and 90 to 75 and 95 respectively. -Increased damage bounds on M1 Bazooka and M9A1 Bazooka to increase reliability.

Sector Defense and Defense in Depth


-New Steam Achievement: Challenger - reach wave 100 on all existing Challenges to unlock! -Updated Quartermaster menu for Defense in Depth and Sector Defense modes. -Special Forces training will now upgrade a Machine Gunner's weapon to the M1919 ANM2 Stinger! -Increased the likelihood of Snipers receiving the Scoped M1 Garand sniper rifle from 15% to 25%. -Flametrooper Squad Deployment added! Available at 2nd Lieutenent rank! -Digger Squad Deployment now has slightly increased enemy spawn rates. -Decreased price of Mortar Strikes from 10 to 8 Command Points.

Bug Fixes


-Fixed a bug where artillery strikes were not counting towards the artillery strikes called stats. -Fixed a bug where soldiers would not reload properly after retreating to the next position. -Fixed a bug where bomb duds on a map would sometimes bug out sector advance. -Fixed a bug where the Presents Drop order icon would not appear on Sector Defense missions. -Fixed a bug where supply crates would drop a soldier's health to default max hitpoints if overhealed from a medical crate. -Fixed a bug where Special Forces training would increase a soldier's stat over 100. -Fixed a bug where Command Points were not being updated after deploying Satchel Charges and Smoke Grenades. -Fixed a bug where certain messages were not being automatically removed after a certain amount of time. This was particularly noticable on the Forward Observation Post event messages. -Fixed a bug where acquiring Diggers via Requisition would remove the starting 10 Command Points at the beginning of deployment. This has been changed so that beginning with the Digger squad deployment would begin the game with 0 Command Points. -Fixed a bug where the weapon mount for the Type 98 machine cannon was not fading away after destruction. -Fixed a bug where the gunner of a Type 98 machine cannon would explode but also leave a corpse. -Fixed some localization texts.

Hotfix 0.801


-Fixed a bug where Drop Zones were immune to damage.

Hotfix 0.802[/h1 -M19 Dusters will now prioritize firing at rear targets. -Water effects in trenches should no longer cover up soldiers. -Fixed various issues with the Quartermaster menu in Sector Defense.


[ 2018-03-14 20:39:06 CET ] [ Original post ]


Build 0.79 The Lunar New Year!

Celecrate the Lunar New Year by reaching wave 60 on either Sector Defense or Defense in Depth while only calling on Conscripts! Players who accomplish will feat will be awarded the Lunar New Year medal, along with the unlock of a special unit!

Defense in Depth and Sector Defense


-Lunar New Year event added! Event ends at the end of February. -New Allied unit: Conscript infanty! -New Japanese unit: Type 98 AA Truck! -New Japanese unit: Shovel Troops! -New UI cursor icon for when Concentrate Order is selected. -Adjusted Japanese Tunnel spawn rates to be less brutal at earlier waves. -Various changes to enemy unit spawn rates to reduce early game difficulty. -Medics no longer fire on enemy targets after given an Officer order. -Squad Get Up! now provides a 2.5 speed increase on top of the suppression resistance bonus. -Decreased price of M3 Stuart from 200 to 185 Command Points. -Decreased price of M3 Satan from 160 to 150 Command Points. -Decreased price of M45 Quadmount from 160 to 145 Command Points. -Increased damage band of M45 Quadmount machine guns. -Increased burst band on Garand Sniper Rifles from 1-1 to 1-2. -Rreduced spread on M1 and M9A1 Bazookas. -Reduced armor value of Japanese trucks from 55 to 40. -Decreased health on Japanese tunnels from 750 to 600 hitpoints. -Decreased price of Present Drops from 10 to 8 Command Points. -Decreased price of Supply Drops from 20 to 18 Command Points. -Adjusted morale boosts from Supply Drops and Presents.


