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 ]