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Urban Strife : Post-apoc survival

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Asid:
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!

Asid:
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...

Asid:
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

Asid:
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.

Asid:
[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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