[ 2018-02-12 17:24:51 CET ] [ Original post ]

Build 0.78 Milne Bay

General


-Resized background map. -Reworked infantry weapon fire animations. -Soldiers with 10 or more experience will no longer throw grenades at targets in a melee. -Reduced duration of medical supplies from 5 minutes to 4 minutes. -Prepared Fighting Positions now includes double sandbag walls and medical supplies. -M3 Stuart, M3 Satan, Type 95 Ha-Go, and Type 4 Chi-To are now armed with a hull machine gun. -Slightly increased firing rate on M3 Stuarts. -Adjusted firing arc on various weapon emplacements to prevent them from firing at extreme angles. -M45 Quadmounts will now properly drift fire towards enemy vehicles. -Increased armor piercing value on M2 Browning Machineguns from 20 to 25. -Increased base movement speed on Bazooka troops from 10 to 11. -Decreased movement penalty on M1 Bazooka from -3 to -2.5. -Decreased movement penalty on M9A1 Bazooka from -2 to -1.5. -Slightly increased damage on M9A1 Bazookas. -Increased projectile speed on M9A1 Bazookas. -Decreased Smoke Grenade deployment chance on Imperial Guards.

Defense in Depth and Sector Defense


-Increased minimum wave requrement on Imperial Guard Medium Assault waves by 10. -Reduced price on Bazooka troops from 40 to 35 Command Points.

Bug Fixes


-Fixed a bug where weather effects were not applying correctly.


[ 2018-01-31 22:56:47 CET ] [ Original post ]

Build 0.77 New Guinea

Build 0.77 is the largest patch we have released to date, featuring a host of new equipment, orders, and units, along with new two Challenge modes, for the Defense in Depth and Sector Defense modes!

General


-New Challenge added: Honorable Melees; soldiers will no longer fire at targets in melee combat! -New Challenge added: Windfall Deployment: start with 100 extra Command Points but receive 2 less Command Points per wave! -M45 Quadmount machine gun emplacement added! -Daimler Armoured Car added! -Hot Chow support structure added! -Added new Support Order: Gunship Support - B25J gunship will provide 75mm cannon and heavy machine gun fire at designated location! -Added new Support Order: Naval Interdiction - temporarily increase time in between enemy waves. -M1 Bazooka added! -Bazooka troops are now armed with the M1 Bazooka by default. -M9 Bazooka upgraded to M9A1 Bazooka! -Special Forces training will now upgrade Bazooka troop's weapon to M9A1 Bazooka. -Increased maximum hitpoints of Gurkhas from 100 to 120. -Slightly increased maximum hitpoints, accuracy band, morale band, and experience of Imperial Guards. -Slightly increased aim time, reload time, and burst duration on Type 100 SMGs. -Added a suppression penalty to all SMGs and Pistols: Type 100, M3 Grease Gun, Thompson, Owen Gun, Silenced Sten Gun, Nambu Pistol, Colt Pistol. -Increased suppression drift radius on Type 99 Machine Guns. -Added a suppression bonus to Type 99 Machine Guns. -Smoke now provides directional cover (simulating difficulty in hitting an obscured target). -Units in trenches and foxholes now take 50% damage from explosions' medium range band (instead of no damage). -Reverted maximum experience modifiers back to original values, from 66% increased effectiveness back to 50%. -Added a cap to soldiers' accuracy, melee, and morale. -Increased healing penalty for soldiers in melee from 50% to 90% reduction. -Experience now affects how likely soldiers are fooled by decoys. -Reduced morale gain from killing soldiers by 50%.

Campaign


-Increased starting resource pool from 24000 to 25000. -Decreased price of soldiers from 4500 to 4250.

Defense in Depth and Sector Defense


-Passive enemy artillery system re-implemented; enemy support chance based on number of player assets on field. -Added new Banzai and Assault waves with Smoke Screen deployment. -Modified various existing Banzai and Assault waves with Smoke Screen deployment. -Added new Paratrooper assault wave for waves 90+. -Decreased price of palisade from 40 to 35 Command Points. -Increased price of decoys from 10 to 12 Command Points. -Increased price of Thompsons from 20 to 24 Command Points. -Veteran assault troops now spawn on wave 20+ instead of 10+. -Increased likelihood of Type 4 Chi-To breakthrough waves spawning. -Capped maximum amount of Command Point reserves to 250. -At wave 150+ and wave 250+, Command Points earned per wave reduced to 8 and 6 respectively.

