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Depth of Extinction
In a flooded future world rife with violence, rumors of killer machines have spread far and wide. As a number of factions emerge – violently vying for power – you become the sole defender of humanity’s last standing government. Only you can create the ultimate squad and save humanity in this turn based, tactical RPG with roguelike elements.GAME FEATURES

Explore a sunken world and build your own story

Familiar tactical options with a few new twists including action refunds, stealth positioning and ambushes

Create the ultimate squad from 10 different character classes including the brand new SABOTEUR

Outfit your team with 115 different weapons, armor, and items

Fight 30+ unique enemies from 5 factions

Position your team and then get the kill with stealth
WHAT HAS CHANGED SINCE LAUNCH? The game had some issues at launch but has had four major updates since then to directly address much of the feedback in that initial wave of reviews.

Significantly reduced the game length to make it less of a grind

Stealth and enemy ambushes, plus a new class (Saboteur) to take advantage

Free switching between characters

More maps that require different tactics

Over powered skills and combos were rebalanced

More weapons, effects and death animations

More story cutscenes and a "proper" ending

Refined the existing enemies and created a few new ones

Full controller support

Additional options, including Color Blind mode

Increased turn speed and reduced friction in many of the menus

Casual mode for those that felt the original game was too punishing

Many more changes in direct response to player feedback
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#1. Depth of Extinction (GOG) Podle: HOF Studios
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  • Build 55.1.0 (April 14th, 2022)

    HI, all, continuing the trend for Build 55, I have some more bug fixes.

    In 55.1 we have:

    When zoomed out on some levels at certain resolutions, the screen would shake when moving the camera. Now the screen movement will lock in a direction that is entirely contained in the viewport, which should prevent this sort of thing.

    On the Sub capture mission, if the party gets down to one character then the mission is a failure (even when one gets revived). fixed this to not fail the mission but not allow it to be completed if you are down to one character which allows for revives to happen.

    Changing the input bindings in some cases was resulted in them not being saved. I made a change that should resolve this even though I'm not 100% sure of how the issue was happening i did have an example so i'm fairly sure this is fixed now.

    I'm still working on a few things for a later 55 update, so if you see bugs, please report them using the in game tool or feel free to drop suggestions. Same disclaimer as last time in that I'm not really looking to add content that would require translations or new art.
    Build 55 (March 27th, 2022)

    Welcome to Build 55! I'll probably do a few more updates to this build over the next month. More on that below but first here's the change log for 55.0.0

    Fixed the annoying "auto revive" soft lock issue many of you have reported. This was a tricky one to figure out but it ended up being a pretty small fix once i zeroed in on the case where the error was happening.

    Using the active skill Boost Aim in conjunction with a Grenade Launcher was not giving the anticipated bonus to damage. This has been resolved!

    Grenades were not able to do critical damage. This has also been resolved and they should now inherit the attackers critical chance (and any bonuses)

    For future Build 55 updates, i am considering a few things:

    Some work on the enemy AI which i have been talking about and working on for a while but have just not made sufficient progress to result in an actual update. Will take another look at this one and see what can be done. No promises though!

    Adding controller rebindings

    Add an additional setting for HUD size and/or zoom

    I'm happy to hear additional suggestions for changes for this update, but here are some things I am NOT considering:

    New map types. Partly for technical reasons and partly because I am saving any new content for the new game i am working on.

    New story/enemies/weapons/items. Mostly I don't want to have to get more stuff translated. But also the new content thing above.
    Bug fix update to Build 54 (4 October 2021)

    Overlay grid still not appearing every once in a while so did a small refactor of the code to try to fix it

    Firing on an enemy in low alert with the Wrecker's area aiming could kill the enemy without alerting the other memebers of the pod

    Cancel button on the control remapping screen was not being translated

    A few things on the main menu were not updating when the language was changed

    Updated Icelandic and finally added Alliat to the credits for his work on translating it
    Bug fixes Update plus adding Icelandic language! (20 September 2021) New Stuff

    Added Icelandic language (thanks to our community translator Alliat)

    Added a new Raider boss for the insane missions in the Cultists area

    Default action for follower characters in defensive mode changed to Defend instead of Overwatch
    Bug Fixes

