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Un quinto videodiario degli sviluppatori sulle ultime aggiunte a Jagged Alliance: Flashback.
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00:01Hi, I'm Andreas and I'm the community manager here at Full Control. Today I'd
00:05like to introduce to you the final countdown update and we're calling it
00:09that because it's simply the final update before we release the game. For
00:12this update Sebastian will share some more information with you about the
00:16strategic UI which has gotten a total overhaul. After that Roman will run you
00:22through the energy feature that we've added. We've also added item degradation
00:29and lastly Roman will talk some more about a morale system that we also added
00:34for this update. So enjoy!
00:46Hi, my name is Sebastian. I'm a partner at Full Control and sometimes I actually get
00:51to code. So I'm here to tell you about what I've been doing on the strategic
00:55layer of Jagged Alliance. If we jump into the new strategic layer the first thing
01:01you'll see is that we have redone the entire user interface. So we now have the
01:07the new look and we've set up the map a little bit differently so that we have a
01:12better overview of the map. You can see it takes a lot more size and you can see a
01:16lot more information about what happens on the different sectors. We've been
01:21working on the income system so now when you own a resource sector for instance a
01:27city here you will earn about 24 bucks a day as time passes. All this is
01:33obviously moddable as well for you guys that want to want to change that in game.
01:38You can now move over to a sector and you can start training militia in that
01:43sector as well. So if we set that running you can see they they start training it's
01:48hard to see but at some point it'll pop up and you'll see you've trained militia.
01:54So these guys have been attacked now as we can see which is another new feature
01:59we're working on. This is not complete UI yet but I might as well show you. So now an
02:04enemy has been roaming the the map the whole enemy AI has been has been made as
02:09well and they will attack your sectors at random and now they've attacked mine here
02:14and I've got some militia protecting. Clicking play you can see the the battle
02:18start simulating. I'll fast forward to the end and unfortunately the enemy killed
02:23off all our militia and they took over the sector. However I was on the sector
02:29myself so now I can go into battle mode with the with the mercs. I'll skip that for
02:33now. So besides the the militia and the AI and the island etc we've also reworked the
02:39entire left side of the of the screen. Now we'll have your your squad overview
02:43here and you're able to create new squads by just simply drag and dropping new
02:50members over to the empty space here. So now we've got two different squads we can
02:54start handling. You can go and hire new mercs into the squads. A new thing now is
03:01that you can actually see the different gear the mercs have. You can go and and check
03:06out all of it. It looks like the the inventory system you have in game as well so
03:11you actually know what kind of skills and and gear you'll get when when hiring
03:16them. So let's go ahead and hire this guy. So now he popped up into this into the
03:21squad and since they're on the same sector we can also go and drag and drop the
03:26mercenaries between squads. If there weren't different sectors you wouldn't be
03:30able to they would have to travel instead. The last thing I want to show you is the
03:34squad inventory. We can now by double clicking on a merc on the squad overview
03:39here we can go and see his entire inventory as you can in game. What's new
03:44here is that you can now start managing the different squads inventory in the
03:49screen as well. So let's say we prefer our secret agent to have the grenade we can
03:54just drag and drop it over to him and Bob's your uncle he has your grenade now. You
04:00can also transfer items between different squads that are in the same sector unless
04:06they're on different sectors then obviously they'll have to to transport it
04:10or move over to to be able to transfer items. A lot more stuff is coming on on the
04:16strategic layer but this was a short overview of the the rework. Thanks for
04:20listening and interacting.
04:22Hi everyone my name is Roman thank you for watching I'm gonna show you one of the new
04:27features in the upcoming update the energy system. As you can see I have some
04:32mercenaries in battle and each of these mercenaries has an energy stat
04:36indicated by the blue bar. Whenever now I do strenuous action like sprinting
04:40moving changing my stance this energy points will drop and then something
04:46happens so for instance if I'm below a certain threshold of energy then your
04:51mercenaries comes out of breath meaning he cannot aim that much because he's
04:54heavily breathing. If I continue doing that he can even become exhausted even
04:59that lowering his chance to do it even more or when I push him too far he'll be
05:04unconscious he will fall down be able to do any actions because he falls over
05:08without any energy left. How do I regain energy? So I can I can spend some and then
05:15let's see I you can see here I lost some energy. To end my turn with action points
05:21left I'll gain a number of energy points based on how many actions points I spared
05:26back. So I have to sort of balance between do I push my soldiers to the maximum
05:30make them sprint across the mess about across the map or do they actually have to
05:34sometimes maybe it's better to keep them behind the cover or lying down so they
05:39can regain some of their breath. So it's this kind of balance we're going for
05:43with that. Also if you're entering interrupt mode because you're concentrating
05:50and looking you won't regain your energy points while you're in interrupt so you
05:53have to think do I go into interrupt now or do I actually don't do it and then
05:57regain some of the the energy points. So it's a relative volatile system you lose
06:02quickly you gain quickly but you have to make think about when it's a good time to
06:07or when can you go low on energy points and they're basically mean sprinting three
06:12times for action points or four times with all the action points in a row then
06:16you will feel an impact of that. All right second thing I want to show you is the
06:24repair system or the condition every weapon can have. So whenever I use a weapon a
06:28melee weapon a range weapon a melee weapon or an armor it's going to drop in its
06:33condition is going to drop by use. So when an armor when you get hit and you're
06:38wearing an armor then it's going to lose some durability. If you use a weapon it's
06:43going to lose some durability as well. So what does it mean? Every weapon has a range of
06:48durability from 0 to 100 if it's at a 0 it's completely broken if it's at 100 it's
06:52in mint condition you can use it without any penalties. So there are different
06:56threshold levels. Some sheets here so if my weapon is worn or its condition is below 59 in
07:04this example then I'll get a penalty to shoot. If the weapon gets even more worn or
07:10nearly broken you don't not only get a penalty to your accuracy with it but also
07:15you have to spend more action times to fire it simulating a stuck barrel or
07:22other gen weapons. For melee weapons it means when your weapon is not in a good
07:31condition you will do less damage with it and for armor it means naturally that if
07:36your armor you're wearing is not in a good condition it will protect you less
07:38from enemy fire. These items then have to be repaired on strategic map with your
07:44guys that are good in mechanical skill and repair kits as you know it from Jack
07:48Alliance too. Okay third thing I want to show you is morale. So I've prepared this
07:55bull has a pretty low morale right now. You lose morale by watching your enemies die
08:00getting injured losing a battle or fleeing from a battle. What's happening
08:04here that I'm just gonna run into a group of enemies and because I see so
08:10many enemies and I'm low morale I'm panicking. So when you panic there's a
08:14chance that you have different actions like here you just went down and lost his
08:19turn so you kind of just like freezes and panic. It's also the option to drop your
08:24weapon as the option to run away there's the option just go ramble and shoot your
08:28magazine at the enemies. There's a bunch of different options that can happen when
08:31you actually panic. Then of course you can gain morale by shooting enemies by
08:38killing enemies by succeeding and taking a sector and so forth. So you should always
08:45watch out how good you are with your morale. Obviously the princess army can panic in
08:53the same way so when you shoot them they lose people and they also run away and so on.
08:58And that's pretty much it. Thanks for watching. I hope you have fun with the game.
09:03We're working hard on doing a lot of polished things and pushing last features for the
09:07final release. Everyone is excited. Thank you very much.
09:10As always I hope you enjoyed watching this dev diary. You can find more information
09:15about the game on our Twitter feed or Facebook or on our website. See you on the
09:21other side of the release. Bye!
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