UI


-Added new default cursor image! -Added supply drop cursor image! -Added Strike In Progress / Radio In Use UI icon! -Added Interdiction Active UI icon! -Adjusted spacing of messages to be more clean and to avoid overlaps. -Localization will now save as a preference after selection. -Added menu option to switch language choice on main menu.

Bug Fixes


-Fixed a bug where soldiers' morale were not being affected by weather penalties after killing a soldier in melee combat. -Fixed a UI bug in Campaign mode where right clicking with the Options menu opened would return to the Orders menu. -Fixed a UI bug where vehicle names were not being displayed properly. -Fixed a bug where Underground tunnels, access points, and hideouts were not displaying the proper unit info. -Fixed a bug where airstrikes were being counted after every radio call. -Fixed a bug where Storm of the Century was not applying weather effects.

Build 0.772 Hotfix


-Fixed a bug where vehicles were not prioritizing other vehicles properly. -Fixed a bug where Daimler destroyed sprite was using the Stuart sprite.


[ 2018-01-27 23:04:08 CET ] [ Original post ]

Build 0.769 Bug Squash

We'd like to apologize for the delay in the latest content patch. Our artist had some technical issues with his computer, but that has since been resolved. Stay tune for more units. In the meantime, we are publishing a new build with various changes and bug fixes!

General


-Hitting Esc will now bring up the Command Menu or Quartermaster Menu (if a soldier is selected) -Flametroops will no longer fire their weapon during a Suppressive Fire order. -Flametroops will no longer fire their weapon during a Concentrate Fire order if the target is out of their weapon range. -Soldiers in melee will no longer obey the Suppressive Fire and Concentrate Fire orders. -Bazooka troops will no longer fire at troops in melee.

Tutorial


-Fixed a bug where Forward Observation Posts were not being removed after advancing or retreating. -Shotgun upgrade removed and disabled from the tutorial. -Gurkhas removed and disabled from the tutorial. -Diggers removed and disabled from the tutorial. -Fixed tutorial text: soldiers die at -25 hitpoints, not 0. -Fixed a bug where command points would be modified by the particular squad deployment option.

Bug Fixes


-Fixed a bug where suicide infantry would explode when unconscious. -Fixed a bug where retreating infantry were preventing the player from advancing to the next screen. Retreating soldiers in Sector Defense will now always desert. -Fixed a bug where retreating infantry would advance to the next screen. -Fixed a bug where Sectors Advanced stats was not saving properly. -Fixed a bug where the info bar for vehicles was displaying after clicking on another unit. -Fixed a bug where M3 "Satans" would continue to be available after a deployment without having to reacquire them via the Requisition menu. -Fixed the experience display for vehicles, capping the value at 100. -Fixed a bug where supply crates can be retrieved multiple times by multiple soldiers. -Fixed a bug where the Medal of Honor was awarded after 2500 waves reached in the last 25 deployments, as opposed to 2000 waves after 20 deployments. This has been fixed to 2000 waves after 20 deployments. -Fixed a bug where Officers and Signalers were not granting additional command points via their passive abilities. -Fixed a bug where enemy defenses would never spawn on advancing maps. -Various other fixes that we forgot to log.


[ 2018-01-18 00:57:21 CET ] [ Original post ]

Christmas Event extended until January 7th!

Hotfix


-Fixed a bug that would prevent new waves from spawning should Santa die before wave 100.


[ 2017-12-31 13:28:15 CET ] [ Original post ]

Build 0.76 End of the Year Update

Christmas Event still ongoing!

