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Depth of Extinction

 
55.3 - A fix to the last fixJun 13, 2022 - Community AnnouncementsIn the last update (55.2) I fixed an issue where a follower could get stuck trying to pick up loot in a location "boxed in" by cover. Then it was reported that in fact, it wasn't fixed, but i just allowed them to teleport to the loot but they couldn't get out. Now that problem should be resolved. I also noticed that the wrong ammo icons were appearing on weapons and ammo/etc items so that is resolved.55.2 - Even More Bug Fixes!May 19, 2022 - Community Announcements​Hey all, I'm back with some more bug fixes that have been reported. Let's get right to it: Merchant screen "Tier" display on some items was not showing up correctly Combined Arms was activating after a "return fire" from an enemy on an overwatch During a Run n Shoot, if the character spotted an enemy, an extra action point was being granted Sometimes followers trying to retrieve an item that is blocked by cover were getting stuck. Swapping controllers during gameplay was resulting in UI input not working One other note: Enemy movement is still occasionally causing a soft lock. I couldn't nail down what was causing this but i made sure that the bug reporting button was accessible (it was actually disabled during enemy turn whoops) so if anyone sees the issue, please let me know with a bug report! Build 55.1 - More Bug fixes!Apr 14, 2022 - Community AnnouncementsHI, all, continuing the trend for Build 55, I have some more bug fixes. Here's the notes for the first update to catch you up first. 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 resulting 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: Bug Fixes!Mar 27, 2022 - Community AnnouncementsWelcome 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. Small bug fix for windowed issueOct 16, 2021 - Community AnnouncementsAn issue was reported affecting users playing in windowed mode causing delays in the turn changing.Bug fix update to Build 54Oct 4, 2021 - Community AnnouncementsHi everyone! I thought I had resolved the overlay grid disappearing issues but have gotten a few reports of another case I must have missed. I still can't reproduce it exactly but I see the error in my logs, so i did some minor refactoring to try to resolve it. We'll have to see if this does it. Full change list - 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!Sep 20, 2021 - Community AnnouncementsWe're still interested in bringing new languages to Depth of Extinction. Community member Alliat was kind enough to volunteer to do the Icelandic translation for the game. If you are interested in doing (or contributing to) a community translation, please join our Discord and request the translator role! Thanks so much to all our community translators for helping us expand the audience that can play Depth of Extinction. Right now we also have Japanese (thanks Kui), German (thanks Barba-Q), Spanish (thanks Emanuel) and Simplified Chinese (thanks xiaojinzhu) and we would love to add more. 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 Small Balancing UpdateMay 6, 2021 - Community AnnouncementsIn 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!Apr 21, 2021 - Community AnnouncementsHi all, welcome to the Localization Update (aka Build 53) of Depth of Extinction! Highlights are full translations into Spanish, German, Chinese and Japanese as 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 {STEAM_CLAN_IMAGE}/30312186/ba2f10f557a27e01ca51acbc86e7463d9df406ea.png The controller binding screen 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 fun...Build 53.9: Adding Spanish and announcing ChineseMar 23, 2021 - Community AnnouncementsYet another update in the ongoing Build 53 and localization project is in the beta branch! I have some exciting news in the latest update (53.9) as Spanish is now an official language. I got the first version from the translator today so please let me know if you see any issues so i can get them resolved before the official launch of Build 53 (SOON!). Another bit of news: Simplified Chinese is now confirmed as our next language. It will be about a month before we will get that in so it probably won’t be available at the Build 53 launch though we will have an update with it (and whatever bugs people find). Here’s the rest of the change log for 53.9 Added re-bindings for camera movement (so you can change it from WASD) A long time bug was found and fixed! the opening encounters for the enemy class objectives were not being fired. A bug causing some inconsistent behavior for the “area aiming” interaction for the Wrecker weapon is now fixed Map shortcut on HUD was incorrect Any “after encounter” outcomes were using the simplified version in English UPDATE 53.9.2 is now live in the beta branch. here's the changelog: Fixed some font and formatting issues related to Spanish Resolved some issues with encounter and objective details not always appearing translated in non-English DOE 53.8 Update is now live in the beta branchMar 15, 2021 - Community AnnouncementsAnother update to Depth of Extinction is live in the beta branch here on Steam! This one is mostly bug fixes but i also wanted to let everyone know we will be