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Offline Asid

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Crying Suns Tactical space rogue-lite
« on: September 27, 2019, 06:19:19 PM »


Crying Suns is a tactical rogue-lite that puts you in the role of a space fleet commander as you explore a mysteriously fallen empire. In this story rich experience inspired by Dune and Foundation, each successful run will uncover the truth about the Empire... and yourself as well.

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About



When FTL meets Foundation... and Dune
Crying Suns is a tactical rogue-lite that puts you in the role of a space fleet commander as you explore a mysteriously fallen empire.

In this story rich experience inspired by Dune and Foundation, each successful run will uncover the truth about the Empire... and yourself as well.

The story: The epic journey of a clone
After 700 years of peace and prosperity, the Galactic Empire has suddenly been shattered into pieces. The OMNIs, god-like machines which did everything for their human masters, have mysteriously shut down. And humankind, having long since lost the ability to survive on its own, is dangerously close to extinction. But somewhere in a far corner of the Galaxy is Gehenna, a planet of ice and rock and a top-secret facility that is the pinnacle of Imperial Tech and also humanity’s last chance.

You are a clone of Admiral Ellys Idaho, a weapon fashioned from flesh, the best Imperial Admiral ever to battle in the stars and you have just been awoken on this planet by its strange and darkly-humorous Guardian, Kaliban, the last functional OMNI to exist.

Your mission: skillfully command a battleship through the Empire's now chaotic, violent clusters ––where one wrong move could be your last–– as you try to reactivate the OMNIs and save the future of all humankind. But you must leave Gehenna now.... for time has almost run out.

Main Features
- Space exploration in a procedurally-generated universe
- Tactical fights between battleships and their squadron fleets
- More than 300 possible story events
- A deep and dramatic storyline structured in 6 chapters
- A dark and disturbing atmosphere inspired by our favorite S-F universes (Foundation, Dune, Battlestar Galactica)

Prepare to die often, it's a rogue-lite game... And it's a hard one…




Platforms

Crying Suns will be available at first on PC and Mac. We also planned to release the game on iPad soon after the desktop version.





































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Offline Asid

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Re: Crying Suns Tactical space rogue-lite
« Reply #1 on: September 27, 2019, 06:43:18 PM »
First update after release!
Thu, 26 September 2019



It has been an incredible launch week for the team and we are so glad to see that you are enjoying Crying Suns. All your comments, reviews, and even videos, give us a lot of motivation to go forward and improve our game everyday!
Updates

To sum up this first new update, we mainly worked on:

•   correcting blocking problems and crashes
•   achievements unlocking problems
•   rewriting, correcting typos, improving texts globally
•   improving interface, graphics and sounds
•   and of course correcting a few other minor bugs


At the end of this post, you will find the whole detailed list of corrections we made thanks to your valuable feedbacks.

Don't hesitate to use the Steam forum or our discord channel to report any problem you might encounter in the game. Your feedbacks are crucial for us to improve the game experience.

Stay tuned, we will also announce very soon our roadmap for the future major improvements of Crying Suns!
Don't forget to join our Discord server

… to discuss with other players and the development team. Click here to join us!

Enjoy!

The Crying Suns development team


Full changelog :


Story and events

•   [FR] Lots of rewrites, typos corrections and overall text improvements in both interface and events
•   [EN] A few typos fixes and Breeder drones were renamed Krafter


Interface, Graphics and Sounds

•   Added a video option to control the framerate in the option menu, players should now be able to choose among 30, 60, 120 and uncapped FPS
•   Added hover information for units with absorb shields or on asteroid cells
•   Added a few new npc pictures for pirates and civilian children
•   Improved the health bar colors for squadrons to hint at health state
•   Improved the quality of some graphic assets (NPC)


BugFix Major

•   Fixed an issue where some players were stuck without any interface after loading their game
•   Fixed an issue where in some "undeploying" situation the dock would get "stuck" and unable to deploy anything for the remaining of the fight
•   Fixed an issue where players who did some shenanigans with their save files could face the wrong boss for the current chapter
•   Fixed an issue where the Okonkwo achievement was not triggered. Will be retroactively awarded to player who missed it
•   Removed the "Jeef Merkk" achievement as for now it was a bit tedious to unlock without being able to replay the chapter


BugFix Minor

•   Fixed an issue where the regen indicator on squadrons was still displayed while in command center
•   Fixed an issue where units that were in the pushed back zone after hull bar explosion were engaging adjacent units and slowing them down
•   Fixed an issue where the electromagnetic storm duration was not properly translated
•   Fixed an issue where the quantity of reinforcement in mother "call to arms" ability was wrong in easy
•   Fixed an issue where some ambushed enemies were not deploying weapons in all their available docks
•   Fixed an issue where buying the pirate transponder while on a shop was not updating local shop prices

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Offline Asid

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Re: Crying Suns Tactical space rogue-lite
« Reply #2 on: September 27, 2019, 06:45:27 PM »
Crying Suns Roadmap
Fri, 27 September 2019



Greetings Space Adventurers!

