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Announcements => Traditional Roguelikes (Turn Based) => Topic started by: getter77 on July 30, 2012, 07:21:49 PM

Title: Steam Marines (Now at Open Alpha v0.8.0a)
Post by: getter77 on July 30, 2012, 07:21:49 PM
http://www.steammarines.com/

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Steam Marines is an indie Roguelike being developed by Worthless Bums.  http://www.worthlessbums.com/

    -2D retro-styled art and turn based action.
    -Procedurally Generated Levels and Items.
    -A squad of combatants fighting for their lives in monster filled steampunk spaceship.
    -Use your squad to cover defensive positions or funnel enemies into chokepoints to blow them up.


Video onsite, this is the result of the formerly known Quad shifting gears quite a bit into a new direction:  http://www.quad-game.com/  directly following the existing versioning scheme
Title: Re: Steam Marines (Now at Open Alpha v0.5.7a)
Post by: getter77 on July 30, 2012, 07:24:37 PM
v0.5.7a

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New Features:

Changing “Quad” to “Steam Marines” and a steampunk style!
Art.  (Bunch of stuff changed - both added and removed.  I apologize for the Leader's weapon. He will be getting a shotgun soon.)

Bug Fixes:

Many bugfixes regarding movement, fire path control, and monster AI.
Stripped out excessive checks concerning the active character indicator.
Fixed squad inventory not properly persisting through Overworld/stair transitions.
Fixed weapon mounting not persisting properly through Overworld/stair transitions.
Fixed armor sprite not always properly refreshing when swapping through Inventory Tab.
Fixed freezing/crashing bug when loading levels pertaining to the Inventory Tab.

Notes

Only the Leader class talents are available to take. The Leader talent "Charge" is not yet implemented; you can take it but it does nothing :P Promotion screens have been disabled for other classes.

Well, quite a shift but let's see what strange destination they can reach with it!   8)  I supposed I'll hold onto the last elder Quad release for posterity.
Title: Re: Steam Marines (Now at Open Alpha v0.5.7a)
Post by: Legend on July 31, 2012, 12:38:42 PM
I rather liked the old theme or lack there of of the kinda cute but still tough looking robots/soldiers. Never been a big steampunk fan.
Title: Re: Steam Marines (Now at Open Alpha v0.5.8a)
Post by: getter77 on August 14, 2012, 12:23:45 PM
v0.5.8a

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New Features

Added squad member facing sprites.
Added new sound effects.
Added dynamic music volume.
Full Screen/Windowed, Music,and Sound volumes, and Bit Depth now persist.
Implemented Leader class talent “Charge”.
Implemented Scout class talents.
Deactivated Promotions for Grenadier and Support until their talents are done.
Implemented shotgun for Leader Class with knock back effect.
Removed Inventory keybind. Inventory tab is now a permanent UI element.
Added downscale and upscale functionality and keybinds.
Added primitive lighting.
Lights flicker when hit in melee.
Added electrical sparks when mechanical units are hit.
Added new font.
Changed main menu buttons.

Bug Fixes

Fixed GUI elements being stretched with bilinear filtering.
Fixed dynamic music volume,
Fixed squad follow mode character switching when manually ending the turn.
Fixed bug with talent bar icons not properly resetting on new game or after squad death.
Fixed bug with new levels sometimes showing everything black except the UI.
Fixed monster AI not always properly triggering.
Fixed squad death not properly persisting when taking multiple hits per turn.
Fixed bug with pausing on main menu and no current game.
Fixed some edge case bugs in the smart tile system.
Fixed squad members spawning on top of monsters.
Title: Re: Steam Marines (Now at Open Alpha v0.5.9a)
Post by: getter77 on August 22, 2012, 01:46:32 PM
v0.5.9a

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New Features

-Reduced base sight range for squad members.
-Increased base sight range for monsters.
-Added weapon mods: laser and flashlight. Laser increases accuracy, flashlight increases sight range.
-Cycling weapon attachments (laser/flashlight) costs action points.
-Grenade keybind removed; added Cycle weapon attachment keybind in its place.
-Changed Leader and Scout class talents to reflect the new 4/8 system.
-Implemented Grenadier class talents (Napalm not yet implemented - just a normal ranged attack for now).
-Implemented Support class talents.
-Allow player to take either talent of a pair, but it overwrites the other.
-Added game setting options for monster turn speed.
-Added game setting options for toggling auto-end turn.
-Added game setting options for toggling auto-switch squad members.
-Stripped left side info and put it in right panel. Left side is for squad information, right side is for more detailed individual information.
-All in-place actions now face the character In the appropriate direction.
-Removed Action Point cap.
-Increased damage and accuracy ranges for randomized weapons.
-Updated thrown grenades to hit and explode in even empty tiles.
-Thrown grenades explode in empty tiles when max range is obstructed.
-Updated Grenadier fire to explode on empty tiles.
-Updated font caching; custom font should display properly on all computers.
-Added full weapon sprites for inventory icons.
-Fixed broken tool tips for inventory slots 9-12.

Bug Fixes

-Fixed graphical inconsistencies when swapping weapons/armor.
-Fixed bug with desynchronizing squad member sprites on hit.
-Fixed extra space in talent log messages.
-Fixed bug with scrolling event log not scrolling with mouse wheel.
-Fixed bug with squad members sometimes being able to fire with no action points left.
-Fixed display bug with Grenadier showing Support talent points in Promotion window.
-Fixed bug with being able to choose talent 1 over 2 but not vice versa.
-Fixed talent “Scoped” always performing AP check on Leader.
-Promotion animation removed when opening that squad member's Promotion window.
-Fixed bug with save state status on main menu sometimes showing a blank sprite for a dead squad member.
-Fixed right side panel boundaries for mouse clicking.
-Fixed some talents failing to work if character had the exact AP cost required.
Title: Re: Steam Marines (Now at Open Alpha v0.6.0a)
Post by: getter77 on September 07, 2012, 12:27:30 PM
v0.6.0a

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New Features

Added directional monster sprites for “Brute” and “Flamejack”.
Unit sprites now stand higher on tiles.
Added unit shadow blobs.
Added new item sprites.
Updated UI to include character portraits, health bar, and action point blocks.
Tweaked active character indicator to not center on unit sprite but more on tile position to account for new unit positions.
Unlocked windowed resolutions in video options menu.
Clarified Leader class talent “Stim” effects.
Added Leader shotgun muzzle flash animation.
Added new muzzle flash animations and sound effects for squad follow mode.
Disabled Grenadier auto-fire in follow mode to avoid friendly fire.
Added AP text overlay for the active squad member.
Updated Tutorial overlay with most keybind mappings.
Added floating text for all class talents.
Updated class talent icons to be more consistent (but still place holder).
Changed stair spotting message to elevator spotting.
Defaulted weapon attachment to flashlight instead of laser light.
Persisted weapon attachment status via save file.
Removed Ammo Crates from low level monster drop tables.
Stripped extra space after “misses” in event log messages.
Shut off AI for far away/oblivious monsters to speed player movement between turns.

Bug Fixes

Fixed squad follow mode auto-fire using the active character's weapon.
Fixed losing treasure bug when inventory is full.
Fixed muzzle flash position/orientation bugs.
Fixed crashing fog of war bug.
Fixed fog of war not updating properly on fast, multiple swaps.
Fixed dropped weapons using the proper icon sprite.
Fixed Scout talent "Garrote" only working behind enemies.
Fixed white border around the left UI pane.
Reduced swap position delay which could result in position desynchronization with very fast swapping.
Fixed elevator positioning with new tile shifting.
Fixed some edge cases in the tile placement system.
Title: Re: Steam Marines (Now at Open Alpha v0.6.0a)
Post by: Legend on September 10, 2012, 03:58:49 AM
what happened to the zip/rar file download versions that don't need an install? :(
Title: Re: Steam Marines (Now at Open Alpha v0.6.0a)
Post by: guest509 on September 10, 2012, 07:46:43 AM
  I was kind of annoyed at the need to install. No biggie though. I played a bit. No really getting it yet, but it looks good. Nice graphics. Perhaps I'll get to it after I bring the new Aliens to its knees.
Title: Re: Steam Marines (Now at Open Alpha v0.6.0a)
Post by: getter77 on September 10, 2012, 12:12:57 PM
No idea on the install....perhaps something to do with adding to the "appeal" on the Greenlight initiative since people/Steam expect proper installs?
Title: Re: Steam Marines (Now at Open Alpha v0.6.0a)
Post by: Worthless_Bums on September 13, 2012, 02:12:31 AM
what happened to the zip/rar file download versions that don't need an install? :(
I still have the archives (7z/rar/zip) links for Windows but not on the main site at SteamMarines.com. They're in the alpha thread on the forums here: http://www.worthlessbums.com/forums/viewtopic.php?f=5&t=1646

The main reason I removed those links on the new site is because I was getting a lot of confused questions on what to download. I may have regressed slightly here  :( The original reason I actually had the archives was because people complained about having to install. I may have forgotten that lesson.

I'll put the archive links up on the main site for the next build which should be coming at the end of this week. Thanks for the interest in my game!  ;D
Title: Re: Steam Marines (Now at Open Alpha v0.6.0a)
Post by: getter77 on September 13, 2012, 02:35:08 AM
End of the week you say. eh?   8)

http://roguebasin.roguelikedevelopment.org/index.php/2012_ARRP
Title: Re: Steam Marines (Now at Open Alpha v0.6.1a ARRP)
Post by: getter77 on September 15, 2012, 01:27:04 AM
v0.6.1a   :)

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New Features

-Added mouse movement and facing controls (LMB to move, RMB to face).
-Added a “Safe Zone” around the squad when entering a new area.
-Made left panels clickable to select squad members.
-Set default zoom level to 2x size.
-Added barrels back into the game, except they're now called crates.
-Added pressure plate booby traps/land mines.
-Added left side squad member plate highlighting.
-Added a powered state to elevators; can't use elevators that are powered off.
-Added an arrow animation to indicate a working elevator.
Added “Use Elevator” keybind to Tutorial Overlay.
-Made monsters susceptible to neutral booby traps.
-Make elevator tile not destructible.
-Improved custom keybinding code to allow for key modifiers for all actions.
-Increased monster spawn rate at later levels.
-Increased monster cap to a maximum of 64.
-Added a 15% chance for crates to have loot.

