Tag Archives: Auto Fire

Auto Fire v0.6.61: Citadels, Balance, UI and Optimization

In the last couple of months we’ve made a number of changes to UI, the combat experience, and those you meet at citadels.  It’s a beefy update but more to come.  Download the new build, and while you’re waiting check out the new teaser!

Release Notes

Advanced Sector Preview

  • There is a temporary button in the Campaign Start dialog called ADVANCED SECTOR PREVIEW
  • This will advance you to a sector slightly deeper into the game.
  • This is recommended for experienced drivers only!

Combat/Driving

  • Made hits impact the exposed side of the target rather than randomly within their square
  • Fire gang implemented for region
  • Gave fire gang bosses rocket salvos that drop flaming oil
  • Enemy vehicles can now use dropped weapons.
  • Fixed a number of reverse control issues
  • Towers fire double rockets again
  • Entrances to roadways and garages are no longer barriers to be collided with, you can drive through them if you want.
  • The Camera now now holds on your target until the projectile hits, so you can better see the results of your shot

Balancing

  • A lot of difficulty tuning.  Damage ramping isn’t nearly so crazy.f
  • Adjusted enemy aggro down a little so we didn’t get mobbed from everywhere
  • Reduced the population of most maps, the player could easily get swamped if they covered a lot of ground
  • Fixed burning damage to not apply the weapon’s base damage, which was causing massively OP damage when you or enemies are on fire.

Citadels

  • Added a progression of mayor quotes in the citadel.  It increases as you get better renown or accept new sector quests.
  • Mayor feed in the citadel ticks out like the quest panels do.
  • Changed the faction readout to show the relevant factions in the current sector, and have room to show their full name.
  • The citadel screen shows sector stars in a cleaner fashion.
  • Removed skills entirely.  Perhaps they could return later, but right now they are not sighted to add value to the game.

Social Feed

  • Added a feed to the loading screen so we can have a colorful quote from the populace as well.
  • Improved some of the macros to better support “they” pronouns.
  • Cleaned up some bad citizen tweets.
  • The leader of a citadel waits for the player to get done loading before teletyping.

Content/Generation

  • Massively improved and refined the city ruins block set
  • Added randomness to a lot of rubble prefabs in the cities
  • Reduced the ruincity population
  • Overworld roads are more diagonal and less derpy looking
  • The highway map doesn’t have a missing tile at the exit
  • The highway map has additional patches and population
  • Less damn trash bags all around, none in the desert

Gangs/Organizations

  • Updated the bandit naming setup for better results.
  • Corporate agents and duellists now named better.
  • Wrote some minor encounters for fuel and towers
  • Reduced base quests from 4 to 3 fuel dumps and watchtowers

User Interface

  • Added a pointer that indicates the next objective if radar is pressed.
  • The player is prompted to press radar when the encounter is completed.
  • Added visual quality settings to  the in-game popup.
  • Some visual improvements to tablet displays such as challenge and mission completion
  • The in-game settings menu has a visual update.
  • Gender selector is now He She They
  • A lot of gamepay fixes and support.
  • Added gamepad control to Gear usage menu
  • Revised the social feed phone mask
  • The social tablet fades out after a set amount of time, but fades in for key messaging

Environment/Visuals

  • Created a full set of cars with color variants red, blue, yellow, black, and apply them to gang types
  • Replaced some of the old awful rocks with more stylized desert-worthy obstructions
  • Added VFX, sound and hitstop to crit hits
  • Fog of War should be steadier and not have a weird lag.
  • Terrain visuals are adjusted and scaled between tactical desert and overworld
  • Revised VFX for scattergun (not great, but better)
  • Smokescreens are now effected by the force of the vehicles moving between them.
  • Smokescreens and fire oil now decays out properly rather than pop
  • Smokescreens have an intro that plays in unscaled time so that it doesn’t look weird when the game is paused.
  • Mines and oil barrels now blink in unscaled time so they stand out to the user.
  • Flamer doesn’t attach to the muzzle anymore, should look better
  • Speed lines are more prominent with when the player is boosted
  • Dust motes are now in the world and affected by vehicle speed.
  • Fixed long wires appearing as short wires.
  • Adjusted the bloom of oil splats and removed oil hit VFX because it was causing a weird square bloom thingy
  • Adjusted some sparks to use a brighter and more efficient VFX.
  • Water tower no longer peeks through the fog layer
  • Emplacements do not disappear when obscured

Audio

  • Hitting a soft thing like a body plays a different ram sound than a heavy vehicle thing
  • AL now has his own message sound

Bugs/Optimization

  • Upgraded to Unity 2020.3.40f
  • Quality Settings adjusted to default to High rather than V High or Ultra.
  • Fixed bug where scattergun could target itself(!)
  • Automap cleans up better and avoids memory wastage.
  • Fixed an issue with defining battlegrounds, we risked a crash when getting into a combat encounter.
  • Fixed camera view for vehicle in stable or character view.
  • Fixed an issue with the car stable sometimes showing improper buttons.
  • Deferred lighting is being used
  • Optimized some materials for draw efficiency and hitches
  • Cleaned up issues that occurred if the campaign is repeated multiple times in a single session
  • Hopefully fixed tires that could sometimes get out of sync and pop out of their wheelhubs
Click here to find it on Itch.io!