    Fixed a bug that results in a soft lock when a character with an "auto revive" skill is killed by an enemy "return fire" skill

    Fixed an issue causing the movement overlay to sometimes not appear

    Pirate enemy icons not appearing

    Missed translation on Mission Loadout "no equipment" box

    Keyboard shortcuts for Change camera zoom and end turn were not working correctly

    "Get Low" skill was triggering when movement was interrupted and second action was something other than movement
    Update (07 May 2021)

    In the Localization Update, I added a "secondary enemy" faction to each area. Unfortunately, I should have tested that just a bit more because the "easy" and "medium" Cultists were a bit too hard for most players at the early stages of the game. It's certainly interesting letting you get a peek at them but I nerfed the enemy stats and weapons slightly so that it's a more realistic challenge.

    Also included in this update is a new music player on the music tab. That tab is now added to more screens and you can change the track that is playing by clicking/selecting the track of your choice. A second click will open a link to buy/download the track directly from the artist.
    Localization Update is LIVE! 22 April 2021

    This update features 4 additional languages and a TON of quality of life and balancing changes!

    Hi all, welcome to the Localization Updateof Depth of Extinction! Highlights are full translations into Spanish, German, Chinese and Japaneseas well as quite a few new “quality of life” features and lots of small balancing changes and bug fixes.

    This was a huge update as I had to touch every system in the game to fully localize it and the final translation size was almost 25,000 words! If you have played DOE, then you know it is a very text heavy game so this won’t surprise you. I had to make a few edits to get the word count to a more reasonable size but it is very close in content to the English version.
    New Features

    Added a key binding menu in the Controls tab. This should let you rebind most keyboard shortcuts in the game. Sorry, but haven't got support for gamepad/joystick remapping yet. This could be in a future update.

    When a dead character is revived they will immediately get a turn with a single action point. I expect there may be some edge cases that don't work quite right but using an item on the character to revive worked quite well in my testing.

    On Equipment lists, I removed the Tier drop down selector in favor of a toggle that will hide items that are already equipped to someone else, can't be equipped at all, or (in the case of weapons) outside of the class requirements for the character. Should help you pare down long lists of equipment in the late game.

    A Secondary enemy faction is now assigned to each area and can appear in Stronghold and Mini Boss missions

    Stat displays in various places that only showed an icon and the number value have been changed to display the text label for the stat and the value. I think this change is really overdue and should make it easier to understand the game.

    Character Stats panel is greatly improved and now allows selection in controller mode
    Other Changes

    Level cap raised to 11

    Level up experience requirements after level 4 are greatly increased as characters were capping out way too early due to some miscalculations in the last update

    Increase starting health by 4 in either mode (13 is normal, 9 in hardcore) and decrease health allocated from skill point upgrades (con 4 to 3, grit 2 to 1, butcher 2 to 1)

    Encounter types were rebalanced, especially for later areas to greatly reduce or remove less interesting encounters (like hostage rescue) and increase the likelihood of boss fights and enemy strongholds (where you might see the secondary enemy faction)

    Raider Heavy Armor changed to tier 3 equipment

    The main enemy on the last area (avoiding spoilers but this is a late game enemy) was slightly nerfed by reducing their total ammo

    All AOE weapons (mostly the Wrecker weapons) were slightly nerfed by using their “minimum hits” value only (instead of random between min/max) on a “non turn” attack (i.e. overwatch, return fire, etc)

    The objective loadout screen’s replace character function is now more clear by showing you the character that would be replaced by a character you add

    Items currently equipped to a character could be sold at a merchant. Now an alert will pop up letting you know that the item is equipped and you won’t be able to sell it.

    Itchy Trigger and Sentry were granted with an “out of class” weapon. Now a Deadeye equipped with an SMG (for instance) will no longer get Sentry on their turn start.