Bug Fixes

-Refactored squad member swap code. Should be faster now.
-Refactored function that enforced squad positions.
-Fixed bug with showing/hiding fog of war tiles when moving rapidly.
-Fixed key modifiers messing up facing keybinds.
-Fixed squad members not always auto-switching when killed by environmental effects such as getting knocked into space or booby traps.
-Fixed squad members being able to fire after entering Guard Mode.
-Fixed crash when environmental damage kills the last squad member.
-Fixed mouse movement/facing inaccuracy and desynchronization issues.
-Fixed bug with squad member health not updating after taking landmine damage.
Title: Re: Steam Marines (Now at Open Alpha v0.6.2a)
Post by: getter77 on October 12, 2012, 03:48:10 PM
v0.6.2a   Sneaked past me somehow, thanks GH.   8)

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New Features

-Added stats and skills in the Promotion window. Mouse over for descriptions and left click to add points. Leveling up grants one point for talents, stats, and skills.
-Added weapon stat bonuses to side panel display.
-Added Laser weapon attachment accuracy bonus to side panel.
-Added ammunition cost per round fired for all weapons. Listed weapon damage is per round.
-Talents requiring ammunition to fire now use the equipped weapon's ammunition cost.
-Ammunition counter turns red when the squad member does not have enough ammunition to fire.
-Added muzzle flash delay for smoother consecutive shots.
-Main Menu/Pause keybind clears the Promotion window.
-Monsters can level up from their own experience gains.
-Added game option to toggle font sizes large (18) or small (14).
-Adjusted granularity of gameplay speeds in options menu.
-Some environmental effects can now permanently reduce gear stats.
-Reduced “safe zone” of starting point to 2 tiles.
-Flamejacks slightly less aggressive.
-All classes have stats and skills starting at 0 instead of 1.

Bug Fixes

-Added ammo checks to class talents that require ammo.
-Fixed fog of war not updating over areas seen by killed squad members.
-Fixed stat/skill text formatting.
-Fixed scrolling event log at low resolutions.
-Fixed Guard Mode allowing firing through doors.
-Fixed Guard Mode allowing firing without required ammunition.
Title: Re: Steam Marines (Now at Open Alpha v0.6.3a)
Post by: getter77 on October 26, 2012, 11:04:46 PM
v0.6.3a
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New Features

-Added new art assets for consoles, switches, PDAs, dispensers, traps and gratings, and a tileset for the Engineering Deck.
-Consoles can give information on the current level, reveal parts of the map, or just have flavor text.
-Switches turn nearby lights on and off.
-Dispensers give a random amount of ammunition to the squad member using it.
-Monsters can burst from grates.
-Added Engineering Deck to the game with separate music from the Command Deck (first level).
-Added random weapon magazine capacity.
-Added randomized weapon damage with new damage range stat on all weapons (not melee).
-Added randomized weapon AP cost to fire.
-Added randomized weapon AP cost to reload.
-Added randomized weapon magazine capacity.
-Updated Weapon Swap GUI to reflect new stats.

Bug Fixes

-Fixed display bug with skill Arms increasing weapon range instead of accuracy.
-Fixed custom fonts sometimes not displaying properly on Mac OS X.
-Refactored fire code to be more generic for use in active talents. This fixed a firing bug with Double Tap.
-Fixed bug with Scout weapon not firing through some enemies.
-Fixed bug with ammunition not properly deducting when marines fire in Follow Mode.
-Fixed sizing display bug in Weapon and Armor Swap GUIs.
-Fixed Guard Mode issue with line of sight.
Title: Re: Steam Marines (Now at Open Alpha v0.6.3a)
Post by: jim on October 26, 2012, 11:56:17 PM
I tried this a few builds ago... is the game awesome yet? My buddy and I tried to play 10-20 times and we got wiped out within 5-10 minutes every time.
Title: Re: Steam Marines (Now at Open Alpha v0.6.3a)
Post by: getter77 on October 27, 2012, 12:43:18 AM
There's a learning curve for sure and it is still coming along...not incredibly unlike how it takes time to get to grips with any given X-COM game even when such things are at a more mature stage of the development cycle.  From the dev's twitter rantings from time to time while playing the new X-COM EU game, I'd reckon Steam Marines stands to benefit from the various stumbles he's suffered in it in the long haul.

Game Hunter did a test drive video for the last update of the game as one of the last few to round out his ARRP 2012 videos, checking that out might give you some insights beyond the changelogs.
Title: Re: Steam Marines (Now at Open Alpha v0.6.3a)
Post by: Worthless_Bums on November 01, 2012, 05:57:07 PM
@jim I get pulled in two different directions at once regarding the starting difficulty. It's surprisingly polar, either too hard or too easy. That said I think it's fair to say that the Flamejacks really mess up new players and they will most likely be bumped to a different deck level, or at least won't spawn on the first level when new players are learning the ropes.

Do I rant on Twitter? I suppose I do! I hate panic so much... Also, v0.6.3.5a is out and it's primarily to fix a nasty reloading bug in v0.6.3a. Should be available for download on the main site and in the forums as well. Thanks for trying Steam Marines!
Title: Re: Steam Marines (Now at Open Alpha v0.6.3a)
Post by: getter77 on November 01, 2012, 06:05:03 PM
Heh, not so much ranting I guess versus exasperations.   ;)

Full log for the curious:

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Bug Fixes
-------------------------------------------------
Fixed bug with weapon stats ammo to fire and reload AP cost not persisting in save file.
Fixed bug with squad members not being able to fire through elevator tiles.
Elevator tile fix should also cause squad members in Guard Mode not to fire through closed doors.
Fixed AI path finding bug when moving through multiple door tiles.
Title: Re: Steam Marines (Now at Open Alpha v0.6.3.5a)
Post by: jim on November 01, 2012, 10:09:41 PM
It's weird, I guess I'm just being a wimp about this game. I'm normally a hardcore, l337 individual when it comes to roguelikes, but perhaps I just missed the boat on Steam Marines. Maybe a tutorial would help? It's been a while since I played, but I truly did not "get" the game when I played it, and I spent a good hour trying to figure it out. Is there a wiki, or maybe a quick "getting started" post anywhere?
Title: Re: Steam Marines (Now at Open Alpha v0.6.3.5a)
Post by: Worthless_Bums on November 02, 2012, 12:31:22 AM
It's weird, I guess I'm just being a wimp about this game. I'm normally a hardcore, l337 individual when it comes to roguelikes, but perhaps I just missed the boat on Steam Marines. Maybe a tutorial would help? It's been a while since I played, but I truly did not "get" the game when I played it, and I spent a good hour trying to figure it out. Is there a wiki, or maybe a quick "getting started" post anywhere?
There's a basic guide on the forums here: http://www.worthlessbums.com/forums/viewtopic.php?f=5&t=1707

Do remember that this is in alpha so I wouldn't assume I'm doing smart stuff and you're out of it. I am fully capable of putting in stupid stuff, both deliberately and accidentally :) I do greatly appreciate player feedback!
Title: Re: Steam Marines (Now at Open Alpha v0.6.4a)
Post by: getter77 on November 09, 2012, 12:57:24 PM
v0.6.4a

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New Features

-Implemented basic Primary and Secondary mission objectives.
-Added difficulty options on new game: Easy and Normal.
-Reduced Brute and Flamejack stats.
-Simplified Flamejack AI on Easy difficulty.
-Flamejacks no longer spawn in beginning levels of the Command Deck.
-Rebalanced enemy melee hit chances.
-The squad's action points are refunded after descending via the elevator.
-PDAs can be picked up and used to provide information on enemies or the elevator location.
-Added Engineering Deck floor tiles.
-Added new Engineering Deck grating tiles.
-Severely reduced chance for monsters to burst from grating tiles.
-Added event log message when monsters burst from grating tiles.
-Updated tutorial overlay with new information.
-Reduced chance of item spawns, PDAs in particular.
-Lowered switch spawn chance.
-Enforced no name duplication for squad members on new game.
-Reduced grenade use from 2 AP to 1 AP.
-Added blood/corpse smear when squad members die.
-Increased item grenade damage to primary target to 50 and aoe to 30.
-Implemented proper fade in/out for audio channels.

Bug Fixes

-Fixed PDAs not having proper names!
-Fog of war now updates properly when smashing crates and dispensers.
-Fixed broken music looping on Mac OS X in the Engineering Deck.
-Fixed water tiles improperly being used.
Title: Re: Steam Marines (Now at Open Alpha v0.6.5a)
Post by: getter77 on November 20, 2012, 03:18:05 AM
v0.6.5a

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New Features

-(*Most; see notes below) level data now persist in saved games.
-The player may now choose the name, gender, and class of each squad member on new game.
-Reduced experience required to level in Easy and Normal difficulties.
-Removed possibility of speed penalties on starting armor.
-Portrait updating in line with any class in any squad slot.
-Added popup text for missed shots from squad members.
-Auto saves on quit/window close/load and a game is in progress.
-Removed scrolling event text back panel. Text now just hovers.
-Guard Mode reverted to cardinal lines of fire only.
-Updated some sound effects.
-Added sound effects for using consoles and dispensers.
-Dispensers spawn powered on by default now. Using them for ammo shuts them off.
-Flamejacks in higher deck levels can be sneaky on Normal difficulty.
-When squad members get hit their weapons have a chance to have a stat be permanently reduced.
-Increased base loot chest spawn chance and increases spawn chance based on deck level.
-Changed various button hover times from 1000ms to 0ms.
-Squad member attacks made from behind their targets will automatically crit, dealing double damage. Follow Mode auto-shots cannot crit this way.
-Squad member attacks from the sides will flank the target, making them turn automatically to face the squad member. Follow Mode auto-shots can flank this way.
-Added Guard Mode animation to indicate squad member status.
-Monsters can decide to loot nearby chests.
-Replaced level music with new ambient loop.

