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Offline Asid

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Urban Strife : Post-apoc survival
« on: October 21, 2020, 01:37:41 PM »
Urban Strife - Alpha Trailer
Jun 19, 2020

Old school turn-based strategy, post-apoc survival




WHAT IS URBAN STRIFE?

In Urban Strife you lead a team of makeshift, slightly deranged rangers in an effort to keep the small community of Urban alive, amidst a zombie pandemic. With what’s left of human civilization divided into factions fighting over the scraps, you will need to broker alliances and fight factions wars, fortify and rebuild your community and forge a future against the ever-present threat of the zombie horde.

Proceed with care and stealth and eliminate your targets one by one or blast away with shotguns and machine guns that mow entire hordes of zombies at once. Lure unsuspecting AI enemies into noise traps and knock them out cold from the shadows. Blow their cover with explosives and Molotovs, snipe them silently with silenced pistols and crossbows or get your hands on rare .50 BMG anti-material rifle and knock their door (and half the wall) down.


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Offline Asid

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Re: Urban Strife : Post-apoc survival
« Reply #1 on: February 05, 2025, 12:21:49 AM »
An amazing journey ends? and another starts!
Tue, December 10, 2024



Urban Strife is launching into Early Access today! Tue, December 10, 2024

An incredible journey of over eight years reaches its harbor today. What began as a project that, on paper, seemed impossible has now become reality: Urban Strife.

This game was brought to life by a dedicated team of three devs, alongside a roster of amazing friends who generously contributed their expertise. It?s still a rough gem, waiting to be cut and polished?that?s why we chose the Early Access path. We believe this is the best way to finish our journey: together with you, the players. Those players who ? same as us three - wanted more and always got less from their games, because ?it is what our focus groups say is trending?.

Making this moment even more special, we?re launching Urban Strife with the support of MicroProse?a name that has been synonymous with gaming excellence for generations.

In the past two weeks, we shared an Early Access preview build with over 100 content creators. Thanks to their efforts, we identified and fixed a dozen critical bugs, resolved hundreds of minor issues, and introduced vital balancing and quality-of-life updates. Their generosity in donating their time and expertise has been invaluable, and we are deeply grateful to them.

To those who?ve said, ?I like the game, but I?d rather play it when it?s out of Early Access,? we hear you, too. We invite you to stay with us on this journey?share your ideas and critiques, and help shape Urban Strife into the game you want it to be when it officially launches as version 1.0.

So? welcome to Urban Strife. If you?re curious about what lies ahead, we?ve prepared a detailed Early Access roadmap for you. If you?re ready to dive in, check out the introductory playthrough running on a loop on our store page, or explore the quick tips we?ve provided under the ?Quick Reference? section of our Steam page.

Good luck out there, and thank you for your incredible support!



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Offline Asid

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Re: Urban Strife : Post-apoc survival
« Reply #2 on: February 05, 2025, 12:22:01 AM »
Dev Blog: Early Access - Week One
Fri, December 13, 2024



Code Freeze Over - Back to Work!

The current public build of the game is showing strong signs of stability. While there are still a few patches to be applied, the problems seem proportionally limited. This allows us to keep the default branch as a stable release and end the code freeze to resume development. Meanwhile, everyone who bought the game is welcome to join the BETA BRANCH starting next week?provided you understand that it is a laboratory where things are experimental (and will sometimes go wrong).

So, what can you expect to see (and play) in the beta branch?


SANDBOX MAPS
Many of you have expressed a desire for more maps and the option to play them in a sandbox format. While Urban Strife was never advertised as a sandbox game, we?ve heard your feedback and thought of a solution that should make everyone happy!

We have many maps waiting in the campaign queue to be integrated into the game. A lot of effort has gone into their level design. Why not let everyone enjoy them while the main story is still being developed?



So? in the beta build, you will see all the maps that will eventually make up the game, complete with their real locations and details. The maps will be accessible for sandbox play as soon as they have a basic setup that supports combat (a local faction, basic traders for restocking, loot, etc.). Cutscenes and intrigue will be added later, as the maps exit ?sandbox mode? and are fully integrated into the campaign.

Next week, you can expect a trip to a very gruesome graveyard, where Father Pio Di?Angello?s camp is under attack by a gang of ruthless slavers.