Auto Fire v0.6.55: Citadels and Renown

Some great new updates to Auto Fire this month.  The UI got another level up with some improved screens and a more lived-in look.  You can now go to the citadel and help those people out, building renown with that city.  Citadels are a little more solid in their representation also, with one of only a few corporations keeping control of the populace across the country.  Finally, the visuals took an uptick with better lighting, new desert terrain visuals and cleaned up foliage.  The time to check it out is now!

Click here to find it on Itch.io!

Content:

  • Sectors now have a renown level that gates new sector quests.
  • Tutorial also now uses renown sector quests.
  • Cleared up the skull rating and show it on the challenge tablet app.
  • Cleaned up factions signficantly.  At campaign generation there  are only four corporate factions, two military factions, one citizen and one duellist faction.
  • Set up each sector now with a consistent resident and enemy faction.
  • Changed enemy and sector definitions to be able to be controlled on a per sector basis, allowing for better channeling of content across the overworld maps.
  • Quests now have a clearer faction reward and renown award for sectors
  • Fixed up sector leader quest arcs.  The player can eliminate an enemy entirely from the overworld of a sector.
  • Quests now have a goto step or a load cargo step.

Citadels:

  • Each citadel is run by one of the 4 corporations.
  • The mayor or citadel leader will dole out a quest for you, which gives you an opportunity to increase your sector renown
  • The player can now abandon cargo in a citadel and it will be returned to the quest list
  • The player can even abandon sector quest cargo and it is returned to the sector quest list.
  • Cargo cannot be returned for salvage profit unless it doesn’t have a quest attached.
  • The player cannot accept a cargo quest unless they have room to haul it.

HUD:

  • Dashboard elements now have schmutz on their frames as well as the glass
  • Sped up zooms and added functionality to make any panel zoom, plus zooming recenters the view based on the visible portion of the screen.
  • Improved the Travel and reward tablet app visuals
  • New Challenge popup when entering a combat area
  • Fixed up the quote panel in the upper right.
  • Quest steps now read out as crossed out if completed in quest list

Menu:

  • Mayor feed in the citadel ticks out like the quest panels do.
  • Revised automap and travel panels to use the same look
  • Menus and screens also have some schmutz added for a bit more lived-in look
  • Added macros for if the player chooses the gender “they”, so we can say “who [is] [he]?” as “who are they?”
  • Added a feed to the loading screen so we can have a colorful quote from the populace on the current situation.

Visuals/VFX:

  • Fixed up quality settings in the settings panel, as well as setting the default quality to high.
  • Revised all desert terrain textures to something a bit more stylized and cleaner (Deep Desert Pack asset)
  • Fixed up all terrains to properly display grass again (broken links abound)
  • Adjusted lighting to not overbright, and made sure all views use deferred lighting so that VFX lighting shows up more effectively.
  • Put dirt decals under shacks so as to make them a bit clearer as obstacles.
  • Zoom makes a whoosh sound

Bugs:

  • Fixed improperly LOD’ing models by a windmill
  • A courier quest to a combat area now can complete and the combat quest continues properly.
  • Fixed bug that if I killed the sector boss, the game would eventually crash
  • Boss camera on encounters now zoom into the proper target again.
  • Fixed several bad citizen tweets, some of which sounded extra dumb and others crashed the game(!)
  • Fixed crashes based on occasionally building battlegrounds.

Tech:

  • Adjusted night lighting settings (to be used in the future) for some experiements.
  • Updated to Unity 2020.3.33f

Auto Fire v06.52: Cleaning Up and Paving the Way

Some cleanup updates today, just paving the way for setting up new content in the future.

Gameplay/Content

  • The tutorial encounters aren’t as punishing as they were.  Sorry! 
  •  You don’t have to fight as long to reach the boss in the first outpost. 
  • Significantly more parts are awarded on the field.
  • Flamethrower line can now target the ground.

Settings

  • Did some fixes to how I was handling settings for those of you with laptops and unusual screen limitations.
  • There is now a minimum allowed resolution (Horizontal at least 1024, Vertical at least 720)
  • Graphics Settings should properly record your selected resolution.
  • Music and audio should also set and record properly in the main menu.