    Enemies will now prioritize targeting your team over the turrets in the area

    Turrets no longer appear on platform missions

    Continue box gets a confirmation popup when you could retry to make sure its clear you will lose characters

    The menu buttons in the top right will always display on the HUD. We had some soft locks happen on enemy turn and the buttons were hidden so the menu and bug report UI’s could not be opened better formatting on the money displayed on the objective loadout as it didn’t have commas and would line break if you got too rich
    Bug Fixes

    Bug causing characters to face the wrong direction while moving after a stop is fixed

    Cases causing soft locks on enemy turn fixed (it was actually a “time out” case but the time was set to 30s so it appeared to be a soft lock to many players)

    A bug causing some inconsistent behavior for the “area aiming” interaction for the Wrecker weapon is now fixed

    Removed extra items that are not unlockable from equipment counts and database

    Fixed an issue where the percentage complete displayed on the save file was incorrect and it was not possible to get it to 100%

    Frag grenade was only showing a single action use on the HUD if used on the first action when it would consume both

    If the character had return fire and a revive skill/item, the revive was not being triggered when they die

    There were reports that saving into a new slot would reset the play time. I haven’t been able to reproduce the exact sequence that caused this issue but i made a change that I think should keep it from happening.

    When a stunning weapon managed to get a Stun on an enemy on an overwatch shot, they were immediately losing the stunned state. bug allowing characters inflicted with a status (like bleeding) to then pass it on in their attacks is fixed

    A long time bug was found and fixed! the opening encounters for the enemy class objectives were not being fired.

    Another long time bug as a failed or aborted mission was able to be retried from the map by clicking on the node
    More about translations

    The DOE Translators really did amazing work on helping me get this update across the finish line, so I want to make sure each one is recognized!

    Spanish was done by Emanuel Osnay

    Chinese was done by xiaojinzhu

    German was done by Ingo "Barba-Q" Nölleke

    Japanese was done by Kui

    We also had some smaller contributions to Japanese by Divi and to French (not yet available) by Tchey.

    You can help! I’m really hoping to get the game translated into French, Italian, Korean, Portuguese and Russian in the future. If you want to help, please join the HOF Studios Discord and let me know. I can give you the translator role and let you have access to the language you want to work on. Everyone that contributes even a single translation will be given a community translator credit. Making major contributions and/or helping with testing a particular language will get you a full translator credit.

    If you have another language that you would like to help translate, let me know and we can investigate if it can be done!
    Update 52.9.8.1 (02 April 2020) Definitive Edition Available Now!

    A complete overhaul including new enemies, a new character class, some new mechanics and lots of UI and tactical polish We've spent the last six months almost completely overhauling the game, so much so that we are proud to say this is the "definitive" version of Depth of Extinction. There are several new enemies, a new character class, some new mechanics, lots of UI and tactical polish and we've squashed all of the annoying bugs (that we knew about at least).

    If you only ever played the launch version (or maybe never played) then I think you will be pleasantly surprised by all the changes made since then.
    Key Features Removed the initiative system completely

    Moved to the more familiar player/enemy turns with free switching between characters. This was not the original vision for the game but the feedback suggested this was what players preferred.
    Added Stealth and Ambushes

    Enemies now have a lower visible range to allow for positioning your troops before waking up a pod. Any characters on overwatch when the pod wakes up (if you fire on them or move into their visible range) should take shots at the enemies. If they take a shot, then they won't get to move until after the enemies make their move so it's another tactical decision to make.
    Saboteur Class

    Their primary skill is Sneak Attack which does extra damage if alert level is low. They are fun to play with if stealth is interesting to you.
    More Mechs

    They appear in the final area with different weapons and stats. There is a pretty good difficulty jump in the final area as well.
    Shortened The Game

    You could easily finish the 5 main story objectives in around 10 hrs. This used to be more like 20. The "top level" map where you navigated between the mission maps has been removed in favor of a more linear system. There are also many optional objectives to complete so the total play time is probably now around 30 hours.
    Other Changes

    The encounters on the map now show more details about what type of encounter it may be so you can better plan your route through the area. We also added many new encounter scripts.

    When in Follow Mode, the followers will by default teleport to their location rather than having to walk

    Completely rebuilt the tutorial to better reflect the actual game. It's no longer on rails but you have to finish each room to unlock the next one.

    Very large overhaul to balancing and difficulty

    Stop movement and refund actions if an enemy spotted even if on first ("green") action (previously only on second "orange" action)

    Damaging a character in Overwatch will cancel the Overwatch

    Added an "Enemy Detail" panel to the HUD when you are targeting an enemy or select one of your characters that shows their class, health and equipment - including remaining ammo and grenade uses.