It has been a week now that Crying Suns was released and it’s time for us to share with you our roadmap for the next months. Thanks to your valuable feedbacks, we were able to adjust our plans to improve the game quality and make it deeper and more replayable.

We plan to update the game progressively every week with the following items:

Before 1 month

•   Adding the Cloud save features
•   Improving the overall replayability by allowing players to get back to previous chapters to experience the story again and try to beat each chapter with each battleship
•   Adding several “Quality of life” features (knowing which auxiliary system stacks, misplaced repair count, improving the identification of special officers, unwanted dialog skip, etc…)
•   Gameplay balancing
•   And of course, focus on fixing bugs, crashes, performance issues and typos


Before 2 months

•   Improving the special officers availability features (too confusing for now)
•   Adding new events and working on random generation of events to avoid repetition
•   Continuing gameplay balancing, “Quality of life” updates and fixes
•   Adding new contents (abilities, weapons, etc…)


Before 3 months

•   Continuing gameplay balancing, “Quality of life” updates and fixes
•   Improving replayability (maybe new game modes? Still a work-in-progress)
•   Adding new contents (abilities, weapons, etc…)
•   Adding new events


Between 3 and 6 months max

•   DLC with 2 new factions (Prag Mah and Phalanx), with new playable battleships, units, 4 new special officers (an example below), weapons and faction specific events. Might include more stuff but it’s still in discussion.
•   The iPad version
•   Artbook release

A glimpse of future new officers?



This list is not exhaustive, we might add or modify some items depending on your feedbacks of course.

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Re: Crying Suns Tactical space rogue-lite
« Reply #3 on: October 24, 2019, 01:00:11 AM »
[UPDATE] Replayable chapters, events repetitions fixed, and many other things
Wed, 23 October 2019



Greetings Crying Suns fans,

Crying Suns was launched almost a month ago and thanks to your valuable feedbacks since the release, we were able to define our next priorities to improve our game.

Following your comments and reviews, we mainly worked on 3 big subjects :

•   Make the game replayable
•   Lower the repetitiveness of some events
•   Refine some gameplay parameters to provide a better experience

Replayability:


We developed a new “chapter selection” feature. After completing the story, you are now able to replay any of the 6 story chapters (with or without the story events, as you can reset the story on each chapter) and of course, with any of the battleships and officers you unlocked until then.
Thanks to this new feature, you will be able to finally unlock story achievements you may have missed in your first runs! In addition, new Steam Achievements have been added for completing all chapters with every battleship, although only your future runs will count for these achievements (unfortunately, save files from previous versions don’t contain the information about which chapter was achieved with which battleship).



Events repetitiveness corrected:


Following multiple players reports that a small group of events appeared very frequently, we conducted a complete audit of the event procedural generation. We found several blocking issues that were provoking statistical aberrations. We also found that we had too much constraints on events generations (related to graphical environments, gamedesign constraints or POI types) which made 20 to 30 events to be mostly picked against the few hundreds of them (!) We conducted a complete redesign of our approach and the repetitions of events should occur a lot less often now. A lot of events that were almost never picked before should now reappear and most of the time there shouldn't be much repetition between two consecutive full runs.

Gameplay adjustments:


We reworked some game parameters to improve the global game experience, including a rebalancing of Neo-N distribution (making it fairer mostly), adjustments on some weapons effects and some squadrons abilities. We also heard your feedbacks about the lack of difference between the unlockable battleships so we started to adjust their characteristics to foster diversity among them and encourage various game strategies. We will continue these improvements in the next versions of course.


As planned in the roadmap, we also started to integrate the cloud save feature although this one will only be available from the next version as we need players to update first their data files with this version.

At the end of this post, you will find the whole detailed list of corrections we made thanks to your feedbacks.

Don't hesitate to use the Steam forum or our discord channel to report any problem you might encounter in the game. Your feedbacks are crucial for us to improve the game experience.

Enjoy!

The Crying Suns development team


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Full changelog 1.10.0 :


META

•   [New Steam achievements] New achievements for completing all chapters with each battleship. Earning those Steam Achievements in Hard difficulty will automatically grant easy or normal version of the same achievement. Unfortunately, as mentioned before, those data were not available in the save file, so all progression on those Steam achievements will start from scratch.