Bug Fixes

-Fixed reload bug with some Grenadier weapons.
-Fixed AP to Fire cost bug with high ammo weapons.
-Fixed scrolling event log sizing problems with different screen resolutions.
-Fixed Guard Mode sometimes deducting ammo from the wrong squad member.
-Fixed Scout shots not penetrating primary and secondary targets in unusual circumstances.
-Consoles now render below enemies instead of on top of them.
-Consoles properly retain unique messages/logs instead of sometimes randomly generating new ones.
-Fixed dispenser lights being rendered above fog of war.
-Reloading without firing after now persists the proper amount of total ammunition per squad member.

Notes

-The load state preview on the main menu displays incorrect data due to the squad slot class change.
-Damage numbers can still pop up on the Grenadier's primary target even if no damage is actually done (shot missed). This is just a display error.
-*Most level data now persists, but unit status effects (like fire) do not.
-Weapons can be permanently damaged by attacks but armor currently cannot due to not having a stat rebalance yet like weapons have had.
-On the squad creation screen when choosing to start a new game you can cycle gender and class with the two buttons below each squad member. Their names are also directly editable in their respective text fields; no white space allowed.
-Sleep chance for spawning monsters turned off until further work on the mechanic is done.
-Flanked shots in Follow Mode can cause the target to face away instead of toward the source of fire!
-Removed 640x480 and 800x600 from video options until the GUI is updated to accommodate lower resolutions.

An array of good meat added to the bones this time around especially it would appear.   8)
Title: Re: Steam Marines (Now at Open Alpha v0.6.6a)
Post by: getter77 on November 23, 2012, 12:32:46 AM
v0.6.6a

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New Features

-*A survivor recruitment system is in place.
-Tile destruction data now persists in save file.
-Mission Objectives now persist in save file.
-Smashing wall tiles with melee now has a 50% success rate, up from 33%.

Bug Fixes

-Fixed Frozen weapons always showing “-1 AP” on hit even when no action point reduction was applied.
-Elevators no longer power off when a save game is loaded.
-Multiple save/persistence bugs fixed.
-Fixed consoles always being corrupted.

Notes

-*The survivor recruitment system is triggered when using the elevator and the squad has lost at least one member. A survivor will be generated with random stats/gear and the player may choose to accept or reject the recruit candidate as desired. Survivor recruits may start wounded.
Title: Re: Steam Marines (Now at Open Alpha v0.6.7a)
Post by: getter77 on December 05, 2012, 01:10:47 PM
v0.6.7a

Quote
New Features

-Added “Acidjack” enemy that reduces armor rating on melee attack and explodes when killed. Acidjacks have a higher than normal chance of reducing their targets' weapons' ranges.
-All decks have persistent Hostile Control and Integrity stats.
-If a deck reaches 0% integrity you lose the game.
-Enemies have their current action points displayed on the lower left. AP reducing effects should update this (e.g. Frozen weapon and Dismantle).
-Added experience and ammunition bars for the active squad member in the bottom center of the screen.
-Added new Weapon display instead of pure text readout in side panel.
-Added end of level statistics screen.
-Program start loading screen added.
-Reduced base chest and item spawn chances and increased spawn chances based on deck level.
-New armor stats added; repair, oxygen, fire/frost/acid/explosive resistance. Repair allows a character to regenerate health when killing robotic units. Oxygen is partially implemented; nothing yet reduces it or forces a squad member to use oxygen. Resistances are flat damage reductions for damage types.
-Oxygen tanks restore all oxygen (nothing implemented for use yet) and 3 AP (this works).
-Grow size for unit actions now dependent on sprite size.
-Firing a marine's primary weapon is now a two step process. Pressing the fire key will toggle target indicators on, showing what tiles the shot will pass through (green) and what tile(s) the shot will directly hit. Indicators will show all non-obstruction tiles in line of sight for the full weapon range and can therefore reveal fog of war.
-Damage numbers pop up from environmental effects like land mines.
-Made each deck 5 levels instead of 4.
-Inventory Side Panel's visibility is now toggleable.
-Added toggle buttons for the Deck Information/Mission Objectives side panels.
-Added weapon damage and accuracy popups on fire control toggle.
-Scrolling Event text now inserts new messages at the bottom of the log.
-Added visual movement buttons in the bottom right corner.
-Added visual control for Grab/Interact/Guard Mode in the bottom right corner. Squad Follow button adjusted to this panel as well.
-All squad members now have current action point overlays, not just the active character.
-Implemented animated main menu logo.
-Guard Mode now only triggers on enemy movement instead of every enemy action.

Bug Fixes

-Monsters can no longer spawn with less than 1 health on Easy difficulty.
-Weapons and armor in inventory now properly persist stats in save file.
-Treasure chests and land mines now persist in save file.
-Many squad states now persist in save file.
-Ambient music properly fades in on load game.
-Many small bugs regarding monster AI and pathfinding.
-Fixed issues with some assets being initially spawned on screen when they should have been out of sight.
-Fixed bug with enemy units opening doors and using the incorrect tileset.
-Increased size of Mission Objectives text area so it fits in smaller resolutions.
-Fixed talent bar sizing and positioning in different aspect ratios and reduced slots to 4.
-Fixed some incorrect tile swapping between the Command and Engineering Decks.
-Light switches now render below monsters.
-Fixed enemy unit desynchronization issue with enemy unit and Guard Mode with Leader class weapon knockback.

Notes

-Armor swap GUI reformatted to account for new armor stats.
-The Hostile Control bar can shift to the right when a game is loaded. This is unintended.
-The game just slams into the “Game Over” screen if the player loses via deck integrity, just like squad death. No fancy overview screen yet. Sorry!
-Interact and Grab button tooltips are not capitalized. Not sure why.
-The Large Font game option is disabled until the GUI is overhauled.
Title: Re: Steam Marines (Now at Open Alpha v0.6.8a)
Post by: getter77 on December 12, 2012, 01:09:04 PM
v0.6.8a

Quote
New Features

-Squad members' weapons' ranges now affect accuracy as well. Targets at max weapon range have a 100% chance to be hit.
-Target indicator now displays 100% accuracy shots In purple.
-Weapon accuracy stat rebalanced to account for new range/accuracy mechanic.
-Enemies now crit for double damage from behind like squad members do.
-Enemies now flank their targets like squad members do.
-Squad member base melee damage is now 1, down from 4.
-Fire, Reload, Promotion, and End Turn buttons have been added.
-Apart from the starting levels of the Command Deck, Brutes have a chance to spawn larger, with more stats and a charge ability. They are marked by slightly larger size and a shade of blue.
-Squad members no longer start equipped with weapons with special prefixes.
-Not all weapons spawn with special prefixes.
-Reduced base item spawn chance and chance for killed enemies to drop items.
-Activated enemy evasion stat (reduced chance to be hit from ranged attacks).
-Target indicator popup now takes enemy evasion into account when calculating accuracy.
-Target indicator popup now includes rounds fire along with damage done per round.
-Adjusted health and damage values downward for easier understanding of mechanics.
-Clamped floating HP and AP text so they don't bounce on update anymore.
-Reduced Mission Objective and Deck Stats font size to be in line with the rest of the UI text.
-Medikits now restore up to 5 health points.
-Canteens now restore up to 2 health points and 2 action points.
-Reduced land mine damage to 10 from 20.

Bug Fixes

-Fixed Squad Follow auto-firing not always using the correct weapon range when taking shots.
-Fixed auto-end turn message sometimes popping up erroneously on manual end turns.
-Fixed deck Hostile Control going negative.
-Fixed bug with target indicators not always using the proper damage range.
-Secondary Mission Objective “Use no grenades” now automatically updates upon using a grenade instead of updating on using elevator.
-All unit shadows properly attach on load game.
-Weapon attachments properly orient themselves on squad member weapons and facing on load game.
-Updated Squad Follow message when trying to enter follow mode in improper formation.
-Fixed ranking by level for individual squad members.
-Game state enforcer should synchronize all squad member deaths properly even with fastest enemy turn speed on slow computers.

Notes

-Target indicator damage numbers do not take into account target armor or resistances. Unsure as to whether this will change or not.
-When a squad member dies the immediate field of view he/she had turns full black in fog of war. This is unintended.
Title: Re: Steam Marines (Now at Open Alpha v0.6.9a)
Post by: getter77 on December 22, 2012, 12:47:37 AM
v0.6.9a
Quote
New Features

-Tiles squad members can stand on to activate the elevator are now highlighted.
-The entire squad must be within 2 tiles of the elevator to descend (down from 4).
-Added gear explosion effect when robotic units die.
-Squad weapons now have smoke trails, one for each round fired.
-Smoke trails have different colors for different weapon prefixes (e.g. Inferno and Frozen).
-Critical hit and flank text now scroll upward.
-Critical damage numbers pop a lot harder to make it more obvious a critical hit has occurred.
-Changed font size/coloring for status effects such as flanking and armor Repair.
-Added delay between monster actions and Guard Mode firing.
-Added slow motion on squad member death.
-Reduced ammunition given by the Ammo Crate item.
-Added intro screen with lore and background on new game.
-Enemy units now spawn facing random directions.
-Added random squad dialogue on new game start.
-Squad members now announce when they spot new enemies.
-Added death screen showing statistics.
-Enemy units now move slower/smoother from tile to tile.

Bug Fixes

-Fixed Scout class talent Scoped not always hitting 100% of the time.
-Closing a door with the squad's last action point can now properly trigger the automatic end of turn.
-Elevator arrow animation properly spawns on load game.
-Changed rendering layers so crates, consoles, and dispensers look correct when units are on top of them.
-Blocked most actions from being taken while the enemy turn is ongoing. Actions that do not interfere such as pausing and going to the main menu or switching squad members or changing zoom level are permitted.
-Fixed squads spotting unconnected areas after using elevator.
-Revenants should no longer spawn until unit assets and AI are fully implemented.
-Enemy units now face in the direction the melee in even if they miss their target.
-Fixed class/persistence squad preview on main menu screen.