    Added a "Best Equipment" button to the inventory boxes to automatically equip the character with the best available weapons, armor and items. Nice to have if your team gets wiped or you want to quickly equip a rookie.

    Sub damage and repair how has a sound effect and animation

    What's Next?

    The team has already begun work on another game and certainly many of the systems used in DOE will be re-used there and likely upgraded. A console version of the game is also in the final stages of approvals there so I expect we will be announcing a release date soon.
    Update 51.4.1 (16 September 2019)

    Build 51 is here and is focused around bug fixes and small improvements. I had planned a few major changes to the game but ultimately decided there wasn't time to test and balance them so I decided to de-scope them for now.

    There were just too many bug fixes that needed to get in for me to want to take more time to finish a more significant update before releasing this one. There was some progress made on those improvements, so they may still be added in the future.

    Please let me know about bugs you run into while playing as I plan to push out 1-2 more bug fix builds this week to resolve any lingering problems.
    Build 51 release notes

    Performance boost to battle scenes

    Can open menu and pause during cinematics

    One button "defer to next character" shortcut and UI element

    Saving icon when data is saved

    Small improvements to menus

    Mini Map on HUD opens larger

    Redid loading screen and added missing difficulty

    Added current music name/artist to menu
    Controller Updates

    Added Rumble

    Shoulder buttons immediately defer to next character (if possible)

    Changed the DPAD left/right to moving through the in game interactions

    Changed the DPAD up to mini map

    Changed the DPAD down to follow mode toggle

    On Objective loadout, "next character" auto selected

    When something is "selected" holding the left stick for a short time will deselect and start the path drawing again
    Bug fixes

    Enemy and loot spotted getting cut off

    Out of fuel encounters would sometimes want you to buy fuel when you didn't have enough credits

    Crashes when fighting mechs

    Can now replace a character in the sub on the Objective Loadout

    When using the medical sub, you didn't get items found on mission

    Numerous small fixes
    Update 50.9.6 (20 June 2019)

    No longer forced to level up a character on the mission loadout screen

    Hover help sometimes appearing offscreen with controller, box reformatted

    Deadeye visor sorts behind the overhead items rather than above

    Some enemy icons and portraits not correct

    Could not switch back from heal or revive item with keyboard shortcut

    Point and Trailer now indicated on battle queue card

    Follow Mode automatically pauses when a character dies

    Defend action percentage added to tooltip

    Objective was sometimes not being properly reset after an Objective abort

    When Objective launched, it was sometimes not drawing the map and locking the game

    More details included in bug report to help diagnose issues with some levels generation issues

    Lightning Rifle mk II could not target an area

    Money could go negative on an encounter

    Some OSX crash bugs
    Update 50.6.1 (06 June 2019)

    Build 50 took me longer than I expected, but that was mainly because in addition to the controller support, I wanted to get in as much content and address as much feedback as possible.

    Let’s go through everything that’s new:

    Controller Support

    This is the big one for Build 50. It’s a huge change and affected every menu in the game to some degree. If you have played DOE, then you know it has a lot of menus so that was no small task. The other goal was to not lose any functionality for mouse and keyboard PC players. I’d love to hear if you think I missed something!

    I completely redesigned many menus to work better with the controller, and just because some of them needed it badly. The main ones to get an update:

    Created a “Main Menu” that opens on any screen when pressing the “start” or “settings” buttons on your gamepad. Mouse users can click the hamburger menu button or settings button to also bring it up.

    The “System” tab on the Main Menu has the new Save Slots. You can have up to 4 games of DOE going at once now. Or you can create copies or your game to save scumm. Up to you :)

    The save slots show your team, your current objective, your total time played on the save, the percent complete (based on the content objectives) and the percentage of unlockable items you have collected.

    The Objective Loadout screen was one of the most confusing in the game. It has now been completely redone and I think it’s much clearer for new players, but please let me know your thoughts.

    On most of the other menus, i made at least some small changes or refinements. It’s hard to list them all.

    Enemies Updated

    The next big thing was addressing the feedback that the enemies were too similar. I went through almost every enemy in the game and made major changes to their sprites and armor to try to make them more distinctive.

