« on: September 05, 2013, 12:06:30 PM »
http://www.steammarines.com/ $14.99 Free demo available in the form of the older 0.8.0 release.
http://store.steampowered.com/app/253630 Steam Marines is a Squad-Based Tactical Roguelike currently in alpha development featuring:
2D retro-styled art and turn based action.
Procedurally generated Levels and Items.
A squad of marines squaring off against machines and aliens on a steampunk spaceship.
System Requirements
The game is very light on resources at the moment. It should run on the vast majority of Windows and Mac machines. It has also been tested on Ubuntu 12 and Wine 1.4.
v0.8.1:
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
-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
-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
-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.
Spiffy new trailer onsite as well---here's hoping all the best for the project at last making the commercial leap!
« Last Edit: September 24, 2014, 12:16:31 PM by getter77 »
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Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training