Defense in Depth and Sector Defense


-Added in new Challenge system for increased gameplay variety. -Added in "Storm of the Century" challenge; mission will take place in an unending monsoon. -Added in "Loose Bombs" challenge; bomb duds may occasionally drop onto to the battlefield. -Added in "Crybabies" challenge; soldiers take double morale damage and elite units will be susceptible to panic retreats. -Adjusted spawn rates of Japanese suicide trucks and rocket trucks. -Adjusted accuracy values on US Machine Gunners.

Bug Fixes


-Fixed a bug where a normal machinegunner would be treated as Santa Claus. -Fixed a bug where machinegunners could not be ordered as reinforcements. Expect a small update shortly for Russian localization updates. We will be taking a brief break for the holiday seasons. Expect more content in the new year! Happy holidays!


[ 2017-12-23 13:39:33 CET ] [ Original post ]

Patch 0.75 Christmas Update!

Christmas Event added! Rescue Santa Claus and survive until wave 100 to receive presents!

General


-Added new Japanese unit: Konoe Shidan (Japanese Imperial Guard) -Japanese Officers will now occasionally throw Smoke Grenades to conceal troop movement. -US Officers may now be upgraded to non-pistol weapons. -US Officer max accuracy potential reduced to compensate for improved combat abilities. -Springfield rifle cost increased from 0 to 5 command points. -Concentrate Fire no longer works if a Palisade is obscuring line of sight. -Increased hitbox size of Pallisades. -Shi-Sei Tarenso now start appearing slightly earlier.

Bug Fixes


-Fixed a bug where flametroopers would continue firing their weapons when retreating. -Fixed a bug where sectors advanced was not counting towards the Aggressive Scouting Steam Achievement. -Fixed a bug where Pacific Star Badge was not being reset properly after a profile reset.


[ 2017-12-19 00:10:09 CET ] [ Original post ]

Build 0.743

General


-Added in Forward Observation Post (grants a 50% chance to refund artillery strikes). -Added "Throw" cursor image. -Increased Concentrate Fire accuracy buff duration from 5 to 6 seconds. -Slightly increased armor penetration value of Bombing Run explosions from 100 to 110.

Sector Defense


-Reduced price of Special Forces training from 60 to 45.

Defense in Depth and Sector Defense


-Decreased price of Sandbags from 10 to 8. -Decreased price of AT Mines from 8 to 6. -Decreased price of Palisade from 45 to 40. -Decreased price of Musket from 3 to 0.

Bug Fixes


-Fixed a bug where medal progression was not being reset after resetting profile. -Fixed a bug where Musket icon image was not displaying properly. -Fixed a bug where Signalers would fire on targets when using the radio after given a Concentrate Fire or Suppressive Fire order.


[ 2017-11-29 07:23:25 CET ] [ Original post ]

Build 0.741 Thanksgiving Event!

Celebrate Thanksgiving by exploding wild turkeys on Skirmish Line. From the November 21st through November 30th, wild turkeys will occasionally spawn on Defense in Depth and Sector Defense. Blow up 5 turkeys to earn the Thanksgiving Medal and earn a special weapon! P.S. We are aware that we do not yet have Russian localization for this content. It will be coming soon! Happy hunting!

General


-Added in Thanksgiving Medal and associated content. -Added in new cursor icons for when issuing construction orders, artillery orders, and hand ordinance orders. -Ampified cannon fire sound effect.

Bug Fixes


-Fixed a bug that was resulting in enemies shooting at the players from off screen.


[ 2017-11-22 03:38:34 CET ] [ Original post ]

Build 0.74 Tarawa

This is the first part of a series of update aimed at improving and refining the user interface, gameplay, and preparing various systems for an upcoming surprise. Stay tune for a holiday update next week! The biggest part of Build 0.74 is the new double digit command points system, which will make it a lot easier to balance the various units and upgrades in the game.

General


-Smoke Barrage is now selective fire, allowing players to deploy cover at specific locations.

Defense in Depth and Sector Defense


-Command point system has been revamped under a double digit system, allowing for more precise pricing of units and upgrades. -Various pricing adjustments in accordance to new command point system.