getting an official Spanish version to join German and Japanese! change log - bug allowing characters inflicted with a status (like bleeding) to then pass it on in their attacks is fixed - 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 - bug causing main menu slowdown on title scene fixed - Some minor controller only issues fixed (inventory panel and follow mode config) - More missing translations fixed - Updated German, Japanese and Spanish (coming soon as an official language)53.7.2: A few bug fixesMar 2, 2021 - Community AnnouncementsHi all, We had a few bugs sneak through in the 53.7 update but had some players report one and we saw the other in the logs. Here's the full change log: - If system language was set to an unsupported language, text was set to blank values everywhere. - Some cases where maps were not generated properly due to the new secondary enemy change Please let us know if you spot other issues!53.7: Mixing enemies up some!Feb 27, 2021 - Community AnnouncementsAnother update to DOE Build 53 is now in the beta branch on steam with a few nice changes. I think the German and Japanese translations are pretty much done now but I'll be waiting a few weeks to make them live to see if anything else shakes out. The most significant other change this week is adding a "secondary" enemy faction to each area that will appear occasionally on the maps. Should force you to mix up your tactics in some battles as you'll be facing different enemies and also add some interesting challenges. Full change log: Secondary enemy faction can appear in Stronghold and Mini Boss map nodes Binding to control, shift, command and alt is now easier (previously had to hold the key for 3s) It's now more clear when a control binding is not editable Confirm and alert modals now stand out more from the backgrounds Machine translations are only available on itch and won't appear as options on Steam and GOG There are still a few more changes I'm considering for Build 53 before it goes live but I think we are pretty close to completed now! If you want to get caught up on the Build 53 updates, see this thread. Original Build 53 post is hereBuild 53 Beta: Adding Translations into 9 languages!Jan 20, 2021 - Community AnnouncementsI’m back with the first preview of Build 53! This is an early preview, as Build 53 will probably not be available for some time on all platforms and in fact, I haven’t even set the final scope for it yet. I wanted to release this first preview early because it has a really huge feature that many of you have asked for: translations in nine different languages English, German, Russian, Spanish, French, Portuguese, Italian, Chinese, Japanese The caveat is that because the game’s text is so huge (almost 2000 strings and over 10,000 words) that I had to do this first pass on the translation using Google Translate. As you can imagine, this will result in many things not making sense as context is very important in a game. I don’t have the funds to invest in translating into all the languages I would like to support, so I am hoping that the community will be able to help fix problems with specific translations over the next few months before Build 53 is considered “final.” More details are available in the full blog post on my website for those interested in getting involved This updated build will be live only in the beta branch on Steam for now. It’s possible I might make it live everywhere before the translation and build are considered “final” but that decision will be made in the future. To switch to beta, right click on the game title in your library and select "properties" and then open the "betas" tab. You can then choose "beta - Beta Testing" in the drop down and steam should download the update. Other Patch Notes We also have some bug fixes in this first Build 53 update, and here are some notes on them: Change character keyboard shortcut changed to Left Shift from N 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. 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 when if used on the first action it would consume both 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. 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 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. I am aware that there are still a few soft lock cases. I put in some extra logging and a few other changes that I think might solve ...Bug fixesOct 1, 2020 - Community AnnouncementsHi all, We've got an update that solves a lot of bugs reported over the last few months! 