FASTER ANIMATIONS
Another common issue that many of you highlighted was the speed of the animations. While we initially planned to address this optimization later in Early Access, the feedback was clear, so we decided to start working on it now.

The animations will be updated in batches, with improvements released regularly. The first batch you?ll see focuses on faster melee attack animations.



This beta branch approach allows us to experiment and iterate, with your feedback as a critical part of the process. Thank you all for supporting the game in EA and hope you all have a lot of fun!

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Offline Asid

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Re: Urban Strife : Post-apoc survival
« Reply #3 on: March 03, 2025, 11:30:28 PM »
Big Update and a 20% Discount!
Mon, March 3, 2025



Coming February 31st as promised... :-)

Our first major update (long overdue) is finally here! To mark this occasion, we?re also offering a price discount so you can fully enjoy it. Here?s what?s new in this patch:


Non-linear RPG

After reviewing player feedback, we realized the start of the game felt too linear. Originally, we designed it as a step-by-step mission, with the map unlocking in small sections. While this worked as an extended tutorial, it ultimately forced everyone down a narrow path?something that didn?t align with our vision for the game. Now, you can bypass (at least for a while) the entire Sheriff Rogers quest and choose where to go right from the start.

DISCLAIMER: We did our best to ensure these script changes do not break your saves, so we don?t have to invalidate them. However, playing from an old save may not provide the optimal experience?unless your only goal is to test the two extra maps. You'll miss many important changes; for example, if you eliminated factions from the suburbs, they will remain eliminated, and hero characters (named NPCs) won?t respawn. Ultimately, the choice is yours, but we suggest starting a new game for the best experience.


Peaceful Diplomacy and Daily Trader Restocking

Another common complaint was that the factions you encounter in the suburbs forced players into overly aggressive choices too early in the story. It didn?t make much sense to drive them away when you could benefit from their services. To address this, these factions now include traders who restock daily with fresh goods, making them worth keeping around. They also provide three recruitable characters?Bubba, Samuel, and Benny?each with new or updated recruitment quests tied to their backstories. Additionally, all bosses now offer new alliance-related quests or, at the very least, have new interactions with added depth.


More calibers and weapon types!



Some players felt that ammo variety was too limited early in the campaign. To fix this, we?ve introduced 9mm and .45 caliber rounds, making them more common in the early stages. As a bonus, you?ll also encounter SMGs chambered in these calibers, along with snipers equipped with 5.56mm rifles. We adjusted damage and armor values to balance these weapons within the starting gear range. While addressing this, we also tackled another issue: frequent insta-deaths from headshots. Instead of just tweaking armor values, we increased the shock effect of bullet wounds while reducing direct HP loss. In practice, lighter calibers will now cause significant bleeding and temporarily incapacitate characters/NPCs rather than outright killing them. Smart players and AI can recover by bandaging wounds and using stamina boosters. However, zombies remain highly vulnerable to headshots, so that hasn?t changed.


Shelter Industry Recipes!



Industry crafting has been a long-discussed feature, and this update finally introduces the most requested workbench upgrade?the ammo press. It?s still in a proof-of-concept phase, so we?re open to feedback and suggestions on how to expand it. We?re considering adding special ammo recipes as unlocks in future updates. For now, the ammo press will consume some of the recycled junk you donate as materials, mix it with a bit of gunpowder, and yield a decent batch of bullets. Production time is intended to be around 12 hours, but that will come in a future patch. Additionally, recipes for armor, optics, gunsmithing, and explosives workbenches are in development. As a quality-of-life improvement, we?ve also added a favorites system, allowing you to pin your preferred recipes to the top of the crafting list.


New "sandbox" maps to fight and loot on

In keeping the promise to provide more maps without any strings attached, where you can fight and loot freely without worrying you're breaking something in the main campaign, this patch brings two new locations:

A small forest village where something dramatic has taken place. Up to you to discover what and deal with it. Just make sure you bring a lot of hollow point ammo. The locals will NOT welcome you. The map is accessible from the Gas Station.





The small grocery store in across the road from the Motel California has a strange group of fellows, with a twitchy trigger finger and a bad attitude. They don't like zombies, but they aren't crazy about the living either so no red carpet for you.