Campaign Mode


-Scaled down enemies and structure spawns to match current unit scaling.

Bug Fixes


-Fixed a bug that was resulting in artillery strikes mismatching shell or payload types. -Fixed a bug that was preventing the player from deselecting soldiers or accessing the tutorial menu.


[ 2017-11-17 22:36:23 CET ] [ Original post ]

Build 0.733

General


-Roll Call order now indicates soldiers' hitpoints from highest to lowest (green, yellow, orange, red).

Sector Defense and Defense in Depth


-Added in Send Home order, which retreats a soldier and removes him. -Reduced effects on difficulty from enemies picking up supply crates.

Bug Fixes


-Fixed a bug where trenches would begin the game flooded. -Fixed a bug that was preventing Palisades from working properly.


[ 2017-11-13 02:37:32 CET ] [ Original post ]

Build 0.732

General


-Added in air raid sirens for eneny paratrooper attacks. -Vehicles now provide directional cover. -Slightly increased aim time of Shotguns. -Slightly reduced accuracy and suppression cover bonuses for Trenches. -Adjusted spawn rate on mines to decrease likelihood of 2 mine clusters. -Improved penetration value of strafing runs. -Slightly increased speed of suicide trucks. -Adjusted explosive hitbox on suicide trucks. -Increased hitpoints on suicide trucks from 150 to 200. -Slightly increased hitpoints on Type 94 Tankettes from 200 to 225. -Slightly increased hitpoints on Type 95 Ha Go from 250 to 265. -Reverted change on Raider Deployment.

Sector Defense


-Enemy defenses may occasionally spawn on advancing. Likelihood of spawns increased as more sectors are advanced.

Sector Defense and Defense in Depth


-Breakthrough waves will now occur on wave 80+ (currently including only spawns of Type 4 ChiTo). -Added in SNLF Aerial Assault paradrops.


[ 2017-11-12 02:06:13 CET ] [ Original post ]

Build 0.731

General


-Added new weapon stat to adjust suppression effectiveness. -Reduced max number of multi-grenades down from 3 to 2. -Raised max experience required for second grenade toss from 40 to 50. -Reduced penetration value of grenades. -Slightly reduced range of max grenade range. -Reduced penetration value of shotguns.

Bug Fixes


-Fixed a bug where suicide trucks would explode on destroyed Palisades.


[ 2017-11-09 02:20:45 CET ] [ Original post ]

Build 0.73 Henderson Field

Completing the second half of the planned content from Build 0.72, Henderson Field adds in two new enemy types, intended for raising the difficulty on later waves. In addition, the player has been granted two new fortification to help deal with the increased difficulty. We hope this will shake up the meta and force players to utilize new strategies in order to survive. This completes our first round of content development, which has been focused on polishing up Sector Defense and Defense in Depth.

General


-Added new Japanese unit: Type 4 Chi-To. -Added new Japanese unit: Tarenso Rocket Launcher Truck. -Added new structure: Palisade. -Added new structure: Sandbag Fortification. -Reduced speed of Suicide Trucks from 14 to 12.5. -Suicide Trucks will explode upon contact with Palisades. -Gurkhas are now armed with Lee Enfields by default. -Increased health of decoys from 300 to 350. -Increased aim bonus from Concentrate Fire order from 5 to 10. -Extended Role Call animation length by 30%.

Defense in Depth and Sector Defense


-Officers and Signalers will no longer provide additional command points if the total number of accumulated command points is twice that of the wave count. -Adjusted initial spawn weight of Suicide Trucks.

Bug Fixes


-Fixed a bug that was reducing the amount of Japanese officers appearing in Sector Defense. -Fixed a bug that was preventing Suicide Trucks from exploding when killed.