Gameplay

•   [NEW FEATURE] Chapter selection is now available after completing the story. New achievements have been added for completing all chapters with a battleship. It's also now possible (after completing the story) to reset a single chapter story, allowing to try again to unlock a missed achievement.
•   The space bender weapons were improved. All MK versions have now the same teleport long distance, 7 cells, instead of 2, 5 and 7 (for MK I, II and III respectively). Their cooldown and area of effect have been rebalanced too.
•   Neo-N refueling random generation has been slightly rebalanced to avoid extreme situations and provide a fairer experience.
•   Fixed an exploit allowing Flak weapons to reset their current pattern by undocking/redeploying them during tactical pause
•   Rebalanced some battleships maximum upgrade levels
•   Kaos class battleship has been improved (4 more hangar slots for squadrons)
•   Boomer squadrons ability (Exploding) has been rebalanced (from 6/12/18 damage per MK level to 10/14/18)
•   Jericho Class Battleship has been nerfed a bit, losing 1 level of hull bar upgrade at start (all difficulties)


Story, events and texts

•   [MAJOR] Complete redesign and correction of our events distribution approach.
•   [RU] Fixed a mistranslation for the Instant loader description.
•   [EN] Multiple typos fixes and improvements on interface and dialogs


Interface, Graphics and Sounds

•   The remaining quantity of repair available in shops was misleading, it has been improved to be more obvious.
•   Improved the reinforcement feedback to make it more visible.
•   Changed the display order of the mission dashboard summary during the expedition to match the order of the item in the dashboard pre-expedition


BugFix Major

•   Fixed an issue where there was a weird visual "jump" appearing sometime when returning from an expedition to the command center.
•   Fixed an issue where the visual displaying a weapon target was not cleaned after shooting
•   Fixed an issue where a lot of people were skipping dialog by mistake, the delay before being able to skip the next dialog has been extended to avoid this.
•   Fixed an issue where sometimes some objects on the battlefield were not teleported as planned
•   Fixed an issue where in the battleship selection menu, the battleships starting hull bars and health points were not displayed properly according to the difficulty (in easy mode starting battleships have more level in hull upgrades).
•   Fixed an issue where the "lose 1 hull bar" condition appearing in some events was marked as "not available" if you had only 2 available hull bars.
•   Fixed an issue where in some cases, just after selecting a new battleship in the run customization screen and clicking on “start”, nothing happened and the players were stuck with no interface.
•   Fixed an issue where the expedition dashboard was displaying wrong information (by 1) in some case


BugFix Minor

•   Fixed an issue where an expedition sound was not stopped and stayed in the background when the officer died.
•   Fixed an issue where hovering skills in the "resolution" part of the expedition was returning a "missing translation message"
•   Fixed an issue where final boss (chapter 6) officers were not displayed "properly".


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Offline Asid

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Re: Crying Suns Tactical space rogue-lite
« Reply #4 on: October 31, 2019, 01:07:57 AM »
Update: special officers availability, rewriting and bugfixes
Wed, 30 October 2019



Greetings fellow space explorers!

Here is a new update to correct some bugs and improve some features following your valuable feedbacks:

Gameplay

•   We started to improve the special officers "growing" feature. Previously, there was a 50% chance to have 1 special officer randomly selected among those available. Now the chances start at 50% with 1 officer and each unlocked officer adds 4% more chance. With all 13 officers unlocked, the chances are 100% (meaning one special officer available for each new run). We are still working on a bigger redesign of this feature but for the time being it should make it a bit smoother and more interesting.

Story, events and texts

•   We made small adjustments to the final dialog, clarified a few loose ends that were not intended.
•   We rewrote some lines that were insensitive and hurtful about cancer or tumor.

Interface, Graphics and Sounds

•   We improved the visibility of special officers in shops.
•   Auxiliary systems that can't be stacked now cannot be bought twice in the shops.

BugFix Major

•   Fixed a bug where the Shredder and Basilisk units stopped applying their ability after being re-deployed during a fight.
•   Fixed a bug where people having finished the demo could not use the "reset chapter" feature.
•   Fixed a bug where the Church Battleship was not able to scavenge any Neo-N while at level 0 upgrade.

BugFix Minor

•   Fixed a bug where the docks were not updated after selling the brutal deployer.
•   Fixed a bug where a unit that was chasing a target at the moment of its death, was re-deployed with the same chasing target.


Thanks again for your feedbacks and for helping us making this game everyday better and better!

Don't forget to leave a Steam review on our store page.
You can also leave your review on Metacritic.

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Offline Asid

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Re: Crying Suns Tactical space rogue-lite
« Reply #5 on: November 15, 2019, 11:31:23 PM »
A small update before big ones
Fri, 15 November 2019



Greetings Crying Suns fans!

Alt Shift team is currently working on some big changes and improvements for Crying Suns. Before going further into the details of what’s coming, here is a quick list of changes we pushed a few minutes ago:

11/15/2019 Update:

Story, events and texts
- We improved again the events procedural distribution. The average distance between two events repetition has been increased. We also fixed some remaining statistically rare situations where the minimum distance between two similar events could have been still too low.