Other fixes
- A bug that prevented trader Ruby (Motel) to sell you promised gas if you finished the boss quest was fixed
- We removed the locker storage in the Sheriff's Department and replaced it with the already available base stash; also added a tutorial about using the stash properly;
- We removed the map limits in Villa so you can engage anyone at will now;
- Sheriff Rogers burial was moved inside the Shelter since the new Villa map is too dangerous for cutscenes;
- More texts have been proofread, including the recruit stories;
- We're moving from automatically triggered cutscenes (that often overlapped and caused bugs) to cutscenes triggered by dialogue
- And a lot of other minor code tweaks that would make this TLDR...


Coming next:

- We will rework the RPG for the published four T1 maps (Gas Station, Motel, Supermarket, Courthouse), so they function as standalone questlines (storywise they will still be linked, but quests will untangled to make more sense). The ones lacking a sister mini-map will receive one, too;
- Shelter industry will be expanded to include more recipes;
- Federal and Scrapyard locations will complete the first tier of the campaign;
- We are collecting feedback on the forum on key shortcuts you consider must-haves; make sure you go there and have your say;
- Stealth will receive its advanced upgrade, adding initiative the model and other improvements;
- The promised scavenger mechanic will be added, allowing you to use the idle refugee population as looting parties (maybe even scouts, we'll see). A big bonus of the scavenger mechanic is that it will not depend on the player explored location. They will chart their own routes, your job will be only to assess the risk of the expedition and to adjust the duration/range, the size of the party and their defence equipment. Longer trips will be more profitable, of course but might also result in brutal losses.


THANK YOU FOR PLAYING URBAN STRIFE!
Please remember that if you like this game and want to see it develop into a great product we need your feedback! Get involved, report bugs and leave a review if possible! It all helps!

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Offline Asid

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Re: Urban Strife : Post-apoc survival
« Reply #4 on: March 13, 2025, 12:04:52 AM »
Patch Notes - March 12th 2025
Wed, 12 March 2025



Savefile recovery, Inventory optimization and Bugfixing

Thanks to a couple of dedicated players who reported various bugs and were kind enough to send over their save files for debugging, we have identified and fixed several issues that crept into the game with the latest changes. Many thanks to them?and to all of you?who are patiently contributing to the development of Urban Strife, helping it become the great game we all want it to be.

Here?s a list of the improvements and changes included in this update:

    - Savefile Auto-Recovery: We are introducing an auto-recovery mechanic for save files in case of power loss or other unexpected issues. Previously, some players found themselves unable to continue due to corrupted save files. This is the first iteration of the system, so while we can't guarantee a 100% success rate, at the very least, you will be alerted if your save files are the problem. As a quick workaround, corrupted saves can be removed to allow the game to start.
    - Inventory Improvements: We are investigating various reports of lag caused by inventory while looking at other optimization issues. As a first step, we've adjusted how item stacks (such as ammo) are handled. These are no longer treated as unique objects, and inventory data is now stored more efficiently in memory, reducing fragmentation and generating smaller save files. Expect more good news in this area soon, in particular concerning memory consumption and stability.

Bug Fixes:

    - FIXED ? On Adams Villa map, a script bug prevented the cultist leader, Father Joseph, from properly marking his quests as completed.
    - FIXED ? On Little Italy map, Bubba's recruit quest contained a script error that kept his quest objective active, leading to a fatal error when recruiting him with a full squad.
    - FIXED ? On Little Italy map, Honest Joe?s hidden clue lacked an option without checks, which could result in a dead-end dialogue scenario.
    - FIXED ? On Grocery map, shop windows were unbreakable, causing AI enemies to get stuck in an endless loop trying to break through them.
    - FIXED ? On Gas Station map, an optimized animation introduced earlier this year turned out to be faulty, leading to another infinite loop in enemy AI movement.
    - FIXED ? A bug that caused toolboxes to be consumed instantly when dismantling items. They should now properly last for 100 uses.

Again, many thanks to those getting involved, actively reporting bugs, writing reviews. We hear you and we take your feedback seriously because we know you care.

PS: We will participate in Steam Spring Sale event that start tomorrow so expect Urban Strife at 20% discount for the entire duration.