52.12.1 Change log: Added a camera zoom keyboard shortcut and listed it in the help Several "unable to click" on enemy targets issues resolved Grenade launcher hit chance was lower in some cases than what was displayed in the HUD Merchant inventories in some cases were too repetitive Hidden UI buttons could respond to mouse clicks Soft lock on the map if a save was triggered on an exit or entrance node Several encounter typos fixed Several encounter outcomes that made no sense were re-written Softlock when setting the follow mode leader to the character who entered the sub on a sub recovery mission Character skills that disabled after moving were broken and always being granted 52.11: Bug fixes and Nanites UpdatedJun 15, 2020 - Community AnnouncementsHi all. I know I said I wasn't going to make any further changes to Build 52, but DOE was part of the excellent Bundle for Racial Equality and Justice over on itch.io and we had a massive influx of new players. As usual, this shook out a lot of new bugs plus some interesting suggestions. As always, we'd love to get your feedback and bug reports. You can also join our Discord if you want to chat about the game with other players or the devs. I'll summarize what's been updated since my last post below: New Features Updated Nanite item descriptions to make it more clear that they only affect the equipped character. These are like auto injectors your character would place on their arms so they can't really be used on another character. Blitz Nanites now will add "Quick Draw" (firing doesn't end turn) for two turns and decrease hit chance. An upgraded version is available later in the game that also adds an extra action. I was never happy with the Blitz nanites as they seemed like a throwaway item and I finally had an idea how to make them more valuable by adding Quick Draw. If your character has Quick Draw from upgrading Speed all the way, then you won't get anything from the base level nanites except the hit chance debuff. Added Health Nanites as a tier 1 item that heals 5 HP and has 50% regen chance. The current Health Nanites are now a "mark II" and I also added a "mark III" version with more health for later in the game. Added an option to pause the game when in the background on your PC. Both ways have been requested a few times so adding a setting seemed like the easiest thing to do. It's called "Run In Background" and if you don't want the game to continue when you alt tab off then make sure it is unchecked. Clicking an enemy or cover with the mouse (or joystick cursor) will no longer move the camera. this was causing a lot of miss clicks and is a long time issue that i should have addressed long ago. Balancing Changes Updated the Cultist skills to improve their difficulty a bit. Each Cultist skill is now a "Blessing" which I think fits their faction a bit better. The big changes are that Mend (Blessing of Life) and Combined Arms (Blessing of Attack) are added on higher level Cultists. Hopefully this should make the battles a bit more tense. Lowered the "hit" experience for characters with a multi shot weapon to balance down the Wildcat and Wrecker advantage (especially in early game) Shortened the objective length (number of maps) by 1 everywhere except the final area. Raised level up thresholds slightly for higher levels Bug Fixes Removed the manual camera option because it was causing major lag during the turns. This will potentially be added back in a future update. Camera movements reduced and slowed down just slightly Enemies were not taking overwatch shots if they were not visible and also not firing on turrets if they were not visible Center Camera shortcut (C key) was not working Encounter options sometimes displaying as locked when y...Definitive Edition Updates Roundup and Console Launch!May 22, 2020 - Community AnnouncementsWe've made a lot of updates to DOE over the last month since the Definitive Edition launched. These are all a part of Build 52.10 which I've been posting about in the forums so some of this you may have seen before. I'm also excited to announce that the console edition of Depth of Extinction is coming soon! I'm a first time console developer with the crazy idea of trying to launch the game on all of those platforms at once. This would not have been possible without the help of my friends over at Finite Reflection taking the reins on the XBOX and PS4 version (check out their amazing game TwinCop). Here's the launch schedule for console and links if you are interested. June 3 - XBox One June 4 - Nintendo Switch™ June 11 - PlayStation 4 - TBA As promised, here's the change log for Build 52.10: The player team can now spawn on the south side of the "over sea platforms" missions State now saves at the encounter display and the mission loadout A bug that was keeping the sub and experimental weapon achievements from popping is resolved (should repair when you load the save) Updated the icons on the encounters to better represent the kind of encounter to help you plan your route Sometimes the Plasma Weapon objectives didn't grant the weapon. Cultist objective difficulty was raised Fixed some bugs with enemy visibility that caused pods in other rooms to sometimes alert when they should not Auto equip was not equipping the best weapon in some cases Followers sometimes not going after loot or going after loot that alerted an enemy pod "Two square" cover was still granting the cover bonus when both characters were on the corners Overwatch was not checking Line of Sight properly resulting in firing through walls Escape key opens the main menu and Backspace key cancels an action (used to be Escape) The cell room on the platform missions was spawning too much cover If two characters could overwatch an enemy and the first one killed him, the second player lost their overwatch without firing Added an overwatch sound effect Follow mode paused when spotting enemies but didn’t resume when they went invisible Improve encounter UI layout Update selection circles so