Notes

-Oxygen Tanks and Power Cores removed from drop lists until Power/Oxygen mechanics properly implemented.
-Changed default screenshot keybind to Print Screen.
-Game option for font size now toggles between large and small font size for the scrolling event log.
-The elevator cannot be activated when a squad member is on a door tile. This is unintended and will be fixed in the future.
Title: Re: Steam Marines (Now at Open Alpha v0.7.0a)
Post by: getter77 on January 05, 2013, 10:02:46 PM
v0.7.0a

Quote
New Features

-Enemies “Bucket” and “Thopter” added.
-Buckets reduce a squad member's action points. This reduction is only temporary for the squad member's next turn.
-Thopters are high speed, high evasion, weak damage units that lose action points when attacked.
-Grenadier class weapons now show a red indicator on targeted obstacle tiles. Non-obstructed tiles at max weapon range do not show a red indicator although grenades will still explode on that tile.
-All class weapons spawn with a fire and reload action point cost of 1. The stats can still be damaged (increased) from enemy units that can damage gear.
-Ammo Crates now only give ammunition to the squad member that uses the item. It also automatically reloads that squad member's equipped weapon; this ammo is not deducted from the normal amount given.
-Grenadier class weapons now clearly indicate each tile that will be hit if fired.
-Enemies now spawn more frequently in groups.
-Enemy stats and spawn chances adjusted for smoother difficulty ramp at the start of decks. Easy difficulty mode should be significantly easier.

Bug Fixes

-Fixed some issues with using squad member/squad's last action point and enemy turn not triggering despite auto end turn/switch character game options being set.
-Fixed position synchronization issue with Leader class talent “Charge”.
-Fixed action point cost issue with Leader class talents.
-Enemy health now updates on all aoe damage.
-Fixed melee attacks reducing enemy health to 0 without killing if melee damage and enemy health were exactly the same amount.
-Fixed Scout class talents “Scoped” not always hitting and doubling damage.
-Fixed Scout class talent “Called Shot” and Support class talent “Dismantle” not updating enemy AP counter when scoring a hit.
-Fixed Guard Mode always having the topmost squad member firing on last enemy action point, even when that squad member is not in Guard Mode!
-Fixed non-Leader class Guard Mode shots sometimes pushing back enemies.
-Fixed main menu/continue game actions not always responding.
-Fixed enemy status effects sometimes being applied even if the attacks miss.
-Fixed HP and AP overlay layer render order.
-Fixed mouse controls not clearing target indicators after fire controls have been initiated.
-Max range shots with 100% accuracy override high evasion abilities.
-Fixed bug with character creation avatars not always resetting on new game.

Notes

-Locked main menu pause during enemy turn.
-Cut down on mission objective text.
-Health overlay shifted down on top of Action Point overlay.
-Increased chance to spawn monsters from grating to compensate for less powerful enemy units.
Title: Re: Steam Marines (Now at Open Alpha v0.7.1a)
Post by: getter77 on February 25, 2013, 11:36:21 PM
v0.7.1a
Quote
New Features

-During their turn enemy units now move in sequence until they die or expend all action points.
-The camera tracks each enemy unit in turn.
-Enemy AI may choose to spend an Action Point doing nothing or facing in a specific direction.
-Enemy units now grow and shrink when acting like squad members do.
-Guard Mode can trigger on every enemy action.
Added keybinds to button control tooltips.
-Added Medical Deck. Higher chance to get health pickups. Larger levels than in the Command and Engineering Decks.
-Added the Ripsaw, Tick, and Amputator enemy units. No special abilities yet, but they're tough. Beware.
-Lots of enemy unit changes. Like, a lot.
-Weapon stats scale more depending on the deck on which they are found.
-Most of the main UI hud is now toggleable on and off.
-Added a reverse character cycle keybind (default left control).
-Added a sound effect for when a squad member's weapon gets damaged.

Bug Fixes

-A host of pixel perfect rendering issues fixed in widescreen resolutions.
-Fixed unit shadows sometimes lingering after unit death.
-Enforced enemy positions with new turn mechanic.
-Fixed bug with door tiles not being included in the elevator zone.
-Fixed flicker of main menu UI elements in incorrect positions on startup.
-Widescreen resolutions better supported – black bars removed and other pixel perfect rendering issues resolved.
-Squad member health should update immediately upon taking damage from all sources.
-The proper marine now comments when scoring a kill if multiple marines are in Guard Mode.
-Fixed weapon sprites not mounting properly if use by the marine not equipping the weapon.
-Many minor UI/AI/level generation bugs. Fixed the diagonal movement bug with Brutes.
You can
-Escape now toggles weapon targeting off.

Notes

-Streamlined state enforcer. Game should be less CPU intensive.
-Tightened AI code. Game should be less CPU intensive during enemy turns.
-Enforced enemy positions with new turn mechanics.
-Changed event log message about not being close enough to the elevator with information about the elevator zone.
-Enemies no longer burst from grating in the early levels of the game.
-Map generation/loading should be faster.
-Increased chance to place environmentals such as wall pipes and lights.
-Main menu got an overhaul.
Title: Re: Steam Marines (Now at Open Alpha v0.7.1a)
Post by: spelk on March 21, 2013, 08:20:36 AM
Steam Marines gets a First Impressions Review over at The Wargamer.

http://wargamer.com/article/3331/first-impressions-steam-marines-v0.7.1a (http://wargamer.com/article/3331/first-impressions-steam-marines-v0.7.1a)
Title: Re: Steam Marines (Now at Open Alpha v0.7.2a)
Post by: getter77 on April 05, 2013, 12:17:23 PM
v0.7.2a
Quote
New Features

    -Added a delay to auto switching squad members and to auto ending the turn when no monsters are visible to avoid accidental actions.
    -Added a sound effect for when a marine runs out of Action Points, mostly to help the player notice an auto switch is going to occur with the new delay.
    -Clicking directly on a squad member will select that marine.
    -Added movement/facing tile indicators for mouse input. There is currently no “look ahead” so the indicator does not change depending on what is on the selected tile. Crappy ring animation is placeholder.
    -Rehauled the way promotions are taken. At each rank (Private First Class, Lance Corporal, Corporal, and Sergeant) you are given a choice of one of two talents. One talent is active and the other is passive. Talent points no longer exist and you cannot go back and change a talent choice.
    -Added controller/gamepad/joystick support. Yell at me with your specific device/OS if this isn't working.
    -The main menu (default escape) and promotion panel (default p) keys push and pop dialogs in logical order (e.g. both dismiss the promotion/confirmation windows when appropriate).
    -Base sight range per marine is now based on class; Leader is 4, Scout is 5, Grenadier is 3, and Support is 3. These numbers indicate the farthest number of tiles a marine can see in the direction he/she faces. You can still see one tile behind a marine and on the sides.
    -Laser Sight now gives +15% accuracy and reduces sight range by 1.
    -If on Windows the take screenshot keybind will default to print screen. On Mac it will default to ctrl + p.
    -The new class passive talents that reduce damage are all applied after all other damage mitigation/reduction effects. So if a marine has armor with +2 Fire Reduction and a talent with 25% Fire Reduction, getting hit with 10 raw fire damage means he will take (10 – 2) * 0.75 = 6 points of fire damage.
    -Enemy attacks now have their damage numbers color coded by damage type.
    -Added footstep sound effects for enemy units. Heavier units have heavier sounding footsteps.
    -Guard Mode will trigger on every enemy action, not just enemies directly in front of marines.
    -Ammunition now doesn't come in loose rounds, they come in magazines that fully reload a marine's weapon. If there is ammunition in the weapon when reloaded, one round gets saved and the rest are lost.
    -Ammo crates give two magazines to each marine (regardless of who uses the it) and auto reloads the weapon active squad member's weapon (does not use a magazine just received).
    -Stasis status effects lock down a unit so that it cannot act or be interacted with. Lasts a full turn cycle, e.g. if a marine stasis locks an enemy that enemy is in stasis for the player turn and the enemy turn. On the start of the next player turn stasis will fade.

Bug Fixes

    -The Promotions Panel is fully toggleable with the keybind again.
    -Fixed event log message when trying to reload without ammunition.
    -Buckets have proper animated sprites now.
    -Fixed Bulwark talent not properly displaying the wall if placed on a destroyed tile.
    -Fixed player input sometimes locking up after squad member death.
    -Fixed enemy units rendering on top of light sources.
    -Fixed enemy unit HP/AP floating text flickering on top of fog of war.
    -Fixed persistence issues with lights and light sources.
    -Fixed shotgun knockback not interrupting enemy AI action queue.
    -Fixed screen getting cut off on some Macs in windowed mode.
    -Fixed kill tracking sometimes applying a kill to the active squad member instead of the squad member responsible for the kill.
    -Tile indicator animation now appears on top of traps.
    -Ammo counter and bar now update after using a dispenser.
    -Fixed autoswitching bug not canceling when the player initiates another character switch command.

Notes

    -Removed Acidjacks from the game (probably temporary). Art assets and new enemy talent system holding things up.
    -The squad's action points are now refunded at the beginning of the enemy turn instead of the end. This allows action point deductions to take place more clearly to the player's eyes (during the enemy turn).
    -Updated window GUIs.
    -Landmine got a facelift.
    -The Options Dialog (actually all window GUI stuff) is undergoing some changes. I apologize for the half-baked look and feel. Game Settings tab page is disabled for now.
    -Updated the squad creation UI. Also displays better in widescreen resolutions.
Title: Re: Steam Marines (Now at Open Alpha v0.7.3a)
Post by: getter77 on April 17, 2013, 12:25:17 PM
v0.7.3a

Quote
New Features

-Added lifted tiles which confers bonuses on units on them. Units gain +1 sight range and against lower units gain a 50% accuracy bonus. Targeting an elevated unit from a lower position gives a 25% accuracy penalty.
-Squad members will render in proper order when blocking units in the background on lifted tiles, but this is aesthetic only. Line-of-sight is not inhibited by friendly units.
-Getting knocked onto environmental effects triggers them (like traps).
-Support class talent Hail Mary changed to, “Increases accuracy by 10% and range by 2.”
-Smoothed out Follow Mode. You can no longer/target/fire/use items while the rest of the squad catches up. -Environmental effects such as traps now trigger after all squad members have moved per step.
-Elevators will no longer spawn close to the squad position (unless forced to by geometry/map layout), but a continuous path is still not guaranteed from the squad to the elevator (without breaking walls).
-Implemented Grenadier class talent “EMP”. Deals aoe electric damage to nearby robotic enemy units – no friendly fire (e.g. Support Turret).
-Deck generation is now more distinguishable in size and other features.
-Enemies spawn in groups more frequently. They can also more efficiently trigger other enemy groups.