Gameplay:
- It's now impossible to have two cryopod events during an expedition

Interface, Graphics and Sounds
- Frigate laser projectile effects were not the ones intended on most of the frigates, it has been corrected.

BugFix Major
- We fixed a major issue where the previous save "recuperation mode" was not working properly.
- We fixed a major issue where, in case of a power outage while saving, all the save files were wiped off.

BugFix Minor
- We fixed the allowed memory size for the sound engine that might have been insufficient, causing sound issues.

A quick look back

If you followed our last announcements and updates, you already know that many corrections and improvements have been made such as:

•   A new chapter selection feature allowing a much higher replayability (with new Steam achievements related).
•   A big rework of events distribution to prevent repetitions
•   A first rework on special officers availability (still ongoing, see below)
•   Game balancing adjustments
•   Ergonomy and “quality of life” improvements
•   The Steam Cloud save feature
•   And many bugs corrected, of course

What’s coming

Following the roadmap we announced a few weeks ago but also your valuable feedbacks on Steam and Discord, here are the ongoing subjects we are working on right now until January 2020:

•   A complete rework of special officers selection/availability, much easier to understand and much more interesting to play.
•   A deep rebalancing of the unlockable battleships, the idea being to allow more gameplay diversity between them and more advanced strategies.
•   This rework involved a long and deep rethink on a strategic level to ensure a global consistency and will also come with a lot of brand new contents (officers abilities, squadrons, weapons) and updates to existing ones to support these changes (an open beta will allow the beta-testers to try and evaluate these substantial changes very soon).
•   Brand new events including new quests, risky situations and skill related situations.
•   New contents to improve environment diversity (new stations, new civilian ships)
•   The iPad version is progressing everyday (stretch your fingers ;) )
•   Of course, lots of bug fixes and “quality of life” improvements.
•   And maybe a small surprise for players who will finish the whole game with every battleship in Hard mode ;)

Finally, the Artbook is almost ready! Here is a glimpse of it: 128 pages of Crying Suns artwork, unreleased contents and researches, a premium hard cover, in short: a very exclusive item for the biggest fans.



The only remaining question is the number of Artbooks we should print. We already have around 100 copies planned to be sent to our Kickstarter backers but if you are interested too, please comment this post with a “+1” or “+X” (X being the number of copies you might want) so we could define a rough number. Its price should be around $40 before shipping costs.

Thanks again for your support!

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Re: Crying Suns Tactical space rogue-lite
« Reply #6 on: December 18, 2019, 02:40:47 AM »
Update: Redesign of special officers availability, new contents and other things
Tue, 17 December 2019



Greetings fellow space explorers!

The Alt Shift team has been working on several important improvements for Crying Suns. Following your valuable feedback about special officers, we decided to deeply rethink their availability/selection system to make it much more interesting, understandable and, above all, predictable.

Besides, we worked on several new contents such as auxiliary systems and officers abilities to keep on bringing diversity and depth to the gameplay. In your journey, you will also encounter brand new space objects, planets, stations, and 8 new events including 2 new quests.

At the end of this post, as usual, you will find the whole detailed list of corrections we made thanks to your feedbacks.

Don't hesitate to use the Steam forum or our discord channel to report any problem you might encounter in the game. Your feedbacks are crucial for us to improve the game experience.

As mentioned in the roadmap, the next major update version will imply important balance changes (deep rework of unlockable battleships, many new contents, etc.) so we will release it first in beta to adjust our changes following your feedback.

The whole team wishes you a Merry Christmas!


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1.2.0 CHANGELOG 12/17/2019

Gameplay

•   [MAJOR] Complete redesign of the special officer availability and selection feature. It's now possible to choose a special officer among unlocked ones if the special officer is ready. Each special officer has a "growth gauge" indicating when they are ready, the gauge advances each time the player goes beyond sector 1 in a run. Losing (or discarding) a run with the selected special officer put the growth gauge back to 0.
•   [NEW] New auxiliary system: Cinetic converter. Converts damaged received by your battleship into reduced cooldown for your weapons.
•   [NEW] New auxiliary system: Tactical log Neurosphere. The more total victory you achieve, the more you can sell it.
•   [NEW] New auxiliary system: Nemesis core. All you units gain the "Exploding" ability (also improve those which already have it)
•   [NEW] New officer ability: Battlefield auto-Krafter. Spawns "Krafted" units when one of your units dies.
•   [NEW] New officer ability: Guerilla tactics. Improve patched squadron damage efficiency vs non-patched.
•   Added the possibility to chase or choose a target when using the waypoint mode (ctrl).
•   The last boss of chapter 6 has been buffed in hard mode (1 additional hull bar).
•   Takeshi Sung (the special officer with 4 skills) has been nerfed and his health points reduced from 6 to 4.
•   Makk and Weezz (Scrapper special officers) had their special ability changed to the 2 new ones that matched much more scrapper flavour/synergies.