    I also added a few new enemies to try to add some additional challenge a bit earlier. For instance, in the Feral Android objectives (they start with the Skull of the First), you now fight pods withb a feral trooper and a Bomber. The Bomber is equipped with a grenade launcher which should be a problem for you on the platform missions where it’s easier to get your team bunched up on the catwalks.

    A few other things:

    The enemy spawning was also tweaked some and bosses were changed around a bit. Hopefully this results in the game remaining challenging through the late game missions. Later bosses are now larger than the other characters.

    New enemy “intro” UI element
    Effects update

    Another big effort went into adding more in game effects. I touched four main areas: enemy death animations, weapon impact animations, new weapons (and a few updates to existing weapons) and new weapon effects.
    Summary

    New Death Animations - killing an enemy with a poison or laser/plasma/electric weapon will trigger a custom death animation.

    Lighting Rifle Mk II is now an area of effect weapon (similar to the mini gun) and is upgraded to Tier 5. This weapon will not be available in stores but is now dropped by a new Feral Android boss appropriately named Charge.

    Cultist Weapons updated to look more poisonous. The top Cultist boss now has an area of effect poison weapon called the Slimer. The other weapons have been updated to have more appropriate visual effects.

    Impact animations - pretty much all the other weapons had at least some changes made to their imapct animations.
    Map Updates

    I was only able to get one small update into the maps. On the later “open” maps, the sub docking area is now always enclosed. Having this open lead to some scenarios where enemies spawned close enough to the player characters to immediately trigger. In later missions, this could result in starting with half your characters already significantly damaged. Now you will always have a chance to get ready before opening doors and potentially revealing enemies.
    Smaller fixes

    A few levels had a white floor that was pretty hard on the eyes and made the UI harder to see. I updated it to make it a bit darker. Grab a screenshot if you see more tilesets that you think need changes.

    Loot containers were sometimes hard to spot so they now have a yellow pulsing halo similar to the loot drops.

    What’s Next?

    I’ll be transitioning right to working on Build 51 with the goal of delivering it to Steam/GOG/itch over the summer. This will be 100% content update and hopefully will deliver the “definitive” version of the game.

    Some details on what is planned right now:

    Subs

    I have several big changes to Subs in progress, including removing the sub “health” mechanic (that no one seems to like). I don’t want to give out too much yet but I’ll be adding in some new “sub systems” that heal and revive characters. These can take damage in encounters and become less effective.
    Injuries

    I’ve heard numerous suggestions on adding a character injury system since (and before) launch. I have it prototyped and was tempted to include it in Build 50 but ultimately decided it needed more bake time.
    Map Updates

    I’m planning a larger map update for Build 51. The plan is to design larger rooms that fill multiple squares used by the current rooms. I’m also in progress on making some custom levels that can be tied to particular bosses.
    Sound Effects

    I’m also planning to go back over all the sound effects currently in the game, and also to add a lot more.
    Music

    People generally seem to really like the music used in the game. It’s great stuff by Kim Lightyear and Badass Wolf Shirt and I’m really happy with how it works in the game. That being said, the main criticism is of the loops I had made and that they are possibly too short. I’ll try to correct this in Build 51.
    Update 49.5.2 (11 February 2018)

    A small update has just been released with a few changes:

    Added an accessibility option to the settings for Color Blind Mode which changes the color schemes for the tactical UI elements

    Fixed some error conditions that could result in the game stalling and the player unable to make a move

    Fixed an issue with the bug reporting form being used when a save file had nt yet been generated

    Added some extra time after a shot to make it easier to visually process the results

    Please let me know if you see other problems and of course suggestions are also welcome.
    Update 49.4.3 (04 February 2019) New Features

    Optimization to reduce lag

    Encounter outcomes that don’t result in a tactical battle but do have a positive outcome result in experience gained for each character on the team.

    “Team Editor” screen will allow you to choose the team member to return to base rather than always sending back the hostage.

    “expected damage” will now appear on a character or cover UI flag by turning the health dots red that would be damaged in a successful attack of max damage (in the case of multi shot weapons)

    dodge chance added to the enemy UI flag

    Make abort, evac and exit mission buttons larger

    sniper range penalty is now fixed to 4 squares rather than 50% of the weapon range

    Incompatible items now labeled as such in the equipment UI.