Bug Fixes

-Fixed flashlight beam not always rendering pixel perfect when the camera moves.
-Fixed consoles rendering on top of barrels.
-Various dispenser bugs.
-Various door opening bugs with enemy AI.
-Fixed pixel perfect rendering for some widescreen, windowed resolutions.
-Enforced squad member size after moving between tiles.
-Fixed squad member readout having incorrect data during squad member death.
-Fixed Inventory Tab readout having incorrect data during squad member death.
-Fixed trap render order with regards to consoles and lifted floor tile shadows.
-Fixed white lines rendering on subpixel sprite edges.
-Prevented certain objects from spawning on top of one another.
-Fixed bug with the elevator tile (not the arrow animation) sometimes disappeared on game load.
-Reformatted some dialog text to fit properly in windows.
-Fixed damage and accuracy calculations against enemies with really high or really low evasion. Accuracy is now properly bounded between 0 and 100 percent.
-Fixed units rendering behind consoles and the mouse tile indicator animation.

Notes

-Increased camera shake for marine fire.
-Barrels (crates) shifted upward for aesthetic purposes.
-Increased base chance for marines to smash down wall tiles.
Title: Re: Steam Marines (Now at Open Alpha v0.7.3a)
Post by: Legend on April 18, 2013, 02:30:29 AM
Did the system requirements go up in the last few versions?  I just tried out this recent release and the performance is much lower and choppier than before.

I haven't tried the previous two versions before this one either, but the last one I did try ran just fine. But this latest one is quite slow.
Title: Re: Steam Marines (Now at Open Alpha v0.7.3a)
Post by: Worthless_Bums on April 21, 2013, 10:06:56 AM
The latest version has a few more sprites on screen because of the tile changes but nothing that should significantly impact performance. The two builds prior to the latest also put restrictions on how fast units can take actions. This was so Follow Mode didn't break in some edge cases and the player could more clearly see what each enemy unit was doing during their turn. This actually gives more time for things like AI so performance should potentially have been better!  :-[

Can you be more specific about what's slower/choppier and your system specs?
Title: Re: Steam Marines (Now at Open Alpha v0.7.3a)
Post by: Legend on April 22, 2013, 03:55:21 AM
Don't really know my full system specs. On a laptop with win xp sp3.

The over all animation and mouse cursor movement, and reaction time after issuing a command is what is slower/choppier. Basically the game as a whole seems to be running slower.
Title: Re: Steam Marines (Now at Open Alpha v0.7.3a)
Post by: Worthless_Bums on April 22, 2013, 04:23:14 PM
Hrm. Well I have some suspicions then  ;D

I put a dev build up (http://www.SteamMarines.com/builds/devBuilds/Steam%20Marines%20v0.7.4%20(Legend%20dev%20build).rar) if you'd like to give it a shot. I test on an old Samsgun N150 Plus running Win7. I actually stopped testing on WinXP a few months ago but I can dig up the old box again to see if something odd is happening.
Title: Re: Steam Marines (Now at Open Alpha v0.7.3a)
Post by: Legend on April 23, 2013, 02:52:38 AM
Just tried the dev build and it does seem to run quite a bit smoother than the last official build.
Title: Re: Steam Marines (Now at Open Alpha v0.7.4a)
Post by: getter77 on April 27, 2013, 12:34:02 AM
v0.7.4a

Quote
New Features

-A gateway boss, the Hulk, has been added to the Command Deck.
-Updated fog of war to more smoothly trigger on unit movement, specifically enemy units moving in and out of fog. Fog of war should also be less of a CPU hog on lower end computers.
-More organized enemy AI. The AI will spawn in groups (more often), can form and break off into different groups dynamically, and can cooperate to hunt down and surround the player.
-Cut back on the frequency grating spawns occur between squad members. However, the enemy AI may now use them as conduits to flank your squad. There is some “hocus pocus” involved since enemies may move over long distances this way, more than their AP should allow them to if moving on the ground tiles.
-Elevator power. Elevators need power to operate. Sometimes they're already powered. Sometimes you need to do something to get them powered.
-Special target indicator animation when targets are at max weapon range to draw attention to the fact that accuracy has been boosted to 100%.

Bug Fixes

-Fixed bug with consoles sometimes being rendered invisible when the wall tile north of them is destroyed.
-Traps on lifted tiles should now always render on top of the tile regardless of load order or any other funny stuff!
--Fixed floating health text for squad members updating slowly when enemies melee them.
-Fixed ambient music not always playing on the Medical Deck.

Notes

A lot of code was optimized for lower end machines. Performance should be significantly better.
Title: Re: Steam Marines (Now at Open Alpha v0.7.5a)
Post by: getter77 on May 06, 2013, 12:13:12 PM
v0.7.4.5a

Quote
New Features

-Wall tiles should be grouped together to indicate they can be broken through to reach new areas.
-Grenade damage lowered to 20 for the main tile target and 10 for aoe.

Bug Fixes

-Stasis animation on enemy units persists from save/load.
-Fixed floating sprite issue on enemy unit movement.
-Fixed experience gain from elevator spotting triggering properly.

Notes

-Optimized the holy hell out of fog-of-war. This may have been the cause of freezing/crashes in v0.7.4a for some computers.
Title: Re: Steam Marines (Now at Open Alpha v0.7.5a)
Post by: getter77 on May 12, 2013, 03:18:30 PM
v0.7.5a
Quote
New Features

-Balanced the Hulk encounter on the Command Deck. It's now highly unlikely you will end up with a Grenadier class marine with a weapon incapable of punching through the Hulk's armor.
-Flamejacks and Thopters adopt more group tactics when flanking the player's units.
-Added the Revenant as a non-unique enemy. Fast, aggressive, and will explode upon death.
-Player and enemy turns are split up more clearly.
-Added new squad death/game over screen.
-Sped up map generation and added some special wall tiles.
-Rebalanced ammunition availability and experience/level curve for marines. You will no longer end up with four sergeants after just two levels.

Bug Fixes

-Fixed facing not always checking for proper amount of Action Points.
-Fixed enemy units not always facing in the proper direction for certain actions.

Notes

-(More) game windows like quit game prompt can be closed with the escape key.
-Survivor marines have a lower and narrower range of health and ammo.
-Fixed some spelling errors.
Title: Re: Steam Marines (Now at Open Alpha v0.7.6a)
Post by: getter77 on May 21, 2013, 01:47:06 PM
v0.7.6a

Quote
New Features

-Added high score screen.
-(Physical) armor is always reduced by 1 from a direct enemy attack.
-Weapon stats no longer have a chance to be reduced on enemy attack.
-Marine class armor has a higher range of randomized armor rating stat.
-Base class armor rating rebalanced; Leader has 4, Scout has 2, Grenadier has 6, and Support has 3.
-Base melee and range damage for all enemy units reduced across the board.
-Tick health increased slightly.
-Thopter health decreased slightly.
-Rebalanced Buckets. Damage and armor values reduced.
-Treasure chests can now contain items other than armor and weapons. Chest spawn chance slightly increased depending on deck level.
-Special weapons now appear earlier in the game and with more frequency than normal weapons. To compensate randomized armor has a higher chance of being in chests instead of weapons.
-Weapons can now come with an “Acid” prefix which makes them reduce targets' armor ratings.
-Added Longsights and Shortsights, single use items that can permanently modify weapon range up and down, respectively.
-Added Armor Kits that permanently increase equipped armor by 1.
-Implemented chance for enemy AI to halt pursuit depending on line-of-sight, fog-of-war, distance between player and enemy units, and enemy unit communication.
-Added special one use item, the Lasershot. Deals an unmitigated 30 damage to all units and wall tiles and closed doors within 4 tiles ahead.

Bug Fixes

-Fixed closed doors sometimes being flagged as walls that didn't block line-of-sight.
-Fixed enemy unit door interactions not firing properly when other units were adjacent to the door.
-Fixed errant player input on end level screen.
-Fixed UI not always returning after clearing all enemies and ending the turn.
-Fixed some performance issues because fog of war was updating when it wasn't necessary.

Notes

-Reintroduced 1024x768 resolution support.
-Made fonts/font sizes more consistent and readable for smaller resolutions.
-Overhauled squad creation screen.
-Changed main menu save state preview to show character rank instead of internal level.
-Directly selecting a squad member will no longer shortcut out if that character is already selected. It will always manually switch to that target squad member.
-Fog of war fading has been turned off by default. I suspect this is the cause of the recent crash complaints.
-License file changed.
Title: Re: Steam Marines (Now at Open Alpha v0.7.7a)
Post by: getter77 on May 26, 2013, 12:14:00 PM
v0.7.7a

Quote
New Features

-The game now automatically saves before the player turn/after the enemy turn.
-Added more Leader and Scout class weapons.
-Reduced grenade main target damage to 15. Aoe damage remains at 10 damage.
-Stripped weapon/armor information and placed them in the Promotions Panel.
-Stripped Deck information/mission objectives and placed them in the Promotions Panel.
-Cleaned up the main UI HUD to only present really necessary information.
-Event log has been extended in size and is less verbose.
-Added a text ammo counter that scrolls when a marine fires.

Bug Fixes

-Fixed crashing issues.
-Fixed potential infinite loop in deck generator.
-Fixed various sprite loading issues.
-Fixed a potential memory leak with weapon attachment sprites.
-Fixed music not properly playing when loading a save game with the Hulk encounter in progress.
-Fixed miscellaneous display bugs with the Promotion and Inventory DUI.
-Fixed ammunition not loading properly on some generated weapons.
-Fixed Guard Mode not triggering on the very last action of the enemy turn.
-Fixed marines being able to enter Guard Mode without action points.
-Can no longer enter Squad Follow Mode while any marine is in Guard Mode.

Notes

-Game text font sizes more consistent. Game option large/small font sizes not yet re-enabled.
-Fog of war reveal and level generation code is faster.
Title: Re: Steam Marines (Now at Open Alpha v0.7.8a)
Post by: getter77 on June 02, 2013, 11:16:54 PM
v0.7.8a

Quote
New/Changed Features

-Added a context sensitive Grab button that appears when the current character is on an item or chest.
-Added a context sensitive Interact button that appears when the current character is facing an environment object that can be used.
-Added an auto save indicator to the upper right hand corner of the screen.
-Added basic geomorph functionality to level generation. Eventually this will be extended to special rooms and encounters, locations for hidden gear, cross level connections (e.g. a small Medical Deck room on the Engineering Deck), and other uses.
-Gratings now appear on walls and can spawn monsters on floor tiles below them.
-Monsters cannot use gratings to travel on the first level of the Command Deck.
-Added more randomized marine names for character creation.
-Added more marine dialogue when spotting/killing enemies.
-Added more starting marine dialogue on new game.
-The camera mounts to the first valid target when toggling fire controls.
-Added new Support class passive talent icons.
-Changed Scout class passive talent “Biohazard” to affect all organics.
-Increased Scout class active talent “Stasis” to require 4 Action Points per use instead of 3.
-Added new enemy targeting panel on the bottom center of the screen. It pops up when a valid enemy has been targeted and shows a portrait, current/max health, current/max action points, and the approximate damage and accuracy of the shot if taken.
-Added Grenadier class weapon variants.
-Updated weapon/armor swap panel to use the consistent HUD theme.
-Stripped device names (e.g. “keyboard”, “joystick”) from keybind tooltips.
-Added a small delay when firing. This is to prevent accidental firing and to lock the camera onto valid targets throughout the firing sequence.
-AI downgrade; enemies will not alert quite so many nearby enemies upon spotting the player's units. This reduces the likelihood you will be surrounded and smashed to pieces in the early game.

Bug Fixes

-Fixed the grab action deducting an action point even when no items/treasure is on the active character's tile.
-Marines can now only have a single dialogue popup at any given time to avoid text overlapping.
-Fixed nasty keybinding/input.cs.dso bug that could cause crashing on startup for players first installing the game or using a non-installed version.
Title: Re: Steam Marines (Now at Open Alpha v0.7.9a)
Post by: getter77 on July 02, 2013, 12:12:28 PM
v0.7.9a

Quote
New/Changed Features

-“Hard” difficulty mode added.
-New Game Plus implemented. Reaching the elevator on the fifth level of the Medical Deck wins the game demo/alpha. This allows you to start the game over from the beginning with your current squad, all gear, talents, stats, et cetera. Score is not entered on the high score table until you actually lose the game!
-High Score table now records the game difficulty and game version of that run.
-Completion of the alpha is the first three decks; Command, Engineering, and Medical. Each New Game Plus adds 1000 points to that run.
-Difficulty now affects score. Easy has a multiplier of 0.75, Normal of 1.0, and Hard of 1.25. Bonuses and penalties are scaled separately then aggregated because scores can be negative.
-A New Game Plus counter was added to the high scores screen next to the final deck/level.
-New Game Plus counter appears on the center/middle of the main menu screen while a game is in-progress or for a save state preview.
-You cannot adjust game difficulty in New Game Plus.
-On Normal difficulty subsequent New Game Plus runs are harder due to enemy stat gains.
-The Revenant is now the boss of the Engineering Deck. Health, armor, and action points were increased and base melee damage decreased.
-Revenions can spawn on any adjacent tile from Revenants. On Normal difficulty and up they can also spawn from Revenions.
-Easy difficulty monster stats buffed across the board.
-All weapons now have a flat 1 AP cost to fire.
-When Guard Mode is triggered all available AP is placed in a separate AP pool used for Guard Mode shots. No more infinite enemy turn shooting!
-Base trap damage reduced to 4.
-Traps are now really easy to see. I will feel zero sympathy if you step on them!
-Added new art backgrounds.
-The New Game Button now clears any old save file and prompts you whenever there is a save file detected or a game is currently in progress.
-Enemy spawn chance from grating tiles has been toned down to 10%.
-The escape key now skips the introductory text sequence.
-Dispensers potentially give more ammunition.
-Increased dispenser spawn chance on open levels. Cramped levels have less chance to spawn dispensers.
-Significantly decreased starting ammo for all classes.
-Added steam vent animation to grating tiles.
-Added wall pipes for environment aesthetics.
-Added portholes which allow sight through the wall tiles they reside on.
-Reduced firing delay for marines.
-Increased the number of traps that can spawn per level.
-You may hear tapping noises...
-The Medical Deck gets a new ranged enemy unit. Beware!
-Enemies are a lot more aggressive when searching out marines on Normal difficulty.
-Amputators and Ripsaws are now more aggressive.
-Amputators and Ripsaws are more watchful of marines on the player's turn.
-Removed primary and secondary mission objectives on deck levels.
-Added context sensitive button for using an elevator.
-Added more armor variants/names that affect random stats.
-Added more context sensitive marine dialogue and banter.
-Fixed Grenadier class weapon “Howler” sprite and inventory icon bitmaps.
-Escape exits the New Game Button prompt from the main menu when there is a game in progress.
-Implemented a credits screen at the end of the game.

Bug Fixes

-Dispensers again spawn in proper positions next to horizontal walls.
-Fixed some walls being able to be seen through.
-Fixed mouse cursor sometimes not appearing on the death screen.
-Fixed trap positions on lifted tiles.
-Fixed fog of war not always covering to the very edge of the map.
-Fixed not being able to click on a marine's talent buttons on the bottom of the icon.
-Adjusted potential long armor names and shifted swap/keep buttons to avoid text overlap on the armor swap screen.
-The weapon swap screen can be cleared (current weapon kept) with the escape key.
-Marine health overlay updates properly after environmental damage.
-Fixed main menu scrolling starfield from freezing if escape key is pressed after game loss.
-Centered and aligned certain UI elements on stat and end level screens.
-Fixed squad creation screen not always properly synchronizing class portraits.
-Fixed spelling errors.
-Mouse move/face actions now properly short-circuit unit auto-switching.
-Fixed being able to fire with non-fire keys with fire control toggled on.
-Fixed close sync issue with layered GUI menus.
-Fixed some enemy units spawning with mismatched current and maximum health.
-Centered “I.S.S. Orion” on the main menu after game loss.
-Fixed random key pressing sometimes breaking menu order (e.g. on the end level screen).
Title: Re: Steam Marines (Now at Open Alpha v0.7.9a)
Post by: dungeonmans on July 02, 2013, 07:05:30 PM
I just spun this up today and had a pretty good time. I love Space Hulk! Great to see the flavor coming through, like the chatter between the units. Didn't really feel like there was a lot of variety in the units, but that's probably a sign of hidden depth that I'm just missing. Right now it felt like you have a shotgun guy, and all the other guys.

Very cool game, heading over to greenlight it now!
Title: Re: Steam Marines (Now at Open Alpha v0.7.9a)
Post by: Worthless_Bums on July 07, 2013, 04:23:30 AM
I just spun this up today and had a pretty good time. I love Space Hulk! Great to see the flavor coming through, like the chatter between the units. Didn't really feel like there was a lot of variety in the units, but that's probably a sign of hidden depth that I'm just missing. Right now it felt like you have a shotgun guy, and all the other guys.

Very cool game, heading over to greenlight it now!
Thanks for the vote! :)

There's not a whole lot of enemy variety off the bat, no. Early enemy units are melee only (except the Flamejack) and that's intended so new squads/new players don't get overwhelmed when they're all Privates without any shot at items/gear. The difficulty ramps up fairly quickly with ranged units, melee knockback, flanking AI, and other fun stuff.
Title: Re: Steam Marines (Now at Open Alpha v0.8.0a)
Post by: getter77 on July 18, 2013, 11:57:58 AM
v0.8.0a
Quote
New/Changed Features

-The Ship Overview is back. Upon clearing a deck the player is taken to a screen to choose the next deck to assault. The alpha builds are currently restricted to three decks; Command, Engineering, and Medical.
-Added color coded mouse cursors depending on the tile.
-Marines can now fire through outer space tiles.
-Crates now always contain non-weapon/armor items.
-Crate spawn chance reduced since they now always have items.
-Treasure chests are now color coded. Red chests contain weapons, blue chests contain armor, and brown chests contain a random non-weapon/armor item.
-Brown chests can contain almost every time in the game.
-A max of 3 treasure chests can spawn per level, excluding secret treasure rooms.
-Re-implemented marine stats and skills. On promotion/rank up a marine gets to choose a new talent and gains 1 stat and 1 skill point to distribute.
-The Power stat grants +1 AP when damage is taken. This AP gain ignores the marine's max action points. -Getting smacked on the enemy turn can be beneficial!
-The Speed stat grants +0.25 action points and +0.25 sight range.
-The Strength stat grants 2 health per point.
-The Smasher skill grants +1 melee damage and +10% chance to bash obstacles.
-The Bomb Tech skill grants a 25% chance to diffuse traps per point.
The Precision skill grants +1 firearm damage and +3% firearm accuracy.
-Updated the Squad Creation screen with more appropriate class descriptions.
-Added plastic explosives that can spawn on doors. Can be taken down with Demolitions skill and (re)placed on closed doors. Triggerable by both player marines and enemy units.
-Added enemy corpses.
-Animated wall lights.
-Base wall smash chance reduced from 70% to 60%.
-Added current score to the level end victory screen.
-Added laser weapons. Decks influence the chance for laser weapons to drop. Laser weapons get an inherent boost to damage, range, and accuracy.
-The Lasershot item uses the new laser weapon animation.
-Deck Bosses have a chance to spawn as weaker, non-boss variants in later levels.
-The Repair armor stat returns. Restores health to the marine that kills a robotic unit.
-Added Hourglass item. Restores all squad AP but all enemies gain 1 AP for the next turn.
-Added wall paintings that can be taken down and used for various effects.
-Dispensers can now be used from any direction.
-Moving into a dispenser that has not been used automatically uses it instead of smashing it. Moving into a dispenser that has been used still smashes it.
-Moving on top of an item automatically picks it up at no AP cost.
-Moving onto a chest automatically opens it at no AP cost.
-Being south of an unused console and moving north automatically uses the console. This costs the normal amount of AP.
-Changed mouse cursor animation.
-Lowered experience curve to gain promotions.
-Cut AP to fire/reload from weapon stats. All weapons now cost 1 AP to fire and reloading takes all remaining AP.
-Made the squad info screen consistent with the rest of the game's UI.
-Added some fancy pants tweening/camera shake to UI actions.
-Increased wall pipe spawning chance.
-Added more wall environment art.
-Added some new action sound effects.
-Added new aoe explosion animation.
-Grenadier class weapons now properly explode on wall tiles and can destroy nearby tiles.
-Weapon stat screen shows projectile type (ballistic, laser, et cetera).
-Fixed Grenadier talent “Smart Bombs” not dealing aoe damage to enemies.

Bug Fixes

-Fixed the Defeat screen being pushed multiple times upon squad death.
-Fixed the main menu music and HUD popping up after idling too long on the High Score screen.
-Fixed context sensitive UI buttons resetting on all grab/drop item actions.
-Stopped mouse cursor from flickering when mousing over squad members.
-Fixed gui profiles with the squad info screen.
-Stripped talent points from the Promotion screen.
-The elevator tile properly shows after loading a save game that had discovered the elevator.
-Fixed the elevator not always powering on when the Revenant dies.
-Fixed wall pipes not persisting properly through multiple save/load cycles.
-AI will (mostly) stop opening doors then aborting moving through the doorway when it spots marines.
-Added sound effect to main menu Scores button.
-Fixed weapon capacities displaying incorrect values on the weapon swap screen.
-Fixed improper level generation flags that could cause levels to generate multiple times unnecessarily on New Game Plus.
-Fixed some walls being able to be seen through.
-Guard Mode properly gets cleared when the player ends the turn with no enemies left on the level.
-Environmental damage should update health overlay values faster.
-Fixed weapons fire not always working on the turn after using Guard Mode.
Title: Re: Steam Marines (Now at Open Alpha v0.8.0a)
Post by: Worthless_Bums on February 14, 2014, 10:23:10 PM
I guess I should update this myself!  ;D
Changelogs from v0.8.1a - v0.8.3a follow:



Quote
v0.8.1a

Reminder: Players with old installs should result keybinds to defaults because of changes made. Old save games are not compatible – you can load old saves but probably a lot of stuff is broken. Start a new game! ^_^

-------------------------------------------------
New/Changed Features
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For Hard Difficulty and up: The invaders have set up elevator disruptors on the decks! You must smash them to power the elevator and proceed!
The camera no longer locks onto enemies who are out-of-sight at the beginning of the enemy turn. This should speed up gameplay when many enemies are encountered on the player turn.
You no longer double tap to fire. A single tap will fire in the active marine's direction up to max weapon range.
Mousing over a unit will set target indicators for what tiles that unit can hit from its current position.
Marines can now auto-target any enemy unit in line-of-sight and weapon range indicated by the camera locking onto the target and an indicator animating around it.
Auto-Target is by default set to OFF in the gameplay options menu.
Added mouse firing controls. Left click on a visible enemy unit to fire (if in weapon range and within marine weapon range).
Mouse cursor changes color when targeting squad members or enemy units. It will smoothly translate between tiles and objects.
Mouse cursor selection animation no longer resets on every mouse movement.
Mouse cursor refreshes tile position faster after a marine moves.
Mouse cursor no longer auto-melees when clicking on an adjacent enemy unit; instead ranged weapon fire is engaged.
Random chance for survivors to appear on the elevator if the squad is not full.
Loose items now rarely spawn on the floor. Crates and dispensers and killing enemies for drops are now more valuable.
Leader class talent “Stim” nerfed to 3 AP and boosting damage by 2 and accuracy by 5%.
Leader class talent “Vigilance” changed to grant a passive +10% evasion to all squad members.
Scout class talent “Autoloader” changed to reduce cost of reloading weapon to 1 AP.
Scout class talent “Garrote” had damage reduced to 10.
Grenadier class talent “Annihilation” also affects grenade items, not just the marine's weapon.
Ranged units will spawn more evenly with melee units after the Command Deck.
Added Brutons, variants of Brutes that reduce all forward ranged damage to zero.
Added Torgon Sappers to the game. These aliens throw grenades that deal more aoe than direct damage. Unlike their aoe, their direct damage can kill.
Enemy and marine grenade damage down.
Torgon units will appear more frequently on the Medical Deck.
Torgon Scout temporarily removed due to its penchant for pulling the entire level's enemy units on top of the player's squad. AI wil be improved before being put back in the game!
Added thrown grenade animation for the Torgon Sapper.
Added thrown grenade animation for marines.
Grenade damage for player and AI units is now the same for direct hits and aoe splash damage.
Added better/faster level cleanup.
Added geomorph/treasure rooms to level generator.
Removed quit game prompt. Still auto-saves.
Each marine by default can now only take one Guard Mode shot per round instead of the number of remaining Action Points at the time of Guard Mode activation.
Power stat no longer grants Action Points when damage is taken. Instead it increases the number of Guard Mode shots a marine may make each turn.
Added really obvious arrow down animation on each marine and sound effect when the entire squad is in the elevator zone.
The Command and Engineering decks are more deadly. Flamejacks start appearing sooner in Command and Torgon units start appearing in Engineering!
Added event log message informing the player of the bonuses for weapon attachments.
Cut painting spawn rate in half to 15%.
Added more wall paintings.
The elevator now has a minimum spawning distance from the squad when generating a new level.
Fixed the “Assault Deck” button not showing clearly on some computers.
Adjusted mouse cursor hot spot to better account for the arrow bitmap and where people think the hot spot should be.
Mechanical units sometimes vent a cloud of steam when hit.
Because of the weapon range/firing mechanic changes the Leader, Grenadier, and Support classes all have the same default 3 tile sight range. The Scout defaults to 4.
Aggressive memory management refactoring. Has a smaller memory footprint which should help lower end computers.
Added bullet casing ejection animation for marine weapons.
Added bullet casing sound effects.
Added Squad Overview button to the main HUD.
Deck and level flashes in the upper right hand corner when a level is loaded.
Added font outline for marine dialogue.
Alien merchants added to the game. They require a higher ranking (Corporal) marine to access.
Merchant items are randomized and costs are also randomized and increase each time you access a merchant.
Significantly increased the health of the Hulk and the Revenant.
Consoles can now give money.
Smashing dispensers gives you money from inside.
Added pump environment animations.
Added a small animation to inform the player an auto-switch squad member has been initaited.
Added Hulk Suits to the game. The suits greatly increase health, armor, and melee damage. Marines in Hulk Suits cannot use their ranged weapons but can use the Hulk Suit's infinite ammo flamethrower up to two tiles away. When all health is lost the Hulk Suit is destroyed instead of the marine.
Multipass item added to the game. Powers elevator regardless of disruptors.

-------------------------------------------------
Bug Fixes
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Fixed memory leaks with the animation system.
Fixed memory leaks within the audio streaming system.
Properly aligned the background in the Squad Creation screen.
Stripped redundant HUD elements.
Fixed a bunch of bitmap/imagemap load/unload issues.
Fixed Elevator Zone not updating properly on aoe tile destruction.
Fixed Elevator Zone causing a slow memory leak across level generation.
Fixed ambiguous situation when consoles and dispensers were adjacent to the same tile and the player wanted to activate one or the other.
Stripped benign warning messages from the console.
Fixed squad inventory parse errors.
Fixed grenade items not dealing friendly fire on the tile the grenade lands on.
Removed gender pronouns from survivor screen.
Fixed the elevator not always being powered after the Revenant dies.
Fixed the Squad Overview avatars to properly represent the marine classes on the avatars.
Fixed unit charging not always syncing in the right order.
Fog of war properly updates after a marine auto-faces to auto-use a dispenser.
Fixed Support talent “Sentry” not always working when the target is on a lifted tile.
Fixed friendly large unit render orders for stacking.
Sapper grenade attacks now refresh health overlays for all hit units.
Stopped some enemy unit deaths from triggering twice.
Leader class talent “Charge” now collides with obstacles like crates, dispensers, and CryoTubes.
Can no longer bring up the Squad Info or Promotion panels during the enemy turn.
Fixed the use console context sensitive UI button from popping up when the console has already been used.
Fixed Leader class talent “Flak Rounds” to properly apply its armor debuff on all enemy types.
Fixed a display error with squad AP counters not updating properly after an auto-end turn when no enemies are left on the level.
Fixed cycle/reverse cycle controls locking up after squad member death.

-------------------------------------------------
Notes
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Removed a bunch of unused assets. Compressed/downsized other assets.
Space weather in-game effects not yet implemented. Glitchy stuff happening ._. Olivine rain still occurs but it is purely aesthetic for now.
Added more dialogue popups to inform the player of important events since the scrolling log was removed.
Save file size cutting.
Optimized fog of war code for low end systems. Maintained the fading/instant fog of war game option.
Stopped mouse events from stopping auto-switch events.
Changing volume in the options menu has a ramp up time instead of just jumping to the set volume directly.



Quote
v0.8.2a

-------------------------------------------------
New/Changed Features
-------------------------------------------------
Armory Deck added! What mysteries await there?
Bridge Deck added! It looks swanky!
The Armory and Bridge decks do not have unique/boss encounters yet (aside from previous boss units randomly spawning as non-boss encounters).
Added unit status labels e.g. Guard Mode is labelled as “Guarding”.
Cycling weapon attachments announces the passive effects.
Disabled Disruptors on Hard mode for now. Irritating and arbitrary. Considering alternate methods of level clearing/success/failure instead.
Various UI/popup changes to make status effects and detailed information more obvious to the player.
Added marine class color-coded active indicator animations.
Added randomized olivine rain/meteor showers; space weather is still aesthetic only for now.


-------------------------------------------------
Bug Fixes
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Fixed various typos.
Fixed marines being able to reload with 0 AP.
Properly stripped the keyboard device name from the “tap to fire” hint.
Fixed size/length of character name/rank readout to stop clipping issues.
Enemy Target Panel now updates accuracy on weapon attachment change.
Fixed game breaking bug where reaching NG+, quitting, running the game and starting NG+ resulted in an immediate Defeat screen.
Trying to facing in the same direction no longer deducts AP (since nothing should happen).
Auto-target properly resets after an auto-squad member switch.



Quote
v0.8.3a

-------------------------------------------------
New/Changed Features
-------------------------------------------------
Added a basic tutorial accessed from the main menu.
Added a (numerically precise) ammo counter to the Firearm UI.
Unit tooltips added on mouseover. Marines display general stats and enemies display general descriptions.
Removed the Squad Overview screen. All information now on the main HUD and unit tooltips.
In the game options "Weapons Auto Lock" was changed "Camera Target Lock" to make it more clear that the camera will lock onto valid fire targets for the active marine.
Flamejacks, Revenants, and Hulks slightly buffed with +1 base Action Points.
Added relative difficulty labels on the Ship Overview so players have a better idea of what deck they can/should assault next.
Hulk Suits nerfed to +10 health and +5 armor bonuses.
Slightly increased chance for boss units to spawn in later levels as non-unique variants.
Added more random marine banter/chatter on certain actions (e.g. No ammo).
Added more randomized marine names at squad creation.
Changed main menu music.
More armor/weapon upgrades instead of randomly generated weapons/armor.
Increased distance marines need to be to shake off enemy pursuit.

-------------------------------------------------
Bug Fixes
-------------------------------------------------
You can no longer get infinite money from consoles by repeatedly using them.
Fixed Scout class talent Scoped from permanently increasing ranged damage.
Fixed critical hits not always dealing the appropriate amount of damage.
Added the current "Use Elevator" keybind in the button tooltip.
Fixed item duplication bug when trying to take an item with a full inventory.
Fixed misaligned flashlight attachment on the Firearm UI.
Fixed not being able to accurately highlight units if the cursor is coming in from the north of the unit.
Fixed various typos.
Enemies will no longer burst out of wall tiles that have been destroyed.

-------------------------------------------------
Notes
-------------------------------------------------
Main Menu buttons shifted to the left side to accommodate players with low end/old computer/monitor resolution setups that might cause the game to position the elements off the right side of the screen.
Title: Re: Steam Marines (Now at Open Alpha v0.8.0a)
Post by: Worthless_Bums on February 14, 2014, 10:23:48 PM
Aaaaaaaaand v0.8.4a and v0.8.5a:



Quote
v0.8.4a

-------------------------------------------------
New/Changed Features
-------------------------------------------------
Rolled space weather into random event system. At the start of the player's turn there is a small chance for random events to occur, partially influenced by the current space weather.
Negative random events will not outright kill (or even damage) marines. May reduce armor, cause bad circumstances, et cetera.
Added game option to toggle facing AP cost. ON is default and means facing in a different direction costs 1 AP. OFF means it costs 0 AP).
Added game option to toggle auto facing. ON is default and means moving in a direction a marine is not facing faces in that direction and moves in that direction. OFF means a marine will only face in that direction and not attempt to move.
Color coded floating HP values for units. Green = full health, yellow = wounded, red = 33% of less of max health.
Floor traps no longer spawn on the first level of decks.
Torgon units, not just Scouts, can once again call in reinforcements but they must be wounded (less than full health) to do so.
The Brain encounter has been changed so that it does not trigger once the elevator zone is sighted. Also does not trigger on level 1 of any deck.
You receive a letter grade after each level. There are 10 total ranks that are calculated based on your current run performance.
End of level report states the current difficulty level.
New quick message system that pops up in the upper left hand corner of the screen, informing the player of events.
Autograb now attempts to grab all items on a tile at once.
You can now drop items on top of each other on a tile.
Survivors now have a broader health range when first encountered.
Survivor action point range has been shifted up (both low and high end) by 1. You will no longer get survivors with less than 4 AP total including armor speed stats.
On Easy difficulty marines receive +2 AP and +1 HP at base.
On Normal difficulty marines receive +1 AP at base.
On Hard difficulty marines receive -1 HP at base and starting ammunition is reduced.
Scout base HP range shifted down. Other classes have HP shifted up.
Scout class talent “Scoped” changed to 100% hit, +2 damage, and costs 2 AP.
Grenadier class talent “Batter” changed to an aoe knockback.
Implemented an initial enemy spawn cap of 48 per level.
Smoothed the quantity of enemy spawns via deck progression.
Default Xbox 360 controller default bindings button placed in input setup menu.


-------------------------------------------------
Bug Fixes
-------------------------------------------------
Grenadier talent “Annihilation” no longer only reduces friendly marine health to zero without killing them.
Grenadier talent “Napalm” now properly takes only 2 AP to use as stated.
Fixed Sapper explosions from causing infinite loops if killing other Sappers.
Fixed Leader talent "Radar" not properly updating floating AP.
Target panel properly disappears with no valid target when a marine changes facing in place.
Marines in Hulk Suits should now properly die when knocked out into space.
Fixed possible autograb/treasure infinite loop.
Fixed bug where attempting to face in the direction a marine is already facing deducts AP.


-------------------------------------------------
Notes
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Optimized code. Framerate should be higher on low end computers and less resource intensive on game startup/preload.
Hardbound Xbox 360 controls (separate from keyboard bindings) will be implemented for Mac using the Tattie Bogle driver.



Quote
v0.8.5a

-------------------------------------------------
New/Changed Features
-------------------------------------------------
Added sight range maximum hard cap of 6 tiles. Done for both game balance and performance reasons.
Vertical sync set on by default. This is primarily to help on machines not handling uncapped framerate very well.
Leader, Scout, and Grenadier class weapon damage slightly lowered.
Support class weapon damage increased to account for enemy armor changes.
All marine class weapon range and accuracy ranges rebalanced.
Torgon units have reduced armor ranges.
Engineer Class added. Able to be taken from the squad creation screen on new game. Able to be found as survivors and recruited in-game.
Re-implemented chests with armor and weapons. Stats are randomized and scaled by deck/level. There may be rare surprises. No “named” gear yet!
The Revenant now drops more loot on death.
Brainien is now the official Medical Deck boss. Tough. Unfair. Loot pinata.
Implemented rare item “Med Stim”. Increases max health and action by 1 and fully restores health and action.
Laser Mods, Plasma Mods, and Med Stims can now be randomly found in Alien Merchant inventories.
Ammo Crates now grant all squad members 1 to 3 magazines instead of 2. The marine who uses the Ammo Crate still gets a free reload.
Common enemies now drop Canteens and Ammo Crates in addition to Grenades.
Common enemies have a slightly smaller chance to drop items on death.
Marines can always fire ranged weapons through portholes.
Scrolling Event Log is back. Default key “S” toggles it on and off.
Squad Info screen is back. Displays max health, full weapon and armor stats, et cetera.
Move auto-action priority changed; moving into a tile with an Alien Merchant and an enemy unit will prioritize meleeing the enemy unit instead of triggering Alien Merchant trade.
Grenadier class talent “Pincer” cost reduced to 2 AP.
Support class talent “Point Blank” cost reduced to 2 AP. Now does normal damage and shreds half of target armor.
Support class talent “Hail Mary” cost reduced to 2 AP.
Marine perks added to Squad Creation screen.
“Sweeper” Perk: Laser Sight grants +2 damage. Cycling attachments costs 0 AP.
“Spotter” Perk: Grants +1 experience per enemy if actively spotting. Only boosts the experience of the marine who has the perk.
“Fire Hazard” Perk: Using a Hulk Suit's ranged flamethrower only costs 1 AP. This is probably overpowered. Have fun before I nerf it.
“Tech Monger” Perk: Grants a +10% chance to find high tech loot in lockers.
“Close Combat” Perk: Ranged attacks have a 100% chance to hit adjacent targets.
Added marine perks to mouse over tooltips.
Survivor marines do not come with perks, but they can come with weapons with special effects. Survivor marines may come with Laser and Plasma weapons already equiped.
Monster AI altered; less aggressive in encircling marines, but pursues marines over longer distances.
A marine in a Hulk Suit using a Hulk Suit does not get another max health extension. Instead health is just restored to the max modified by the previous Hulk Suit. Armor rating does continue to stack. Getting killed resets health to pre-Hulk Suit max value.
Alien Merchants now have an 8% chance to randomly spawn rare items in their fourth inventory slot, up from 5%.
You can no longer manually reload a marine's weapon while he/she is wearing a Hulk Suit.
“Inferno”, “Frozen”, and “Acid” random generated weapons make a return. Cannot be found on the Command Deck.
Added manual frame rate limiter using $Pref::timeManagerProcessInterval in the main.cs file.
Vertical sync can be enabled/disabled manually in the main.cs file.
Changed level and current run score calculation. It is harder to get the top progression grades. Losing marines and taking too long on a given level is punished more severely.

-------------------------------------------------
Bug Fixes
-------------------------------------------------
Fixed some texture issues in D3D mode.
Fixed some Hulk Suit/Guard Mode issues.
Shortened marine fire projectiles to prevent looping on longer range shots.
Fixed input locking bug with unit movement being passed bad direction parameters.
Fixed marines not being able to face in a direction with 0 AP when facing should cost 0 AP.
Fixed the Scoped talent tooltip to state the correct AP cost.
Fixed bug where multiple Leader marines led to higher item spawn chances.
Fixed alien merchant rare item spawn chances.
Lasershot properly updates health numbers of affected units.
Adding stat/skill points properly updates health and action numbers of affected units.
Floored max health when a marine's Hulk Suit is destroyed.
Fixed input locking due to random weather effect.
Fixed New Game Plus counter so it tracks cleanly between a NGP fail run and a new game.
Fixed current level/run score calculation involving New Game Plus.
Fixed survivors not being able to be Engineers.
Fixed survivors setting Strength stat properly on spawn.
(Mostly?) fixed enemy unit floating health text popping up through fog of war.
Fixed Hulk Suit use/destruction health resets.
Fixed the fourth marine character (Support slot) rarely having talents erased on new level.
Fixed survivor perk script error.
Fixed enemy unit tooltip range parsing/conditional.
Fixed Guard Mode projectiles coming from the selected marine rather than from the Guarding marine.

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Notes
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Added support for older video cards and better support for integrated Intel/ATI cards.
Stripped gender pronouns from survivor description screen.
Cleaned up Hulk Suit animations for each class.
Squashed some benign warning messages displayed in the console.
Title: Re: Steam Marines (Now at Open Alpha v0.8.0a)
Post by: getter77 on February 14, 2014, 10:37:35 PM
Rest now, gentle thread, to live onward anew in the actions and dreams of your successor.