- 55.3 - A fix to the last fix - 13 June 2022
In 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! - 19 May 2022
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! - 14 April 2022
HI, 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 s…
- Build 55: Bug Fixes! - 27 March 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 l…
- Small bug fix for windowed issue - 16 October 2021
An issue was reported affecting users playing in windowed mode causing delays in the turn changing.
- Bug fix update to Build 54 - 4 October 2021
Hi 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! - 20 September 2021
We'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 char…
- Small Balancing Update - 6 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! - 21 April 2021
Hi 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 i…
- Build 53.9: Adding Spanish and announcing Chinese - 24 March 2021
Yet 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 aimi…
- DOE 53.8 Update is now live in the beta branch - 15 March 2021
Another 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 fixes - 2 March 2021
Hi 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! - 27 February 2021
Another 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…
- Build 53 Beta: Adding Translations into 9 languages! - 20 January 2021
I’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 spec…
- Bug fixes - 1 October 2020
Hi 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 Updated - 15 June 2020
Hi 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 t…
- Definitive Edition Updates Roundup and Console Launch! - 22 May 2020
We'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 sa…
- Definitive Edition Available Now! - 2 April 2020
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…
- First Build 52 preview is in the beta branch! - 21 February 2020
Hi 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 fo…
- Build 51.5: more bug fixes! - 30 September 2019
I'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…