V0.7 - The Elemental Nightmare is LIVE!


Hello again! If this is your first time, welcome to Warfare!

An update, in this economy? I know, truly unbelievable!!

Our silly FPS/CTF update adventures last left us off in the lands of forever ago, with the Corporate update. To think that V0.6 was ambitious at the time still brings a chuckle to myself, as this new update truly exceeds all prior updates by a landslide.

So here we are; Warfare V0.7. After 6 months in development, hopefully it was worth the wait!

Warfare V0.7 - The Elemental Nightmare

Blazing back out of the Corporate base, you barely break a sweat. After all, It's only a short frolic to return home with their dainty little flag, or so you'd  think.

Much to your dismay (or, excitement, if that's your thing), you pass the lowly stump of mud formerly home to your flag, instead stumbling into vast mushroom groves, equally as lethal and captivating mineshafts gone bust, and the ever-decaying ruins of what once was; the land of your people.  This  is The Element Nation, and you've stumbled right into it.

  • MASSIVE New Map -  The Element base is here and ready to rock Warfare! From the cushy caves of the underground, to the ruins of the bygone city which perch high above the map, Warfare V0.7's map is truly worth of being called as such.

Temple

The quaint Element temple and its decaying testimony of a past world

The Crystal Cavern

The Crystal Cavern and its long-forgotten mining operation

  • All New Arsenal -  With countless new locations to fight in, it's no surprise that the higher-ups at The Element Nation have generously sponsored the team with new weapons. From the lethal SPAS "Logshot" shotgun, to the nifty throwing spear, you can be sure to have a blast fighting your way through those dastardly Corporates!

Spear

The all new Spear! Don't ask where we found it!

  • New Gadgets -  All this attention to the Element base has given rise to some rather cunning technical innovations. From polluting the air with Toxic Mushroom Bombs, to throwing the entire game off with a lethal flashbang, you can be sure to stir up the competition in Warfare V0.7!

Gadgets & Weapons

All the new doohickeys and thingamabobs!

  • 'John Warfare' Joins the Fight! -  Head of The Elements, this potentially unqualified yapfest sits atop his control room, spouting nonsensical  rants about the various doohickeys and thingamabobs of Warfare, as well as his hatred for those who walk into crystals (he's got some trauma to work through). If you're lucky, he might just offer an occasional tip, or a cheeky reminder that the "flag has been captured" (seriously, you have no idea how many times he's said this already).

We asked John Warfare for a photoshoot, but he declined. He responded to press agents with a swift "I'm receiving word our FLAG has been captured".

  • New Mechanics! -  Each area of the map features its own unique way to play Warfare! Duke it out in the cavernous expanses at the expense of falling rock, toxic mushrooms, and duck-and-weave ambushes, or fend for your life amidst the threat of being beartrapped to a railway and driven into with a bomb-laden minecart (don't worry, this hurts the driver too)!

Ouch! These guys are gonna need an ice pack after this!

  • Weapon Upgrades! - That's right, we figured out how to shoot more bullet per bullet. Upgrade your damage, firerate, ammo, reload speed, and range to forge the ultimate weapon!
  • 617829043128719820489819241 Bug Fixes -  The gamedev struggle of your entire project breaking because you set "poopenfarten" to true had stricken Warfare quite a few times. Fortunately, I was willing to sell both hearts and my left shoe to negotiate some cheeky bug fixes.
  • ??? -  Poke around at anything that looks like something long enough, and you're bound to learn just a bit too much about our beloved flag-based conflict.
He's seen a bit too much.


In-Depth Changelog:

  • Map - Added 12 new areas: Mushroom Groves, The Mineshaft, Stalactite Cavern, Crystal Cavern, Euphoria, Cushy Cave, Element Manor, Courtyard, Walkway, Temple Gardens, Element Temple, ???.
  • Weapons - Added the following:
  • SPAS "Logshot" shotgun - Delivers a lethal blow at point blank.
  • "Pelter" SMG-LMG hybrid - Deals consistent damage with little recoil. Basically the pistol with a tuna can of ammo slapped on it.
  • Spear - Send this lengthy crystal through a Corporate, whether it be through a perfectly conjured swing, or by tossing it, cutting the very air around it.
  • Gadgets:
  • Added Toxic Mushroom Bomb - Creates cloud of toxic gas upon being shot.
  • Flashbang - Blinds enemies and players if looked at.
  • Calibrated Crystal Detector - Red crystal lights up if Corporates are near, purple crystal dims if grenades are thrown.
  • Beartrap - Traps a Corporate in one spot for up to 15 seconds. Useful when paired with minecarts.
  • Mechanics - 
  • Added Avalanche Traps - Shoot wooden supports to send lethal rocks tumbling down.
  • Naturally spawning Toxic Mushroom Bombs - Shoot to release cloud of toxic gas.
  • Minecarts - used to quickly travel map, can be driven into enemies to deal damage.  Can also have toxic or explosive bomb attached to it to further damage of crash.
  • Crystal Detectors - Red crystals glow in the presence of Elements and Corporates, purple crystals dim at the sight of grenades.
  • Crystal Flashbangs - Destroy all floating cubes to summon a blinding flashbang, 
  • Optimised code and graphic settings to boost FPS
  • Introduced mode for integrated GPUs which prevents meshes from becoming invisible.
  • Bug Fixes -  There are seriously too many lil goobers I had to squash, to the point where Warfare 0.7.3.1.1 might've come out by the time I'd finish. Bottom line is that literally EVERYTHING broke, and I had to painstakingly string the Unity engine back together through frequent transfers between PCs, and simply putting up with gamebreaking engine level bugs which were out of my control. This added several weeks of delay to Warfare V0.7.

(Some major bugfixes include:

The Disastrous Unity Stuff:

  • Fixed bug where GPU Resident Drawer would cause meshes and materials to swap interchangeably between gameObjects if the camera moved or looked at them from a certain angle
  • Fixed bug where excessive realtime lights cast map into a green seizure.
  • Fixed bug where GPU Resident Drawer would cause some integrated graphics to unnecessarily  cull meshes

The 'this guy is NOT qualified" Stuff:

  • Fixed bug preventing player from capturing flag
  • Fixed bug that prevented Elements from capturing flag
  • Fixed bug that prevented Corporates from capturing flag
  • Fixed bug that had Corporates not of the 'following' patrol type stuck in their spawn

Actual Bugfixes

  • Fixed bug where weapons purchased while the HUD was hidden caused such items to break.
  • Fixed bug where Beartraps only affected Corporate Guards
  • Fixed bug where minecarts crashed upon player riding them
  • 14791249712 other bugfixes related to the new doohickeys)

Files

Warfare 904 MB
44 days ago

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