Story, events and texts

•   [NEW] Added 8 new events, including 2 new quest events, focused on risky choices and providing skill choices for underrepresented skills in events.
•   Added a tutorial to explain the "undocking" feature.
•   Added a tutorial to explain the officer growth and selection feature.
•   Changed the Alpha krafter ability description to be clearer about the fact the unit spawned has the "Krafted" attribute and is "Patched".
•   Changed the narrator translation for "babymaker" into "Enslaved civilian" as it was weird for them to refer as "babymaker".


Interface, Graphics and Sounds

•   [NEW] Added 6 new Gaseous planet visuals.
•   [NEW] Added 3 New stations visuals.
•   [NEW] Added a new visual of a "destroyed" civilian ship.
•   Added visual cues on damaged cells when "Exploding" units are doing damages.


BugFix Major

•   Fixed a major issue where 4 sun related events were not picked anymore.
•   Fixed a major issue where the game crash log were expanding in size endlessly, sometimes saturating the hard drive and crashing the game saving.
•   Fixed an issue where story events could replace previously earned quests and negating them.


BugFix Minor

•   Fixed a bug that changed the space background color between the chapter 6 boss fights.
•   Fixed a bug where the "low life" sound effect during fight was still on after starting a new run.
•   Fixed a bug where it was possible to deploy a unit on a big asteroid.
•   Fixed a bug that allowed units to keep their earned shield after being redeployed.
•   Fixed a blinking glitch on squadrons affected by stasis or freeze effects.
•   Fixed a small visual glitch on EMP tower being destroyed.
•   Fixed a visual bug that made the lens flare appearing even if objects were hiding the sun.
•   Fixed a visual bug that made part of the turrets being visible even behind explosion fx.
•   Fixed a few wrong colored lights on stations or battleships.
•   Fixed a material bug on the Chapter 5 boss battleship.
•   Fixed a visual bug where the planets backlight was "popping" too suddenly.
•   Fixed a visual bug where some space objects remain on hostile system.
•   Fixed a bug on the last fight that made some cells impossible to target.


META

•   Changed the Expedition sandworm and kosh mech achievements that were too random. Now you only need to get to the end of and expedition involving those without retreating (or dying)
•   Added a small "something" for players who get "The art of war" achievement :)
•   We migrated the whole game engine from Unity 2017.4 to 2018.4 to make the game futureproof and easier to maintain.

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Re: Crying Suns Tactical space rogue-lite
« Reply #7 on: February 20, 2020, 02:16:32 PM »
Update: additional screen ratios, bugfixes, optimizations and other news
Thu, 20 February 2020



Some of you may have already noticed that we updated the game a few minutes ago.
The main change is the addition of new screen ratios, including widescreens, but not only.

Here is the complete changelog for this version:

Interface, Graphics and Sounds

•   [MAJOR] Added support for widescreen and a greater variety of aspect ratio (4/3, 21/9, 32/9, 16/10)
•   Improved the run customization screen to display patched squadrons properly in the list


Story, events and texts

•   Various small corrections and rewrites


BugFix Minor

•   Fixed an issue where the dialogue bubble was not placed properly on Sister Kalypso
•   Changed the planet displayed during run customization as it wasn't Gehenna
•   Fixed an issue where sometimes a "dead" squadron was still displayed in a dock as active


META

•   Various optimizations to lower memory consumption and reduce the game size on disk

Besides those changes, a much bigger update called "Advanced Tactics" is still under development as mentioned in previous posts, and should be released in beta testing within a few weeks, so a little later than expected. Here is a glimpse of what's to come:

•   A new type of POI where you can Upgrade you squadrons Marks: the OMNI forge
•   3 new categories of neutral units on the battlefield that can be "activated" during the fight.
•   Each Battleship will have a specific technological modifier (that you can't sell) that will greatly impact the strategies and builds
•   8 new types of weapons with brand new effects
•   4 new auxiliary systems
•   5 new types of squadrons
•   3 new officers abilities
•   New A.I behaviors
•   Overall fight balancing


Here is a small example, the new "juggernaut" unit, soon available:



And finally, the artbook is almost ready! Here is another glimpse of it:



In the meantime, don’t hesitate to post your review on Crying Suns store page, it’s one of the best ways to support the devteam!
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Re: Crying Suns Tactical space rogue-lite
« Reply #8 on: May 20, 2020, 01:01:40 AM »
[BETA] Join the "Advanced Tactics" Beta!
Tue, 19 May 2020

And share your thoughts with the devteam and the community



Hello Crying Suns fans,

We have just opened the beta version of "Advanced Tactics" update!