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Offline Asid

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Re: Urban Strife : Post-apoc survival
« Reply #5 on: April 23, 2025, 12:34:10 AM »
Patch Notes - April 22nd 2025 (and 20% off until end of the week!)
Tue, 22 April 2025



New campaign maps, outlaw ammo crafting, major UI performance boosts, and more!



We hope everyone had a wonderful Easter holiday with their loved ones! To keep the good vibes rolling, we're releasing a substantial patch today, pushing the campaign forward with the Urban F.B.I. scenario (featuring two locations). You'll also get the chance to pay a lovely visit to the Chowder clan?possibly some of the only gunsmiths in Urban who burn through more ammo than they sell.



This update also includes four revamped scenarios where the RPG content has been improved and rewritten: the Gas Station and Motel maps, now joined by Forest Camp and Grocery as mission locations.

In addition to all that, we're rolling out the new and improved Ammo Press upgrade, finally working as intended?producing unique (and highly illegal) ammo just for your base. Light up the night with incendiary shotgun shells, or blow zombies to bits with fragmenting (dumdum) rounds?because who's going to argue with you? You?re the sheriff!



On the code backend, we've spent significant time eliminating lag issues reported by many of you. With memory leaks fixed and smarter inventory queries (now triggered only by change events), the game should run much smoother?even for the biggest and most outrageous hoarders out there. We?ve also squashed a bunch of bugs found through reports and internal testing (a few misc. hangs, missing quest journal info, etc.).

Finally, in the QoL department: a much-requested feature is here?improved visibility for lootable container highlights.



We'll be jumping right back into development, with a nice list of smaller updates on the way, including more keyboard shortcuts, scavenger mechanics, and other goodies.

We hope you have a great time playing! If you can spare a moment, please consider leaving a review?it helps more than you can imagine.

And don?t forget?the game is 20% off until the end of the week!

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Re: Urban Strife : Post-apoc survival
« Reply #6 on: June 12, 2025, 12:09:00 AM »
What's coming next in... June!
Wed, June 11, 2025



A much awaited update is due soon - with some interesting new mechanics and a big change you should know about!

We?ve put a lot of work?and a lot of thought?into this update, because it marks an important milestone: it formally wraps up Tier 1 of the campaign. If we consider the prologue as the first part, we?re now two-thirds of the way through! Of course, there are still features to add and the game loop to complete, but we?ll celebrate each step as it comes.

A Very Important Announcement

We promised to do our best to preserve backward compatibility with saved games. This was possible as long as the changes didn?t affect core mechanics?like the attachments system. That?s now changing completely (read below for the exciting improvements), which means old saves will no longer be compatible. Additionally, the full rewrite of the Tier 1 maps is now complete. It?s the perfect time to play the campaign as it was meant to be played, without the workarounds we implemented to keep legacy saves alive. To be clear: OLD SAVES WILL BE INVALIDATED. You will need to start a new campaign once the new patch is applied. Now you know.

So, when it's coming? After NextFest excitement settles down next week, we'll have the update ready. We'll couple it with another discount offer so if you haven't tried the game yet, it's a good time to pick it up.


Campaign Maps

The Scrapyard

The cherry on top this time is the Devil?s Own biker camp?nicknamed The Scrapyard. It would be a fun place... if it weren?t for a subversive strike instigated by some unscrupulous federal agents. The devilish Firm makes its presence felt once again, albeit discreetly, poisoning the mind of the local patriarch, Rick Devilson and using him and his sons to do their dirty work.

The Devilsons will also introduce you to the local entertainment kings: the Fight Clan?equal-opportunity providers for anyone willing to smash faces in their cage matches for coin. In this particular case - you. Just make sure you pick someone who is adept at hand to hand fighting. You'll need good Agility for evading the opponent's punches and good Dexterity to land yours. Strength also helps if you want to sap their stamina quickly but remember - this is about KOs not killing the other guy.







Read on...
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Offline Asid

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Re: Urban Strife : Post-apoc survival
« Reply #7 on: June 27, 2025, 12:12:53 AM »
June Milestone Update ? Tier 1 Complete, New Attachments, Cage Fights and More
Thu, 26 June 2025



As previewed earlier this month, this major patch completes our planned Tier 1 campaign content and brings in several core systems that will define the rest of the game. With it comes a full rewrite of the attachments system, major crafting upgrades, and map improvements?but also a necessary reset of save data.

