Build 38 is great!
Build 38 - Character Classes, UI and Balancing
It’s been in the works for a few months now, but the Character Class update is finally here! We wrote down some details about it and covered the initial five classes in this blog post. We’ve also brushed up the UI again for this build, as our artist Sebastien (@vakerics) has done some spiffy new icons for the character and weapon classes, plus for icons that are used in other places in the UI. This Build was pretty complex, as you can tell by the version number, as we did 7 revisions to the initial Build 38. I think that is our most ever.
Unfortunately, this update resets save data but we think it’s worth it to start over and experience the new classes! Read on for all the details
First, let’s talk about the skills that can be unlocked in these five new classes first. Each class has 3 skills that can be unlocked when the stat value for the class is upgraded to a particular level.
Take a shot without using an action with reduced hit chance
Hit and Run
If moved and shot results in a kill, get another movement action
Attack on enemy within 2 tiles doesn't cost an action
Bonus to damage and aim if firing on first action
Character will enter overwatch after moving twice
If shot results in a kill then get another shot
If in cover, first attack per turn does no damage.
Does not trigger overwatch when moving
Deal double damage if not spotted by enemies
Use an item one extra time per mission
If killed, revive once per mission with 1 health
Take two shots with aim penalty on one action
Fire an extra bullet if on first Action
Fires all remaining bullets at random enemies in range
Fire on enemies in range that are fired on by allies
We’ve also made some changes to the other Stat skills that can be unlocked.
Can fire two overwatch shots on a turn
Automatic critical on flanked target
Restore some health on every turn
Increase your focus to better target vital areas
Enemies can not land a critical hit
Weapon reloads do not cost an action
Fire a shot at any enemy who fires on you
Flip the Field
Sprint twice as far on this action
Reduce all cooldowns by 1
We have two more character classes and four enemy classes that can also be unlocked in the course of the game. We have these planned out but don’t want to share too much yet. Here are some high level details on the next set of classes.
Distraction, Hunker Down, Covering Fire
Big Blast, Scrap Blast, Total Mayhem
Bio Freak, Infect, Rupture
Malfunction, Power Surge, Overclock
Target, Crack Shot, Thermal Imaging
Taunt, Mend, Enrage
War Cry, Run and Gun, Revenant
Equipment and Loot
All equipment will be grouped into tiers, which will help us show you at a glance in the UI whether an item is an improvement over the one currently equipped. There are several other behind the scenes uses for these tiers as well, for example, calculating the store prices.
Another detail we mentioned in the Classes blog post are the new Weapon Classes. To sum up, each Character Class is associated to at least one weapon class. Equipping a “non class” weapon will mean a penalty. Some weapons can’t be equipped except by a member of their class but most just have a reload penalty.
Enemies now drop any “tiered” equipment (greater than tier 0) that they have plus a few credits.
We’ve done a bit of an mini-overhaul to the game UI. New icons for classes plus a few design refinements.
We’ve also revamped the Screen resolution settings to hopefully better support your monitor and, when in windowed mode, enforce 16x9 resolution. For you Linux players with multi-screen setups, we’re trying to improve on a bug reported recently, but you might need to switch to windowed mode. If you have issues with full screen, please submit a bug report with a screenshot and some details on your setup to help us figure this out.
Other Balancing changes
- Cost of fuel increased
- Credits as a primary Loot (in a locker, box) increased
- Cost of equipment, weapons and armor increased (pretty significantly)
- Cost of level 0, 1, 2, 3 level Mercs are the same, but level 4 and 5 are higher (when they can be recruited)
- Merc starting (default) weapons are based on their starting level
- Level 1 class weapons are the “rusty” variants
- Tougher enemies will be showing a little later than they appear currently
So what’s next?
We’ll be trying to post more regularly (at least once a week) between builds about our upcoming plans. For now, here’s a quick roadmap of what we have left to do before launch (just major items):
- Base and Objective UI’s
- Bleeding system
- Additional Class Skills (mostly testing)
- Gamepad support
- Unlocks and various other UI’s