You can now activate it via your Steam client:
-> Go to your Steam library, right click on Crying Suns -> Properties -> betas tab -> select "Advanced_Tactics_beta" branch.

What's New:

Here are the main changes that you will be able to test:

•   Each Battleship will have a specific technological modifier (that you can't sell) that will greatly impact the strategies and builds
•   Reworked all enemy battleship setups to use a larger array of weapons/officers/squadrons/auxiliary system and offer more variety and challenges
•   Player battleships have been reworked
•   Some difficulty settings have changed
•   A new type of POI where you can Upgrade you squadrons Marks: the OMNI forge
•   3 new categories of neutral units on the battlefield that can be "activated" during the fight.
•   8 new types of weapons with brand new effects
•   4 new auxiliary systems
•   5 new types of squadrons
•   3 new officers abilities



This beta is for both Windows and MacOs but only includes 64 bits versions for the moment.

This version already includes English, French, Spanish, German, Russian and Simplified Chinese, although you might find some visual glitches as we didn't finish our QA phase on the last 4 of them. We are on it.
About Save files:

An important info involving your save files: We manage the beta files in a different folder called "betaSaves" next to the normal game save. If you want to use save files from the normal version, you can paste those files in this new folder "betaSaves".
- On macOS, your save files are here:
/Users/%your_user_name%/Library/Application Support/unity.Alt Shift.Crying Suns/saves/save0
- On Windows, they are here:
C:Users%your_user_name%AppDataLocalLowAlt ShiftCrying Sunssavessave0
Bugs and feedback

If you encounter any bug (except text glitches in German, Russian, Chinese and Spanish), you can click on the bug report button at the bottom left of the screen and explain what happened.
Don't hesitate to describe the situation with as many details as possible.

Don't hesitate to share your thoughts on the #beta-adv-tactics channel of our Discord server https://discord.com/invite/jgdQ7XY.
Or on the sub-forum here: https://steamcommunity.com/app/873940/discussions/1/

Have fun!
The DevTeam


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Re: Crying Suns Tactical space rogue-lite
« Reply #9 on: June 10, 2020, 12:42:41 AM »
"Advanced Tactics" will be released on June 15, 2020
Mon, 15 June 2020



Our "Advanced Tactics" free update will be officially available on June 15, 2020!

If you already own Crying Suns, it should update the new content automatically.

To know more about this future massive update, here is a reminder.


Advanced Tactics Full Changelog

For the most curious and thorough players among you, here is the complete changelog for this Advanced Tactics update:

Gameplay / MAJOR

Battleship Core System

Each Player Battleship has now a specific core tech modifier called a "core system" (that you can't sell) that will greatly impact the strategies and builds:

- Excelsior: The Empire takes good care of its ships and has its squadrons regenerating twice as fast while in the hangar. A sturdy and balanced Battleship, good for mastering the game basics.
- Kaos: The scrappers always tinker and make the most out of what they have, they cannot have any "mint" (full life) squadrons as they always disassemble/reuse/sell anything not vital, all the squadrons they get are therefore patched. In exchange, they gain a small amount of scrap each time (represented as a price discount in shops)
- Jericho: Lots of weapons! They also are debuff specialists: when firing on a debuffed enemy, they gain a squadron and weapon damage bonus, but if the unit is not debuffed, they have a damage malus.
- Geno: Who needs life when they have stealth? All their squadrons have a life malus. But those with the stealth ability are directly deployed with stealth and, in addition, all stealthed squadrons gain a bonus sneack attack when getting out of stealth.
- Hammer: The definition of implacable. They sure do have a speed malus but, first, they are immune to their own weapons, witch makes the use of zone weapons a lot less troublesome but second, when one of their squadrons are hit by their own weapon they gain a tremendous damage bonus, making their slow advance sounds like a sure countdown to victory. Oh, and also, it starts with a "juggernaut", I'm sure you'll love this new unit.
- Void: Jack of all trade, shape it to your playstyle. Their access to the black market price and capturable pirating skills will surely help you to get the edge, and this new shiny weapon you'd like to try.