⚠️ Save Reset Warning

This patch invalidates all old campaign saves due to major changes in underlying systems?particularly armor, item attachments, and map logic. To experience the campaign as intended, a new game is required.


New Features & Content


Modular Armor System



  - Armor is now rebalanced around modular attachments: plates, limb protection, and more.

  - Components are now gear items that can be added or removed without inflating total armor values.

Shelter Industry Expansion

  - Optics Bench: craft scopes and laser sights.

  - Armor Smith: produce limb armor and ballistic plates.

  - Explosive Lab: fabricate homemade grenades, more recipes coming.

  - Gunsmith is the only WIP, but will come soon now with specific attachments.

  - You can still bushcraft stuff like fire bombs, medical items and simple silencers and scopes (you need a mechanic with a toolbox for the last two).

Attachment System Overhaul

  - All old attachment combinations have been removed.

  - New system supports modularity and will receive visual upgrades soon (3D mesh + HUD).

Clue Tag System for Barons & Factions

  - All barons now have at least three clues on file.

  - All barons now respond to clue tags, each faction has specific preference.

Fight Clan & Cage Match Mechanics

  - Enter the cage, win local qualifiers, and progress to the Fight Clan Finals.

  - Cage fight tactics with Agility, Dexterity, and Strength-driven mechanics.

  - Cage fights to be expanded across the maps, with different flavors.

Tier 1 Campaign Completed

  - The Scrapyard: New biker camp with Devilson family and arena events.

  - Supermarket & Courthouse: Fully restructured questlines with new logic, improved flow.

  - Bounty Hunter Camp: Linked to supermarket storyline.

  - Abandoned Subway Tunnels: Cult base hidden below Courthouse.

  - Pio Graveyard: Promoted to Tier 2 with new graverobber narrative and Freedom Train hints.

QoL Improvements

  - New Keybinds: All the requested keybinds and more have now been added to game options.

  - Target Cursor: Cursor now shows clearly how many APs it takes to move and how many attacks you can perform at the destination; the system will soon be extended for melee

Role-Playing

  - Reactive Actors: About half the cast in the base (main actors and recruits) have received reaction dialogue to the presence and the death of their relatives and/or friends - with more in the works.


Fixes & Improvements (Last Two Weeks)

  - Armor attachments now work without disrupting balance.

  - All outdated attachment data has been cleaned up.

  - Traders now scale offers properly and reflect faction-specific gear flavor.

  - Locked doors in Courthouse have been opened or visibly barricaded.

  - Blocked containers have been removed from loot distribution.

  - Destructible windows added to trains and subway cars; navigation improved.

  - RPG flow and scripting issues fixed across several maps (prevents crashes and soft locks).

  - Lighting added to key areas on all maps to improve nighttime visibility.

This update lays the groundwork for the second half of the campaign. If you're starting fresh: now is the time.


Coming (Very) Soon

We?re not done yet. Here?s what?s in the works:

  - Visual Upgrades
    Attachment models and their UI menus are getting a visual refresh. Cleaner, sharper, and more satisfying.

  - Aiming Improvements
    Expect Chance to Hit feedback and extra points for aimed shots, giving you more control and more tension in every encounter.


Got feedback? Found a bug? Join our Discord or drop your thoughts in the Steam discussions ? we?re always listening. You can also use our website form to submit your saves with bug reports, that always speeds up the bug-hunting.

Stay safe, don't let the undead bite.

? The Urban Strife Dev Team
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Re: Urban Strife : Post-apoc survival
« Reply #8 on: August 11, 2025, 12:02:21 AM »
August 2025 - Beta Branch Launches with a CTH Surprise!
Fri, 8 August 2025

We?re officially launching our Beta Branch! Access is open to anyone who owns the game and is curious about upcoming features. This branch will serve as a testing lab?a place where future updates are shaped, tested, and refined with your feedback.

    ⚠️ Important: Before joining the Beta Branch, make sure you BACK UP YOUR SAVES.
    Steam doesn?t offer a reliable way to separate save files between builds, so switching to Beta will overwrite your current installation?and may affect your progress. The good news? You can revert back to the regular version at any time, as long as you have your saves backed up.