VFX/Visuals

  • The floating text and the pillars showing at an exit was creating a pretty bad experience.
  • Adjusted location labels for visual appeal
  • Made label ping show through world for visibility (hard to see the exits in canyons)
  • Location labels do not obscure your view when you enter a zone.
  • Fixed up flamethrowers on player as well as enemy flamers

Bugs

  • Entering combat in the field (via random encounter) now works properly.
  • Buying and selling at the citadel now properly supports stacks of items.
  • Repairs now work properly, you can’t get free repairs if you are near zero resources.
  • Small visual fixes and typos
  • Impassable outpost entrance now fixed (the outpost generator wants a larger palette to place protective walls)

New Cars Added

Some new vehicles have been added to the mix, and these have so many interchangeable parts that it’s been fun setting up some new enemies.  Just a couple examples:

The Jupiter Crux is a common vehicle that gangs use to cruise the badlands for easy prey. Lucky for you they usually only mount a junkthrower and have extremely weak armor… Light ’em up.
Mad Jane rolls with her crew, decked out in an Ace Predator with a basic Ram Plate and the High Noon Industries Bolt Carbine.
Image

Of course, hooking up these vehicles and setting up all the enemy profiles to make proper use of them is a lot of work, and occasionally I might have messed up the scale…  or are we looking at a feature???  Hmmm…

I guess we’ll find out.

Auto Fire v0.6.05: Advancing the Experience

It’s been a few weeks since the SIX update, and there’s a lot of meaty gameplay work to show off.  Ammo! Maneuvers! Slo mo visuals! Better ramming!

Slo Moooooo

  • One of the biggest issues of having a turn-based game with realtime visuals is that a lot of the time people don’t grok that the game is waiting for their next input.
    • As a way to get around this, I added a slowdown when the game is waiting for player input. 
    • As a delightful side effect, it looks pretty damn cool. 
  • Had to move a number of UI inputs to use unscaled time so it ignores slomo. I might have missed a few, so will be on the lookout.
  • Made a bunch of UI effects use unscaled time so they play at a normal rate even during slowmo.
  • Fixed camera and a bunch of other elements that slowed down inappropriately during slowmo

Special Maneuvers

  • Special maneuvers appear as “equipment” (currently occupying gadget slot 3), but are eventually going to be baked into specific vehicle chassis, which allow you to take special actions in a crisis.
    • This means that different vehicles will help with different playstyles.
  • The first special maneuver is the Ram Piston
    • This maneuver launches the car forward 2-4 tiles within a set arc and rams an enemy out of the way.
    • You can also use it to get out of a jam by launching to an empty tile.
    • It has a cooldown and also uses gas as its ammo, which you can find out in the field or purchase at a garage.

Resources as Ammo

  • Players have always been able to collect gas, ordnance and parts around the battlefield.  These items are now used as ammunition for some weapons and equipment.
    • Mines and rockets use ordnance
    • Ram piston, flamers and flaming oil takes gas.
  • Many weapons do not require ammo (just a cooldown), so ammo-consuming equipment will be stronger for its limitation.
  • When you highlight a weapon, it should explicitly say the ammo it uses, if any.
    • If you’re out of ammo, hopefully it will be very easy to see and understand.
    • There is a dry-fire sound when out of ammo. 
  • All game hints are now moved to middle-screen and important information such as being out of ammo also appears in that space as needed.
  • Now that ordnance and gas are much more needed by players, I added significantly more drops of them to the loot lists.
    • Loot dropped from cars and crates now has a new definition type, so every drop won’t have 5-6 items in them (it was just out of control)

Ramming

  • Ramming something at a high enough speed will now knock it to the side rather than stop you dead.  It’s far more fun.
  • The mass of an opponent or object now matters more. Your speed and your mass is factored against their mass.
    • NOTE:  More will happen with this in the future, since relative speed and resultant velocity aren’t all factored as they should.

Additional Targeting Changes

  • Area-effect weapons such as rockets, shotguns and flamers can now be aimed at the ground if you want to position their blast for maximum effect.
  • Some weapons and abilities now have a minimum range.
    • Rockets have a min range of 2. 
    • Multifire rockets have a min range of 3.

User Interface

  • Updated the position of resources in the HUD.
  • Revised frames in HUD to use a superthin frame.
  • Updated skid meter and needle, and repositioned turn pips.
  • Boost hint only appears when at max safe speed now.
  • Cleaned up the UI camera for inventory and garage. It’s not blurry anymore. 
  • Fixed broken portrait from game startup.

Audio

  • Revised the collision sound (hated the old one).
  • Added a new wood break and revised rock break sounds.

General

  • Edited the speed lines for movement and ram tile with a new graphic.
  • Fixed some rare crashes

Rammalamma

We’ve been working on some new special abilities for the vehicles in Auto Fire, including the ​Ram Piston​​​.  ​Different vehicle chassis types can have some crazy maneuvering abilities, although they’ll consume resources such as gas, so make sure to use them wisely!

The foundation of the special moves system was pitched in by developer comrade Jim, created during this stream where we talked through some of the system updates needed.

The followup was transferring it to on-demand equipment, which didn’t have the ability to be aimed yet. The plan is to get some more moves in like bootleggers, side swipes, and some weirder stuff. Stay tuned!