





Build 0.84 Peleliu
-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
-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.
-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.
-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.
-Increased camo value on Takasago Volunteers from 0 to 0.25. -Fixed a bug with Paramarines landing without parachutes.
-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.
-Fixed a bug that was preventing the Combat Architect achievement from being achievable. #55
-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.
-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.
-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.
-Vehicles should no longer move when selected with the Command Menu open.
-Fixed an issue where autocannons and strafing runs would prevent the game from pausing properly.
-Fixed a bug where Rocket Mortar attacks was using the wrong animation type. -Increased likelihood of Rocket Mortar attacks. -Reorganized the Command menu.
-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.
-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.
-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.
-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.
-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.
-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 0.84 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 ]
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.
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
[ 5944 ]
GAMERSGATE
[ 1567 ]
MacGamestore
[ 1755 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB