Author Topic: Bionic Dues (Now released v1.005 "Combined Customization) $  (Read 5080 times)

getter77

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Bionic Dues (Now released v1.005 "Combined Customization) $
« on: October 08, 2013, 05:52:13 PM »
http://arcengames.com/w/index.php/bionic-features  $9.99


Quote
"Arcen Games is ecstatic to announce Bionic Dues -- our mech-enriched roguelite -- has launched on Steam, GamersGate and the Arcen Store for $9.99. To celebrate the release, the game carries a 25% discount during its first week on sale.

Robot rebellions should be quelled by the best of the best. When the best of the best are killed... it's up to you. Subdue the uprising in time, or your corporate overlords nuke the city.

Bionic Dues is a tactical, turn-based roguelite with mech customization. Guide multiple classes of Exos through a variety of missions filled with enemy robots that are as buggy as they are angry. This is at least as bad as it sounds. Explore for loot, destroy key robotic facilities, and brace yourself for the final attack by your enemies... just as soon as they can pull it together.

“Top game moment: Realising a momentary oversight has condemned you to almost certain doom, but then, with only a perfect set of well-thought long-contemplated moves, you pull everything out the bag, blow the rig, and get the hell out of dodge to receive a hard-earned mission successful.”
8.5/10 – Richard Nolan, Strategy Informer

“Bionic Dues delivers tough decisions, sweeping tactics and enormous mech battles; packing massive replayability and unpredictability into its budget price point. A 'Rogue-lite' to remember and to savour through numerous scorched-earth defeats and hard-won victories.”
8/10, Editor's Choice – Jonathan Lester, Dealspwn

Bionic Dues is available now on PC, Mac, and Linux. Follow the game on Twitter, Facebook, Reddit, and IndieDB for post-release updates and other announcements. Review copies and launch assets available upon request.

COMPATIBLE OPERATING SYSTEMS
----------------------------
Windows XP SP2 or later
Mac OSX Intel CPU and "Leopard" 10.5 or later.
Ubuntu 10.10 or later, although other unsupported distros may very well work

HARDWARE
--------
2 GB RAM
1.6Ghz CPU
300 MB Hard Disk Space
Screen resolution at least 720px high, and 1024px wide.

Features

    -Out-think wide-ranging tactical situations featuring robots with bad GPS, terrible aim, insecurity, a lack of focus, a tendency to backstab, and dozens of other maladies to exploit.
    -Over 40 unique bots, ranging from the hilariously inept-but-dangerous DumBots, BlunderBots, and BatBots to the terrifyingly effective WyvernBots, DoomBots, and MurderBots.
    -Carve your own path: choose 30 to 50 missions out of the 120 you discover as you explore the city map. Which missions you choose determines how prepared you will be for the final battle against the massing robot army.
    -Missions come in 23 different general flavors, and are entirely procedurally-generated like a floor of a traditional roguelite.
    -Mix and match your squad of four from six classes of Exos: Assault, Siege, Science, Sniper, Ninja and Brawler. Each has its own build and weaponry.
    -Choose an overall pilot from a roster of six to add a powerful perk that lasts your entire campaign.
    -Customize your four Exos with procedurally-generated loot that grants weaponry and defensive upgrades, new abilities, and more.
    -Difficulty levels ranging from quite casual to incredibly hardcore.
    -Save and reload your game with ease any time, or tough it out in ironman mode.
    -Stellar soundtrack by composer Pablo Vega, headlined by the game's title theme "The Home We Once Knew."
« Last Edit: October 28, 2013, 10:37:47 PM by getter77 »
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: Bionic Dues (Now released v1.005 "Combined Customization) $
« Reply #1 on: October 28, 2013, 10:39:03 PM »
v1.005

Quote
our first non-beta-branch update to Bionic Dues since it released, and so it comes with a plethora of goodies from 1.001 on upwards in the release notes linked above.

The biggest thing, by far, are the improvements to the customization interface.  The game supports a minimum resolution of 1024x720, and so our previous customization interface basically adhered to that at the expense of using the screen space of larger resolutions.  Now on resolutions that are 1280x768 or higher, you get a new and easier-to-use customization interface that combines a number of functions into one screen.  If you prefer the old interface for some reason, there is a settings option that lets you re-enable that.

A number of balance improvements are also in this version.  Sentry turrets are no longer OP.  Groups of ClawBots are no longer death on wheels.  Tuck now has an improved special ability.  And the pistol has been buffed quite a bit.  Among other things.


     Previously there were four different ways a part could be assigned a particular effect (+Shields, +Stealth, etc): 1 effect from the base type ("Nano-Rifled Barrel", for example), 1 effect from the variant type (a particular image of the nano-rifled barrel where it's turned another direction, for example), 1 effect from the prefix, and 1 effect from the suffix. This gave a possible total of 4 effects (except for those parts that have different effects in different systems) and combined with the sheer number of slots you can have in this game compared to other games with procedural loot this seemed to be one bridge too far in terms of loot complexity and how much info the player needed to parse after each mission.
        So now the variant part type does not grant an effect, bringing the total down to 3 and ensuring that all common (white-text) gear only has one effect.
        To avoid advanced parts having too _few_ effects, anything blue and up is now guaranteed to have both a prefix and a suffix, and thus 3 effects. But Greens now only ever have one or the other, not both (previously they had a 10% chance of having both), and thus have 2 effects.
        Note: this does not affect parts already generated in previous versions of the game.
        Thanks to nas1m, BobTheJanitor, Admiral, and many others for inspiring this change.

    The Pistol is now not quite so usefulness-challenged; as per the new description:
        Short Story: free action, disables enemy movement, 3-turn cooldown.
        Long Story:
            The old MurTech MkVI "PebbleProjector" Pistol was the worst weapon in the galaxy. Customer feedback was torrential. Mainly from next-of-kin.
            In fact, the MurTech Complaints Department received so many letters that a counter deep within the Inefficiency Engine overflowed into negative numbers. The explosion atomized many Complaints executives and led to a truly remarkable event: the first, and last, documented case of MurTech efficiency.
            The resulting "KneeSeeker" model has the invaluable benefit of disabling the movement of any bot it hits. Further, firing the weapon is a "free action" because the other bots are too surprised to respond. The weapon itself is so astonished that it EMP's itself for 3 turns.
        Thanks to Kruztee, ScrObot, doctorfrog, zharmad, muttala, nas1m, and jonasan for inspiring these changes.

    HideBot range is now capped at 5, regardless of difficulty level (starts at 2 but on high difficulties it can get way higher later on), to avoid cases where they could fire on you while staying stealthed.
        Thanks to [RR] Sleepy, [Pony] Wharrrrrrgarbl, Misery, and Frosty the Pyro for inspiring this change.

    Tuck now has an additional sensor-related bonus: his sensors can scan through doors and barricades which normally block sensors.
        Thanks to nas1m, DarkTroZo, Frosty the Pyro, [RR] Sleepy, Misery, Winge, jonasan, and zharmad for inspiring this change.

New Customization Screen Moves To Main Branch

    Since feedback seems to indicate that the new customization layout is stable and an all-around improvement on the old layout it is now enabled by default. There's a toggle to force the old layout, and the old layout is still used by displays that aren't at least 1280-wide and at least 768-high. After a while of the new layout being in the hands of the non-beta-branch audience we'll probably try to rework the smaller display mode so that it incorporates the most important features of the new layout.
        Thanks to... well, basically everyone complained about how customization used to be, at least in the UI, so thanks to all of you ;)

    The "instruction text" shown on the new customization screen now draws as part of the mouseover tooltips, at the top, with color highlights on the inputs ("left click", etc) and the resulting actions ("install", "sell", etc).

    Shift-right-clicking an unequipped (or archived) inventory item in the new customization screen now sells that item.
        Thanks to ScrOBot for the suggestion.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training