Here?s what?s waiting for you in the Beta?and how to join:


New Feature: CTH Cursor (Chance to Hit)

A cursor showing Chance to Hit (CTH) has been one of the most requested features over time. We understand that having clear, intuitive data makes for a better gameplay experience?and this is our response to that request.

But implementing CTH wasn?t straightforward. The classic percentages you?ve seen in other games are often based on simple D&D-style dice rolls. Ours, however, is built on a dynamic ballistic simulation?thousands of line traces, shooter skill and target idle animations, weapon behavior, and more.

To make that complexity readable, we refined our system:

  - Idle animations (like target bobbing) are now factored in and only frame zero is used

  - Gun accuracy, shooter skill, and target shape are all part of the equation

  - Thousand of line-traces behind the hood are distilled into one clean, human-readable number

  - The resulted CTH is determined by Monte Carlo integration.


Heuristics + New CTH: Best of Both Worlds

We?re not throwing out the old system entirely. The color-coded heuristic dummy that shows whether a shot is generally a good idea (based on both hit chance and damage expectation) is still there. It?s also used by the AI to make decisions, so keeping it ensures fair play.

But now, you?ll also see exact percentages with the new CTH indicator. For example, say an enemy is behind a closed door, ready to throw a grenade. The heuristic says red?bad shot. But you know that even a low-chance hit could save your squad. The new cursor lets you see:

  - Your actual chance to shoot through that door

  - A damage estimate (Graze / Light / Solid)

  - If you're trying a completely out-of-range shot, you'll get a ?? CTH and grey heuristic estimation, but you're free to try (see below Billy trying to hit a FAR target with a .22 gun)




Weapon Class Rework

We?ve overhauled how weapon roles are defined in the UI. Previously, the aiming cursor only showed how close you were to the target when it defined the optimal range. But that didn?t reflect reality?why should a sniper rifle beat a handgun in close quarters?

Now, weapons display range suitability (CLOSE / MEDIUM / FAR), with color coding:

  - Green = weapon is optimal at that range

  - Yellow = weapon is sub-optimal

Examples:

  - Pistols, shotguns, SMGs → CLOSE

  - Bolt action rifles, crossbows, AR → CLOSE/MEDIUM

  - Sniper rifles → FAR

Close-range weapons excel at fast firing (low AP costs) but generally deal lower damage per shot or their bullets lose energy fast over distance. Medium-range weapons perform decently up close, but their higher AP costs make them most effective at mid-range. Finally, sniper rifles deliver devastating damage, but their high AP costs make close-quarters engagements risky and leave you exposed.

Weapon attachments have also been rebalanced to match these roles, with meaningful gameplay bonuses.

Below: A crossbow is in optimal (green) range at both SHORT and MEDIUM distances.


Below: A dedicated sniper rifle performs best at FAR range and it will be outperformed at CLOSE/MEDIUM ranges by dedicated weapons.



Coming Soon: Aimed Shot Bonuses

While we test these changes in Beta, we?re already working on the next big update: bonuses for aimed shots. This will evolve the current body-part targeting system into a proper marksman mode. Here?s the idea:

  - Spend more Action Points to aim carefully

  - Get a higher CTH for vital body parts

  - Use aimed shots as a precision tool

  - Un-aimed shots remain efficient and default to the torso

Veterans of Jagged Alliance 2 will feel right at home. Stay tuned!

Also those waiting for new maps and progress with the campaign will be happy to hear that we have scheduled another update later this month that will add more Tier 2 content to the game and unlock new locations.


Other Fixes in This Update

  - Shotgun projectiles now deal reduced damage over distance (preserving close-range power)

  - Tactical/polymer weapon upgrades now properly reduce weight

  - Pending shelter industry orders (not yet in production) can now be cancelled

  - Fixed a bug where characters could get stuck by ending a turn in an invalid stance

  - Fixed an issue caused by AI on Overwatch being set on fire that could lead to player being stuck

  - Fixed a bug that could make the Roster menu unusable after recruiting all NPCs

  - Fixed keybinds (1?5 and 0) not saving correctly after reassigning them

  - Fixed an issue in Miguel Cordoba's quest that left a floating objective marker

  - Fixed bullets getting caught on a window frame when crouch-shooting through windows

  - Corrected sniper rifle images to display proper attachments


Ready to Join the Beta Branch?

