Beta 8.0.2
Oh hey! While working on (upcoming) night missions I added a lighting system for such things as explosions, muzzle flash, and flames. Maybe it's pushing the bounds of the art style a little, but it spruces things up a bit. I also made some adjustments to how explosions and altitude works. I may yet do the same for regular projectiles (ie bullets), if it makes sense to do so. This more or less makes it so that you can shoot at eg a jetpacker with an RPG, and a midair explosion will not hit nearby units on the ground. There are a lot of other QoL tweaks and fixes, which are listed below.
Next I'll be balancing out the Campaign Generator, as it generates some pretty dang hard (yes, perhaps sometimes impossible) missions at times as well as moving forward with more campaign missions. Cheerio!
General:
- First aid post only draws heal radius if HQ is not destroyed (or under construction)
- RPG will now aim at high units (eg jetpack, paratroopers - AI does this automatically, and for players it will do so if your aim is on point)
- Explosions now have height attribute, so high explosions can't damage ground-level units and vice versa
- Units moving to aid the player will stop and retaliate if attacked and hit
- Snow density is now varied (and randomized) at the start of a snow level
- Added arrow icon (and fading line plus "!") to indicate units who are coming to support a player (via call for backup)
- Calling for backup ignores any immediately adjacent (<16px) units
- Calling a medic draws a quick (red) line and exclamation as well
- Mouse now becomes immediately inactive and invisible if a gamepad is used to navigate menus (except quick battle & camgen)
- Mouse becomes immediately active and visible if moved
- Esc/Select when zoomed in after end of battle will zoom out
Art:
- Added lighting system for such things as explosions, muzzle flash, and RPGs
- Added variation in shading and opacity of snow to make it more visible
- Added projectile and smoke shadows to RPG (helps indicate height)
- Reduced the amount of flame that comes from burning units and corpses
- Added sprite to indicate whether a unit is fully hidden (ie camouflage 100%)
- Reduced opacity of line to ammo crate when out of ammo
- Redid art for ammo and medical crate
- New "Retaliate" behaviour icon
Fixes:
- Fixed bug where buildings that are destroyed and then repaired could not be destroyed again
- Possibly fixed bug where player is sometimes assigned to an incapacitated unit
- Fixed issue where units waiting for squad wouldn't come to the aid of a player when backup was called
- Set RPG projectile sprite to draw itself (oops!)
- Fixed crash when HQ is destroyed while aiming powerup and then repaired
- Fixed issue where CamGen randomize buttons were appearing on Quick Battle page
Files
Get There Will Be Ink
There Will Be Ink
Stick figure armies battling in a notebook, just like you used to draw in class instead of paying attention!
Status | Released |
Author | summitfever |
Genre | Action, Shooter |
Tags | 2D, Difficult, Level Editor, Local Co-Op, Local multiplayer, Shoot 'Em Up, stickman, Twin Stick Shooter |
Languages | English |
More posts
- 1.1.0.3 - More Fixes!Jul 11, 2023
- 1.1.0.2 - Hotfix 2Jun 15, 2023
- 1.1.0.1 - HotfixJun 07, 2023
- 1.1 - Arcade Mode, Skirmish Missions, New AchievementsJun 06, 2023
- 1.0.1.2 - Fixes, Arcade Mode PlansMar 31, 2023
- 1.0.1.1 - HotfixMar 20, 2023
- 1.0.1.0 - Fixes, Balance, Tactical Mode AdditionsMar 18, 2023
- 1.0Mar 11, 2023
- Beta 9.3.1 - Release Date, New Trailer, DemoFeb 19, 2023
- Beta 9.3 - Complete-ish Edition!Jan 28, 2023
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