only the active character's circle is animated If character has a "Boost" status like War Cry or Cutter, that is displayed on the large HUD elements Reduce size of tactical maps, especially the "activate/deactivate node" missions. Final objective missions are still a bit larger Bug with Class Unlock objectives not ending properly and unlocking the class. You can just load the save to resolve this one. Overwatch firing during an ambush was ignoring cover Fixed grenade misses. if you have missed with a grenade then you probably know what I am talking about here haha. Edited down some class options in encounters that seem to show up way too often. Added some Saboteur class options. Nerfed the Wrecker scrap blast slightly (destroyed cover does 2 damage instead of 3) Nerfed the credits dropped by higher level en...Definitive Edition Available Now!Apr 2, 2020 - Community AnnouncementsWe'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. {STEAM_CLAN_IMAGE}/30312186/85af0a68f8e42bf3aed09ff707d148ddf8268730.gif 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. {STEAM_CLAN_IMAGE}/30312186/08208b8c0c501e9f892a79951a583d3632b631d1.png 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. {STEAM_CLAN_IMAGE}/30312186/780fc4e65b06694f5e2588660c7d4a311b56cc85.gif 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. {STEAM_CLAN_IMAGE}/30312186/da8d4c967ff736fd5e98ddc0166fe3fdc10f35e6.gif When in Follow Mode, the followers will by default teleport to their location rather than having to walk {STEAM_CLAN_IMAGE}/30312186/b876aaa80f60eee3c93748a73fc2a33d88e3e522.gif 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 remai...First Build 52 preview is in the beta branch!Feb 20, 2020 - Community AnnouncementsHi all, sorry for the delay but i have the first Build 52 beta build up for anyone who is interested in taking a look. There are a LOT of changes in this one, some even to the core elements of the game. It's all around feedback that I've been given on Steam and other stores, plus what's come from alpha testers I have let play it over the last few months. I'll warn you that it will work best to start a new game right now. Before i make it live, I'll clean up a few of the details that make an old save have some minor issues. Your old save should play fine if you want but any active objective might be a little flaky. I'll get another post out with a complete list of changes and gifs showing things in action but for now I'll just list out the major changes and bug fixes that are in Build 52: Major changes: Added a Stealth mechanic to the game . Enemies have a lower visible range to allow for positioning your troops before waking up a pod. Any characters on overwatch should take shots at dispersing enemies. Added the 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. You can freely switch between characters and in most cases, the character should have their turns together. 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. I'll be making a few more changes before i make it live to everyone. The game is much shorter. I thinking you could easily finish the 5 main story objectives in around 10 hrs. This used to be more like 20. The maps are linear (so you have less choices) and a lot smaller (especially in late game) so it takes less time to get to the objective destinations. Stop movement and refund actions if an enemy spotted even if on first ("green") action (previously only on second "orange" action) Many other small details and polish have been added Bug fixes Soft lock if choosing a dead team member to be the point Save slot edge cases resulting in objectives not loading when you try to save an unsaved game in a new slot Sometimes an inventory item would disappear when you clicked on it Enemies wouldn't always use doors Enemies occasionally would try to move to the same space as a player character and just walk in place for a few seconds Last player was not saying their lines in a cutscene if you had more than 3 characters on the team multiple wall tilesets would display on "final" mission for objective Bypass module is using up ammo but not doubling damage Could get extra characters on a sub by choosing a transport su...Build 51.5: more bug fixes!Sep 30, 2019 - Community AnnouncementsI've fixed a few more issues that have been reported over the last few weeks with Build 51. Thanks so much for all the Bug Reports in game and posts on the forum. I'm very appreciative of the help in finding these issues and glad I could get them fixed. Please let me know if you find more! Build 51.5.1 patch notes Black screen appearing on mission retry Blind characters couldn't reload or fire at all in spite of the hit details saying they had a small chance to hit Character switching UI element appearing on enemy turn if before a player character Characters constantly popping up and down when in cover Could not pass through door into hostage room Other possible door issues resolved Put Out Fire button enabled when on "extra" action (like Hit and Run, etc) When sub moves, map node flags should disappear Only display the item filters on a merchant if you have more than 8 items On mission loadout, while the confirm box is open if the next character (shoulder) button is pressed, the box stays open but loses focus