  - Go to your Steam Library

  - Right-click the game > Properties

  - Navigate to the Betas tab

  - Choose ?beta_branch? from the dropdown

  - Wait for the update to download

And remember?back up your saves before switching!

Let us know what you think, and keep the feedback coming. We?re shaping this game together, and the experimental Beta Branch is your backstage pass to the future.
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Re: Urban Strife : Post-apoc survival
« Reply #9 on: September 06, 2025, 12:05:07 AM »
[PUBLIC BRANCH] - Freedom Train Murder Mystery & CtH Come to Public!
Fri, 5 September 2025



Both Public and Beta Branch players will be receiving a cumulative update

It?s Time! After simmering on the Beta Branch for a while, a new content patch and a massive list of fixes are now live on the public build. Remember ? you can always jump into the beta (if you own the game on Steam), but if you prefer sticking with the main branch, this update brings together everything we?ve added over the last month.
CtH Cursor Comes to Public



The biggest (and most positive) change is without a doubt the Chance-to-Hit (CtH) system, now integrated directly into the aiming cursor. This is a true CtH, calculated through a smart Monte Carlo integration formula built on dynamic ballistic simulation ? thousands of line traces factoring in shooter skill, target idle animations, weapon behavior, and more. The old heuristic indicator that shows shot quality will remain as well, giving you both systems side by side.

Weapon classes have also been reworked to emphasize their specializations:

  - Pistols, shotguns, SMGs: dominate at close range.

  - Bolt-actions, crossbows, ARs: effective at close to medium range.

  - Sniper rifles: deadly accurate at long range, but unwieldy up close.


Murder on the Freedom Express



For those eager to continue the campaign, we?ve added Father Pio?s arch-enemies, the Strongarm biker gang, who run the local train depot.

This is where the Freedom Train is being built ? the same train Lucio is selling tickets on to desperate grave robbers. In this new scenario, you?ll need to use your detective skills to uncover who murdered the train?s engineer and why, then bring the culprits to justice.

Expect to face:

  - Ghouls ? feral humans who feed on corpses, rot alive, yet resist the virus.

  - The Sicilian mafia ? the slick but treacherous Di?Angello clan.




New Tier 2 Weapons & Bullets

On the gear side, an old JA2 fan favorite makes its entry (remember the phrase "Help, I've FAL-len, and I can't get up"?), alongside the fearsome Saiga automatic shotgun.

The ammo press has also been upgraded, now supporting custom ammo recipes for every weapon in the game. So dust off that SVD ? it?s time to put it back to work.


Bug Fixes

Thanks to feedback from our players, we?ve also squashed a number of nasty bugs. Here?s what?s included in the public build (along with fixes already in beta):


Fixes Shortlist

  - Fixed a crash caused by melee attacks from height.

  - Fixed an issue preventing fire from spreading on certain maps ? firebombs now work correctly.

  - Fixed a crash when aiming at Lucio on the Hideout map (beta only).

  - Broken weapons now preserve attachments, which can be removed.

  - Refugees gained during the campaign now have proper waypoints and integrate with the crowd.

  - Miscellaneous vests and helmets now have a recycle value and can be scrapped for materials.

  - Close-range weapons had their bullet drop balanced properly.

  - Adjusted weight for several shotguns and their variants.

Fixes Ported from Beta

  - Shotgun projectiles now deal reduced damage over distance (close-range power preserved).

  - Tactical/polymer weapon upgrades now properly reduce weight.

  - Pending shelter industry orders (not yet in production) can now be cancelled.

  - Fixed a bug where characters could get stuck after ending a turn in an invalid stance.

  - Fixed an AI Overwatch/fire bug that could trap the player.

  - Fixed a bug that could make the Roster menu unusable after recruiting all NPCs.

  - Fixed keybinds (1?5 and 0) not saving correctly after reassignment.

  - Fixed an issue in Miguel Cordoba?s quest that left a floating objective marker.

  - Fixed bullets colliding with window frames when crouch-shooting.

  - Corrected sniper rifle images to display proper attachments.

Thank You!