[ 2017-11-09 00:26:42 CET ] [ Original post ]

Build 0.72 Guadalcanal

Guadalcanal is the first major content update for Skirmish Line, featuring extensive rebalancing and new enemy units. While we did not get around to implementing everything we had planned for this update, we feel it is important for our players to provide feedback as soon as possible. The next update, Build 0.73, will feature content we did not get around to finishing along with polishing up the additions made in Build 0.72.

General


-Added new Japanese unit: Suicide Truck. -Added new Japanese unit: Underground Hideout. -Added new Japanese unit: Underground Access Point. -Added new Japanese Engineer variant: Japanese Sapper (higher morale, melee, speed, Satchel deployment chance, and armed with a Type 100 SMG). -Added new Japanese support strike option: SNLF Paradrop. -Monsoons and rain now properly flood trenches, doubling reload and aim time for its occupants while reducing movement speed by 40%. -Monsoons and rain will reduce effectiveness of Japanese tunnel networks by 50%. -Increased grace time for good weather from 45 seconds to 6 minutes. -Added Roll Call decision, useful for quickly locating troops hidden behind objects. -Barbed Wire now slows down vehicles. -Slightly increased speed of SS-Ki and SS-Ki Bo. -Increased health of SS-Ki and SS-Ki Bo. -Scaled down size of SS-Ki and SS-Ki Bo. -Slightly increased health of Type 97 Chi Ha. -Japanese Engineers now have greatly increased Satchel deployment chance. -Satchel charges will now only be thrown at vehicles and emplacements. -Slightly increased melee skill on Japanese infantry across the board. -Banzai troops now receive a 25% damage reduction bonus when lead by an officer (this bonus does not apply to fire). -Increased horror radius and value of burning soldiers, resulting in higher morale drop to nearby soldiers. -Increased horror radius and value of exploded soldiers, resulting in higher morale drop to nearby soldiers. -AT Mine max damage increased from 500 to 1000. -AT Mines are no longer booby trapped by default. -Rebalanced automatic weapons and shotgun. -Increased aim time for Bazooka. -Slightly increased reloading time for all cannon tanks. -Scaled down size of M2 HMG Nest size. -Hold Fire duration increased from 7 seconds to 10 seconds. -Concentrate Fire now provides +5 accuracy bonus for 5 seconds. -AT Mines detonation time reduced from 5 seconds to 3 seconds. -Added a timer icon for when orders are on cooldown.

Defense in Depth and Sector Defense


-Raised price of Bombing Run from 2 to 3 command points. -Decreased Japanese Officer support call-in rate from (# of troops) ^ 2.35 to (# of troops) ^ 2.25. -Type 94 Tankettes now appear sooner.

Bug Fixes


-Fixed a bug where tanks could not advance to the next position on Sector Defense. -Fixed a bug where monsoons were not affecting burn time of burning objects. -Fixed a bug where Japanese soldiers would do 0 damage in melee until a Japanese Officer becomes present. -Fixed a bug where incapacitated suicide soldiers would detonate on vehicles.


[ 2017-11-05 06:40:26 CET ] [ Original post ]

Build 0.714 Russian Localization

-Russian Localization added!

General


-Adjusted weather to make their effects more noticeable. -Slightly increased reload time for BAR. -Slightly decreased damage for BAR. -Slightly increased reload time for Shotguns. -Slightly decreased damage for Shotguns. -Bazooka spread now affected by distance to target. -Bazooka base spread value decreased to compensate.

Defense in Depth


-Increased transparency on position icon. -Added SMG Assault wave.

Sector Defense


-Removed the position icon to reduce clutter. -Removed Retreat to Next Position order. -Modified Special Forces training to upgrade soldier without retreating him. Point cost increased to compensate. -Added SMG Assault wave. -Reduced number of possible bypassed enemies from 12 to 10.

Campaign


-Removed the position icon to reduce clutter.