Battleship Starting setups

We reworked all enemy battleship setups to use a variant of the player core tech modifier and a larger array of weapons/officers/squadrons/auxiliary systems and offer more variety and challenges. Some particularities of each enemy faction:

- Empire battleships have the most mint troops, fighter/drone/frigates but a small quantity of total squadrons. In addition, their Core tech differs slightly from the player one, when they hit with a single target weapon they heal the adjacent units.
- Scrappers battleships have fighters and kamikaze drones with the brutal deployer auxiliary system. Endless quarter life kamikazes are their go to.
- Church battleships have one less squadron dock, but more weapons and always a hull breaker to break shamelessly your hull. They also have a defensive stance and will wait for you while raining metal and fire on your battleship.
- Akibara-Sung battleships use stealth and heat weapons, they will light your ship on fire if you're not vigilant, be careful of your heat gauge and those invisible (yet surely somewhere) stealthed squadrons.
- Kosh-Buendia battleships will sometime get their favorite unit out: The juggernaut! Be cautious of their extensive use of zone weapon, it can hurt.
- Pirate battleships have one less squadron dock but a lot of squadron reinforcements. The good news is that they are getting weaker one after the other, it's all about surviving the first waves.

New units

3 new categories of neutral units on the battlefield that can be "activated" during the fight:
- Anti-battleship Battery: Capture it and it will fire on the enemy battleship while you play with your squadrons
- Anti-Squadron Defense Battery: Do you feel a bit overwhelmed on the battlefield? This might give you the extra damage you need to take over.
- Nano-Bot Repair Field: Heal zone for your squadrons, pretty useful.

5 new types of squadrons
- Isolated Systems Prototype: No dock cooldown after death!
- Atemporal engine Prototype: Cannot be quickened or slowed down in any way.
- Decaying Field Prototype: Add some poison to their classic damages. Efficient against squadrons with lot of life.
- Parasite drone: See an enemy unit you like? Take control of it!
- Juggernaut: Blows the enemy battleship hull with an exploding drill the size of a building.

New weapons

8 new types of weapons with brand new effects
- High energy beam: Creates additionnal heat on the targeted system
- Debris catapult: Creates asteroids on the battlefield, quite nice to hide your units
- Repair Bot Injector: Heal + regen over time
- Engine Disruptor: Creates a big slow zone when you need more time to prepare for the party
- Matter Destabilizer: Inflict Damages Over Time, the frigates best friend (not)
- Core blaster: This one is peculiar, it litteraly makes one of your unit explode and inflict damages to everything next to it. Better be careful with this one.
- Force field Generator: Invincibility at the tip of your gun.
- Invisible field projector: Gives stealth to a unit, like magic but with less rabbit in a hat and more bullets in your enemies.

New Auxiliary Systems

4 new auxiliary systems for your battleship:
- Opportunist: Bonus on all timed squadron abilities when the enemy has critics
- Poisoned weapons: Add a DOT effect to all direct damage weapons
- Asteroid-field Holo-Mapper: Gives stealth to all your squadrons entering an asteroid field
- Gyges Field Generator: Gives a chance to avoid or sneak on enemies attacks, your choice

New Officers Abilities

5 new officers abilities
- Officer assist: No personnality. He does exactly what his friend next to him does. (Ex: if you have a 25% squadrons speed boost from the first officer, the assist officer doubles it to make a 50% boost).
- Weapon sabotage: When you dislike the enemy weapons, and you want it to stop firing.
- Advanced maneuvers: Boosts further the speed of your stealthed squadrons
- Battlefield auto-Krafter: When you're sad to lose a unit, but happy because it will be almost instantly replaced by a cute drone fleet mk1.
- Guerilla tactics: Choose it if mint squadrons are your nightmare.

A Brand New POI

- A new type of POI where you can Upgrade you squadrons Marks: the OMNI forge

Gameplay / Other

- Some difficulty settings have changed.
- Proximity defense officer no longer attacks lone asteroids and asteroids now protect squadrons from it
- Magneto Frigate now forbids neighbours to move away
- Squadron prototype with "Health Regen" now gains a regen over time
- Officer ability "Proximity Repair" now gives a regen over time to all allied squadrons in the deployment zone
- Resale prices change from 75% of original price to 50% of original price
- IA church now has a defensive stance
- Undeploying an unit with the Auxiliary system "Emergency retreat thrusters" is now impossible to cancel and unit is immune to all movements effects.
- Fights when the menace catches you up on the sector map are now harder
- Famous officer has now a resale price of x3.5 (x1.75 more than the previous version since resale price is now 50% instead of 75%)
- Enemy life has been decreased
- Hull breaker and Piercer Laser have been nerfed to match enemy life decrease
- Chapter 4 / Kosh-Buendia Boss: Improved special power
- Cruiser Basilisk has now a range of 3 and a decreased dps
- Squadron ability "Stealth" now applies a fixed "sneak attack" bonus: Damage against squadrons and heat against battleship
- Squadron Krafter will keep loading its ability while moving (it was reset prior to this version)
- Plasma reload time has been reduced (33s -> 28s)
- Akibara-Sung boss has been rerfed (less full life units)
- Easy mode is easier
- Improved tactical log auxiliary system: 80 scraps per total victory (previously 30), max 350 (previously none)
- Empire enemy bosses have less frigates
- Okwonko has now a healing gun instead of an invincible gun
- Squadron prototype with "Health Regen" now gains a regen over time
- Prototype squadron ability Regen Buff: 5s (previously 10s) cooldown when standing still and not fighting, instant +10% life and 10s (previously 5s) health regen
- Officer ability "Proximity Repair" now gives a regen over time to all allied squadrons in the deployment zone
- Auxiliary System "Armored Hull" makes your battleship resist 50% of the weapon damage instead of 100%, but applies now to the first hull bar instead of your last
- Empire enemy has less full life units, and lower mark
- Critic Repair Officer Buffed: No longer takes damage and can now repair when its support dock is recovering from critic
- Fire critic takes now longer to propagate
- Heat resistance (enemy and upgrades) and weapon heat amount rebalanced
- The weapon "Cannon" is buffed and is not the worst weapon anymore
- Tesla XL has been buffed (7dps x 8s -> 10dps x 8s)
- For the Church, at the start of a run, all possible weapon will be deployed (instead of only the first)
- Player Squadrons will not stop their movement if they are intercepted right after a user command