As always, a huge thank you to everyone playing, testing, and sharing feedback with us. Your reports and ideas help us squash bugs, refine systems, and keep pushing the game forward.

If you haven?t yet, join the discussion on our Steam forums or Discord ? we?d love to hear your thoughts on the new CtH system and the Freedom Train episode. And if you enjoy the game, don?t forget to leave us a review on Steam ? it really helps us reach more players and keep development rolling.

See you in the field!
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Re: Urban Strife : Post-apoc survival
« Reply #10 on: October 12, 2025, 12:35:22 AM »
[Beta Branch] October Update Patch Notes
Fri, 10 October 2025



This month?s beta build rolls out the foundation for the living, breathing endgame we?ve been promising ? factions will soon be on the move, hordes will be converging on human camps, and new blood-soaked missions will be waiting to test your resolve. For now you are invited to test and give feedback on the mechanics that will make all this possible.


New Features

Vectorial Travel System Added
Your team and enemy factions (soon) will be able move between unlocked locations via vectorial routes. This is the first major step toward the dynamic endgame campaign we envisioned, allowing full simulation of faction wars ? human groups attacking each other and zombie hordes ravaging settlements regardless of allegiance. The travel times are now accurately scaled and that will allow us to estimate a campaign duration and rebalance the resources accordingly.



Fire Station vs Pyromaniacs
A new campaign episode has been added, featuring an off-the-rails group of pyromaniac bikers planning to turn the entire city into ashes using fire engines as improvised flamethrowers. Their leader is the maddest of them all ? yet deeply connected to some powerful players. A gory tale of human sacrifice that only you can put to an end.



Booby Traps Implemented
The Pyros have rigged their base with deadly traps. Watch your step unless you want to end up roasted. The trigger mechanism is easy to spot and destroy if you?re observant. Expect even nastier surprises in the next iterations ? this isn?t the Urban you remember.



Firefighter Suits Added
Introducing the new Firefighter faction armor ? a full-body suit providing strong protection against fire and panic, as well as decent general defense. The iconic helmet offers matching bonuses. As a full-suit gear type, it covers chest and limbs in one piece.



Auto Inventory Expansion
To prevent players from losing items during trades when inventories were full, a new auto-expansion system adds extra rows automatically once capacity is reached. Weight limits still apply ? exceeding them will show a special icon and deny the transfer.

Auto-Sort Function
All inventories and containers now include an auto-sort feature to remove gaps and keep the visible area fully packed. It doesn?t merge stacks automatically ? use the manual Sort button when you want to group items, keeping your trade and stash layouts intact.

Select One / Multiple Stacks
A new toggle next to the Sort button allows quick switching between single-item and whole-stack transfers (via the small arrow widget). Mouse drag-and-drop behavior remains unchanged.

Ability to Exit Clue Dialogues
By popular request, you can now postpone or exit a hidden clue dialogue and return later when better prepared. Older clues may need retroactive adjustments, but all new episodes now support this feature.

Quest Items Now Marked
Quest items are now visually highlighted with a star icon, making them easier to spot in loot. Many have been updated to auto-consume upon quest completion, reducing inventory clutter.

Hover Info
Inventory icons now feature hover boxes that display detailed descriptions and usage tips, a long-awaited quality-of-life upgrade.

More Proofread Episodes
Our guest-star editor, Scott Hamm, has sent over new proofread and edited campaign episodes, bringing us closer to a release quality story script. (You can check out Scott?s work here: MobyGames profile)


Balance & Fixes

-    Mossberg shotgun rebalanced (-1 AP).

-    Two new Tier 2 sniper rifles added to late-game loot and trader pools.

-    Added a proper camp setup for the two rescued girls in the Old Port storyline.

Known Issues
When a game event (such as a shelter crisis) triggers during travel, movement will pause automatically. However, no popup notification appears yet ? you can resume travel manually using the PLAY button on the timeline widget.
How to Join the Beta Branch

1.    Go to your Steam Library

2.    Right-click the game > Properties

3.    Navigate to the Betas tab

4.    Choose ?beta_branch? from the dropdown

5.    Wait for the update to download

And remember?back up your saves before switching!

Let us know what you think, and keep the feedback coming. We?re shaping this game together, and the experimental Beta Branch is your backstage pass to the future.

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