Wednesday, July 8, 2015

Patch v0.63: Warning

Hello! Jungl3Curr1 here with a quick update.

We're having a first data wipe for AD3 Game. The main reason is that there are some data variables inside the game where a simple replacement isn't easy to implement. If you are on day 20 or so, I do apologize for the inconvenience.

On the upside, we have made more bug fixes and game play changes such as:

- Removing the infinite Mike Moose Spawning bug through the use of assault rifle (which was a bug)
- Allowing HP Boosts to revive any incapacitated characters in addition to restoring HP
- Improving shotgun push back effect.

I will also like to say that there may be more data wipes needed in future patch changes, but we won't do so upon public release. (Which will be Version 1.00 and beyond).

Stay tuned for more updates!

- Jungl3Curr1.

Thursday, July 2, 2015

7/2

Face dump. My fav is Larry, Stella, then Bea smiling. Eric likes Zoe.

We're just importing stuff into the game at the moment. Every now and then we refine story, but mostly just trying to cross the finish line. The combat was patched again, and a nasty bug involving incorrect monster spawns has been eliminated. We should be rolling out the newest patch soon, and while the dating elements are still being withheld until closer to final, the combat feels very complete.

 The combat will tie into the dating aspects, what with the player's ability to lead in question; doing a bad job or being an uncool dude will get you mutinied. The mutiny system addresses a general issue about dating sims, in that the player generally has no incentive to make other girls happy during each run. Usually the player just buys all the flowers for one girl and then ignores the other girls until he goes for a new run, so the mutiny system will ensure that the player takes care of all his crewmembers to a certain extent.

Some players complain it's too hard...but umm... we're actually thinking about increasing the difficulty. The goal to get to Day 35 would actually be the hardest difficulty in the game. It's a tense game, stressful and strategical because the player feels ultimately responsible for loss. I'll lay down some cool strats.

Barricades are the most plentiful resource, abuse it- Ensure your enemies are spreading out damage over barricades evenly. You can spread the enemies around with Taunt or side pushing weapons like the machine pistol or the alternate fire on the pistol.

Get ammo at the barracks- Conserve ammo. You'll end most runs typically with no ammo at all.

Appraise your location's risk and rewards- Since the drop chance of items in an area decreases every time you pick up an item, and the difficulty of areas commonly fluctuates, you'll want to make sure that staying in an area is actually a good idea. I've left a +0 difficulty 30% Ammunition drop chance because... 30% sucks, haha. It would have probably been worth it if I lucked out and got the ammo, but the other 70% chance of facing even a +0 difficulty would have not made up for the risk.

If they're destroying you, then mutually assure them that you can destroy them- The difficulties of each area can slide in a manner that isn't in your favor. You can also find yourself stuck behind Iacchan wax because you used too much energy. If that happens, consider using Isabel's Mutually Assured Destruction power. It's a nuke, so you do damage to everything, yourself included. One character gets incapped, and three take 150 damage, but you lower all of the difficulties of the station to their lowest values. The MAD is a good early game ammo rush strat, end game strat, and emergency strat. You have to be really prepared for it though. So first thing to worry about is the huge nuclear explosion in your face. The first 50 of 150 damage should be soaked by your barricades.

You'll want your barricades topped off to 100%, so a BP boost is extremely helpful in getting there because the BP Boost gives guaranteed BP. Not using the BP boost means that you'll have to commit a large number of survivors to repairing, sometimes even at a waste because of the random amount of bp involved in repairing. Vibrobarrier is a power that Zoe and Elaine have that can double the amount of damage the vibrobarriers can take. You pretty much have to have one of the two along in order to soak up 100 damage.

There's still more damage coming through. You can take it in different ways. If you have high health characters, that can work. Characters can also take damage past 0, but up to half their maximum health. (So Larissa with 100hp can go to -50 damage before getting incapacitated). It's extremely risky, but as long as the character doesn't go past that negative point, they'll get back up with a sliver of health the next day. Also, having Veronica's or DoctorCaptain's Painkillers is pretty pro at ensuring your characters take no damage.

Finally, you will always have one random character incapacitated by the effect. There's nothing you can do about it to prevent it, but at least you don't lose viewership from it.

Here's a good early game setup for MAD: Isabel, Elaine/Zoe (for Vibrobarrier damage mitigation), Veronica (Painkillers give an additional damage mitigation), Captain-Noble(Noble is a pretty bad character, so you'll want to pray that he takes the brunt of the nuke).

Other fav setups of mine:
Team Godrifle:
Olga w/ Assault Rifle
Isabel w/ Assault Rifle
Elaine w/ Shotgun
Stella w/ Assault Rifle
Elaine uses KDIG Frequency Jammer to clear the way for assault rifles, Isabel uses Maximum Firepower to ensure that the survivors that normally can't shoot (stella, olga), can fire. Olga has strong powers, but she's less AOE. Fielding Olga in this team essentially lets you react against either super tough T-Roosters with her black hole power, or fire with assault rifles against smaller foes. If you luck out and find Zombies, Stella can use her Three Gun Salute power to increase the morale of Olga and Elaine, both of whom tend to consume morale on a very regular basis.

hrm. More setups to come, lol.