[ 2017-10-28 00:40:45 CET ] [ Original post ]

Build 0.713

General -Weather now affects accuracy of enemy artillery. Defense in Depth and Sector Defense -Slightly reduced banzai likelihood for waves 50 and less. -Vehicles and machine gun emplacements now count as two soldiers for purposes of enemy support strike progression. -Reduced scale size of all units and structures by roughly 15%. -Adjusted dud parameters to reduce early explosions. -Increased likelihood of getting apple pies and junk from supply crates. -Raised Stuart tanks from 18 to 20 Command Points. -Raised Raider price from 5 to 6 Command Points. -Reduced number of Raiders from Raiders deployment from 4 to 3. Bug Fixes -Fixed a bug where vehicles and machine gun emplacements were not counted towards enemy support strike progression. -Fixed some more localization texts.


[ 2017-10-24 04:50:06 CET ] [ Original post ]

Build 0.712

Defense in Depth and Sector Defense -Banzai likelihood is now determined by number of soldiers the player has deployed on the current position. -Slightly decreased BAR's long range and medium range accuracy. -Increased aim time of BARs slightly. -Slightly decreased Japanese Officer binocular observation time. -Increased Japanese Officer spawn rates on later waves. -Slightly increased Japanese Officer's melee buff for Banzai troops. -Adjusted Tenno Heika Banzai wave compositions. -Troops in Banzai state now move faster. -Japanese Officer speed buff for Banzai troops decreased to compensate for increased movement speed on Banzai troops. -Barbed Wire movement penalty reduced slightly. Bug Fixes -Fixed a few localization text errors.


[ 2017-10-21 04:37:02 CET ] [ Original post ]

Skirmish Line
Snarky Ant, LLC Developer
Snarky Ant, LLC Publisher
2019-03-21 Release
Game News Posts: 50
🎹🖱️Keyboard + Mouse
Very Positive (345 reviews)
The Game includes VR Support
Public Linux Depots:
  • Skirmish Line Linux Content [214.34 M]
  • Skirmish Line Linux 32 Content [419 M]
Available DLCs:
  • Skirmish Line - Mad Jack
  • Skirmish Line - United Front
  • Skirmish Line - Top Brass

As an Allied tactical commander in the Pacific Theater, you are in-charge of fending off the fierce and fanatical Imperial Japanese military whilst adapting to an ever changing environment. Build trenches, call in artillery, upgrade your squad, and lead them to victory. Inspired by the classic flash game, Mud and Blood 2, Skirmish Line aims to provide players with a similar but fresh experience.

Skirmish Line is a brutal and difficult endless defense game featuring three modes:

Arcade Mode
Defend three positions in succession against the relentless Imperial Japanese Army. If the enemy overruns, you will retreat to the next position. Should you find the enemy assaults too overwhelming, you may manually fallback to the next position. Do you retreat in order to preserve the lives of your men, or do you put up a determined defense in order to hold valuable ground?

Classic Mode
For a more traditional experience, Classic Mode is stylized after the original Mud and Blood 2 rules. Advance forward to find favorable terrain or to gain valuable command points to spend on new soldiers, weapons, and defenses. But be careful, there is no retreat, no fallback positions in this mode!

Campaign Mode
Build and manage your own squad in a persistent campaign, spanning multiple missions. You will be pressured by the overzealous theater commander to succeed on your missions at all costs, pitting the lives of your men versus the mission's objective. As you progress, you will be send on more dangerous missions. Use your renown as a field commander to purchase powerful upgrades in order to keep your squad alive and to complete the mission.

Ribbons, Medals, and Rank
Complete extraordinary feats to earn ribbons and medals. Each ribbon or medal offers benefits to your squad. Gain access to special weapons, soldiers, and tactics as your rank up.



Official Wiki
We understand that Skirmish Line can be a very difficult game. We have an official wiki for players to share their knowledge.

MINIMAL SETUP
  • Processor: Dual Core CPU @ 2.0GHzMemory: 1 GB RAM
  • Memory: 1 GB RAM
  • Graphics: GeForce 7800. AMD HD 4600. Intel HD Graphics 3000 or above
  • Storage: 500 MB available space
GAMEBILLET

[ 5974 ]

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MacGamestore

[ 1755 ]

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