    Bug reporting can be done in game so you don't have to track down saves and logs
    Balancing Adjustments

    Reduce the experience required to achieve higher levels (another change to work on reducing the grind)

    Too many enemies spawning in “task” missions (disarm reactor, bombs, etc) (i personally wiped a few times on these at higher difficulty)

    Increase cost of higher level items at merchants

    Reduce the resale price of items

    Increase the price of level 2 and up Mercs
    Bug Fixes

    Double clicking on character cards in UI would show the equipment but hide the character

    Slight character default and max speed reduction to reduce overwatch errors and overruns

    The large reactor now blocks line of sight

    The terminal location on the reactor is not obvious so it gets a cue animation like the doors.

    Cursor would change over invisible enemies and items letting you know where they were on the map.

    Door could be opened when in follow mode and not the leader’s turn.

    Mend skill was not obvious due to skill message not appearing so it sometimes appeared the - character was being healed by an attack.

    Enemies and characters sometimes stopping their movement randomly (seems i might not have fixed every case where this can happen)

    Usable items giving characters the benefit at all times. This was most obvious with the Trauma Kit reviving when the character dies, even though it must be used manually. It also happened with some of the nanites.

    Maps sometimes have unconnected rooms

    Total Mayhem (Wrecker skill) sometimes being triggered when less than 3 pieces of cover destroyed.

    Inventory to sell on merchant screen is not sorting correctly
    Update 48.8.4 (19 December 2018)

    The long awaited Build 48 is finally ready! I’ve put some thought into how I think people might react to this update but am looking forward to hearing more detailed feedback on the changes and if you think they have improved on the game’s shortcomings without compromising what you liked about it.

    If you didn’t like the game at all when it launched or you were turned off on it for some other reason, then this update is probably not changing your mind. If you were on the fence about the game and just thought thought it was repetitive or imbalanced or too easy, then maybe you could give it another try. I’ve worked on addressing this feedback and even though I don’t think the game is perfect, i do think it has improved from launch. If you are one of those people who would prefer to get the high level summary of the update or see the visuals, then this video is for you. For more details, please read on!

    The first thing to mention are the New Maps we have added to the game. There are three new ones that each add slightly different dimensions and are introduced as you progress through the game.

    I’ve also added some new level tilesets that you’ll see in later areas. They are the Cultist “Temple” and the Android “Citadel” and they definitely have a different look that the current tilesets. I don’t have a significant amount of new cover or environment items added to the game yet though. Look for that in a future update.

    I’ve also completely removed the “Zone Chooser” from the game in favor of just listing the currently available objectives for you to choose from across zones. Only one objective of a type will be available at a time from now on, so you won’t see more than one “Find Sub” at a time, for instance. The concept of choosing the objective based on difficulty is also gone from the game. This has been replaced by difficulty that scales with the current team. Objectives will have a difficulty floor however, so it is possible to undertake an objective that is too hard but not one that is too easy. Enemies will scale up to roughly match your level.

    To make the game more accessible to new players, we have added a “casual” mode. The first time you play the new version of DOE, you will be asked which difficulty mode you want: Casual or Classic. Classic will be basically the current version of the game (with the other changes in Build 48) while Casual will have a few differences:

    You will have the option to retry any mission where you failed (team wiped out), aborted or even lost a character. Characters will have a higher “base” health value than the enemies, allowing you to take a few more hits. The difficulty will ramp up just a little more slowly Casual mode is primarily aimed at players who want to experience a slightly easier version of the game and not have to deal with permadeath (unless they want to).

    The speed of the game has also been greatly increased. I have gone through each aspect of the tactical component of the game to remove any extra delays and reduce the time things take to execute (like changing the turn and firing). I also have completely revamped the character movement system so that the movement speed can be tuned by the player in the settings. The default speed is significantly higher than the previous defaults. The “cinematic” system also had a setting added to let players control how long the camera delays over items of interest last. Hopefully this solves a lot of the battle pacing issues. These changes are complete rewrites to the character movement system, so I won’t be surprised to hear about a few bugs. I’ll be posting a patch soon with bug fixes, so please let me know if you see anything weird. Videos appreciated.

    Another big change: enemy pods are now triggered based on their visible range from player characters. This means that instead of enemy pods activating as soon as you see them, they will only activate when you either attack them, move into their visible range or fire at another enemy within their visible range. Enemies in rooms are also activated by overwatching or reloading at a door.