Interface, Graphics and Sounds

- New Tutorial in run custo for the new "core system" feature and the first new battleship
- New tutorial for the "core system" feature during fight
- A few slight redesigns in some screens
- Local ruler Events now have a negative text highlight

BugFix

- Special officers could drop repetitively in some case on the first run in sector 3 leading sometime to a duplicate officer drop
- Fixed an issue that were causing the player to be Stuck in the story introduction
- Fixed a Bug that was blocking the player on a splashscreen
- Fixed some lighting problems on the Kosh-Buendia battleship
- Fixed a lag on some conditions during the fight
- In some conditions, the battleship was able to be left with 0 pv displayed but still being alive
- In some conditions, a squadron could be left with 0pv but not dead
- In some locale (ex: turkey) the upper case "i" was not displayed
- Fix a refuel exploit
- Various translation fixes
- Expedition will not spawn on gazeous or magma planets
- Space Instability during fight were able to teleport other space instability


Yes, it's a MAJOR update.


Stay tuned!

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Offline Asid

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Re: Crying Suns Tactical space rogue-lite
« Reply #10 on: June 15, 2020, 11:53:34 PM »
Crying Suns' major update "Advanced Tactics" is live!
Mon, 15 June 2020



WHAT’S NEW?

The “Advanced Tactics” update is a free extension that includes a wide series of new battle features and other support abilities:
•   New weapons, new squadrons, new auxiliary systems for battleships and brand new officers abilities.
•   Unlockable battleships are now equipped with a unique and specific technological modifier, requiring players to adapt their strategies depending on battleships’ strengths and weaknesses.
•   Players will also find additional neutral units on the battlefield that each opponent can “capture” to gain territorial advantage.
•   New AI enemy behaviors have been added, requiring players to carefully adapt and vary their tactical response.
•   Finally, players will find a new type of POI (points of interest) where they will be able to upgrade their squadrons: The “OMNI Forge”.

We also worked with our localization team to add a new language: Japanese!

Watch the trailer below:
 



And a gameplay video (an epic boss fight):




Come and say hi to the DevTeam on Discord!


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Offline Asid

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Re: Crying Suns Tactical space rogue-lite
« Reply #11 on: June 26, 2020, 01:41:02 AM »
Crying Suns is now available on iOs and Android!
Thu, 25 June 2020






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Offline Asid

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Re: Crying Suns Tactical space rogue-lite
« Reply #12 on: January 07, 2021, 04:24:18 PM »
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Offline Asid

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Re: Crying Suns Tactical space rogue-lite
« Reply #13 on: May 12, 2023, 12:17:15 AM »
"Last Orders" update will be released on May 17, 2023
Thu, 11 May 2023




Don't miss the final extension for Crying Suns!
After a temporary pause on Crying Suns to focus our work force on a new pre-production (stay tuned, we will talk about that in the near future!), our team was able to dive back into the project and finalize this long-awaited update including 2 new factions: the Prag Mah and the Phalanx, and more!

This update titled “Last Orders” will be the final free extension for Crying Suns. As previously said, it will include not only 2 new character factions with their playable Battleships, the Prag Mah (a caste of relentless imperial judges and executioners) and the Phalanx (an order of deadly mercenary warriors), but also new content, including weapons, units, special officers, events, and more. You can already read the full changelog here: https://steamcommunity.com/app/873940/discussions/2/3767858616451233887/?snr=2_groupannouncements_detail_



If you already own a version of the game on any of the available platforms (PC / Mac, iOS, Android or Switch), the game will be automatically updated on your next launch after May 17, without any impact on your current save.

In the meantime, don’t hesitate to join the discord server to discuss directly with the team and the community about this last addition!


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