    Since you can “see” enemies before their pod gets activated and attacks you, I have also added a new HUD element to represent the enemy’s visual range. As long as you stay outside that area you won’t activate the pod. I feel like this is pretty experimental so I am definitely interested in feedback.

    In addition to activating by “seeing” one of your characters, enemies can also activate if they “hear” you open a door, reload or fire your weapon, or if an enemy in a different pod is activated close by. Enemies can activate if one of these things happens within their audible range, even from another room, so be careful! Later enemies, like androids, have more advanced hearing and so have a larger audible range.

    We’ve also beefed up the story with additional cutscenes and banter between characters. There are three more standalone cutscenes and several banter situations during the final mission of each story objective. This should flesh out the story a bit more.

    The encounter system has been significantly upgraded, with the main change being new “task” encounters that charge the player with disarming bombs, hacking terminals or disabling a failing reactor as you travel across the maps. These mission types were available previously only as final missions on some side quests. A lot of players found them fun so we wanted to make them happen a bit more often! I also worked with the writers on reducing the number of repeating encounters and outcomes that made it look like things were duplicating.
    Some smaller changes to encounters:

    “Class” options have a color coding

    Fewer “sub” battles

    “Go in loud” generally sets the alert level to high

    One thing that did NOT change is the skill cool downs. I talked in the previous post about changing the cooldowns to “Uses” to give you a fixed number of skill uses per mission. This was actually implemented in a test branch and I did some playtesting with it but ultimately it seemed to negatively impact the initial difficulty and seemed kind of arbitrary. I settled for increasing some of the skill cooldowns and many of the new maps that are introduced later in the game don’t have the “rooms” breaking up the action any more so you can’t just spam end turn to reset them in many cases.
    Other changes

    Status effects (fire, poison, regen, etc) damage and healing are triggered at the end of the turn rather than the beginning so you can’t spam end turn to fill health with regen, for instance.

    Constitution skill at 5 points is Mend rather than Regen

    Flip the Field multiplies movement by 1.5x rather than 2x

    Assault skill Close Combat only gives you 1 free shot per turn

    Boost Aim damage is split up amongst shots for multi shot weapons

    Higher tier items cost more and resell for less

    Max Dodge chance greatly reduced overall

    “Trap” missions (starting the mission in Evacuate Facility) and “High Alert” missions happen more often

    Hostages no longer have to be led back to the exit when the level is empty

    Reduce the frequency of voice barks

    Inventory filters by tier on equip screen and tier and type on merchant

    Evac notification no longer pops up but appears permanently on the side of the HUD

    Mechs can’t use cover
    What’s next?

    My goal is to try to deliver quarterly updates to the game throughout 2019. I am thinking some new objective types, classes, content and possibly even a new main quest? I am honestly not sure yet but all of this is being considered and when or if these things are available will probably depend on a variety of factors.

    All I can say for sure that the next update will include controller support. Let me know what you want and I can definitely consider it.
    Update 47.8 (29 September 2018) Tutorial:

    Close button on tutorial dialog not working

    Character with minigun going first breaks the tutorial

    Scroll wheel wasn't zooming in and out on tutorial

    Loot collected box could not be closed in the tutorial
    Skills and Items

    Any "passive" skill buffs were not being applied (item Master being the most visible one early in the game)

    Character select buttons for med kit, trauma kit, blood transfusion were hard to see so we added a background and outline to make them stand out
    Other stuff:

    The mouse sometimes had to be wiggled a little bit in order to get the movement line drawing or make it clickable

    Enemies walking through doors without opening them

    Made the evacuation prompt that will kill everyone outside the evac zone have a double confirm with RED text

    Made current area node on map screen white

    Made current mission node on map screen white

    Soundtrack was missing some songs and meta data meaning it did not show up together. Now appears in music player as "Depth of Extinction OST"

    Feel free to join our Discord https://discord.gg/Y6taVrh

    or submit a bug report https://docs.google.com/forms/d/e/1FAIpQLSf0_s559TRWC7ADgDSiWComBVwSzVB7WXMP1zTY9ITpNAOB0w/viewform?usp=sf_link

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