if you meant the latest post on steam, that update is not out yet. we're still working on it.
Duque
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Thank you for playing UW!
Digging trench was in the old demos where you could play camping part of the game. That was taken out as it became too tedious after first few times. But maybe we can add trench digging in combat. no promise on that though.
Next update we're working on atm,will bring new abilities along with many other changes.
Thank you for asking.
This is a demo but it's currently identical to the steam version.
Paid version will have more content than the free demo starting v0.9 at which point the price of the game will increase a little.
It may sound confusing but here's a post explaining it in a bit more detail :
https://store.steampowered.com/news/app/831110?emclan=103582791464677531&emgid=3...
There are multiple ways to fight her, depending on the quality and quantity of your gear, and here are some of them:
- Spread out your units in a way that some of your units draw out Fai's (heavily-armored boss of the level) fire, while the others attack her from the flank. Her armor is strongest at the front and weakest at the back.
- Explosives work well in damaging armor. If you don't have enough grenades, lure her into the explosive barrels in the level and shoot it when she's close to it.
- There are landmines in the level that you can pick up (by dragging and dropping to your inventory slot). Then you can right-click on the item to plant the landmine on the current position. Lure Fai near the mine, and it'll go boom!
Best of luck, captain!
We used to have playable camping section where you can setup tents and dig trenches.
Through iteration, however, we found it more tedious than fun after the initial experience so it was removed and camping simplified.
So in short, what's in the trailer isn't in the game anymore. Some elements of the old camping may return in combat. Like how you can place landmines during combat (which was originally designed for camping defense).
As for the testing grounds, it'd disabled temporarily and will return with more features to test in it.
thank you for playing UW and for the feedbacks!
while most of what you said here is till valid, please note that itch version is an old version of the game. We have contacted support to increase file size limit but haven't gotten anything back from them for a while now.
You can play the new update through Steam free demo. I know Steam isn't an option for some people, so we might upload it in some other link if Itch support doesn't reply soon.
Thank you for playing the demo and giving us detailed feedback! We're releasing a new demo with a kickstarter launch on this 28th at 3pm PDT so please try that one out, too!
https://www.kickstarter.com/projects/1611326065/unconventional-warfare-a-waifu-real-time-strategy-war-game
Thank you so much for the longest and most well-written review we've had so far. You've found a lot of new bugs and I see many good suggestions that we can apply to future versions. Some of your suggestions were actually what we're working on so it makes me happy to see it. It makes us feel more confident about the feature and it tells us how much you've played and thought about the gameplay of UW.
To answer your questions :
- Will the shady guy that you can steal from eventually be a combat encounter, or will it always be a dialog fight?
- Same question but for the wolf encounter.
Many dialogue fights will be a real fight in the later versions(such as sniper attacks or the shady guy fight) but the wolf encounter probably won't be a real fight due to its feasibility.
- Can the infantry armor and helmet be penetrated by a rifle (or larger) round?
- What about by armor piercing ammunition?
Body armor will be pierced by AP ammo and in the future combat overhaul, we're thinking about adding durability to the armors so you can fix it during the camping section.
- Does the enemy ever carry armor piercing ammunition for use against the player?
- If not, then will they ever?
Yes, the AI isn't in there yet, but the AI will pretty much be able to do what player can do eventually.
- Is the armor piercing ammunition for all classes or is it categorized as an "anti-tank weapon," limiting its use to the Support class?
Hmmmm, this is a touch question since sub-classes are still being worked on, but for now I'm gonna say everyone can use AP ammo. We're trying to make the classes in a way that everyone can use any(if not most) weapons and tools but certain classes have special bonus or ability with them.
- Does the location of the hit determine the damage? Or does each unit have a single hitbox?
There are 3 hitboxes(head, torso & legs) atm with no incoming damage difference. This will obviously change in the future so there are more hit boxes and headshot is causes more serious damage and etc. If you wear helmet and body armor, head and torso(front angle) gets covered so you sometimes get hit on your legs unless they are covered by obstacles.
- Are there any plans for back-up combat methods in the event the player runs out of ammunition?
Not at the moment, but that's something to think about, especially if you felt the need.
- Does a unit's sight stat affect their accuracy?
No, sight only affects their visibility which used to be more relevant when there was Fog of War in UW which was disabled due to some tech needs. The stats will be reworked during the combat overhaul and we'll work to see if we can(and want to) bring the Fog of War back.
- What is the timeframe of weapon and vehicle technology that will be present in the game? All of the weapons thus far have been WWI and earlier (barring the Fiat L5/30) - do you have a particular year in mind as to the "cut-off"?
Easiest way to think of it is "before WW2". So some tech that's not used widely in WW1 but designed in between WW1 and WW2 can certainly be in UW. It's not a hard limit either. Just to keep the aesthetics consistent and with balancing in mind.
Thank you again and please join our discord server and talk with us directly there!
I realized that you don't use discord(although that'd be great cause we're very active in Discord) so no worries, just keep sharing your fantastic ideas with us here!
Thank you for your feedback and you have nothing to be sorry about. This sort of honest critique is what we need to make the game better! The combat will go through some major overhaul so you have more control over the result of each combat with more things to do and thus more options to turn things around even when you're outnumbered. We did some balancing in the past few patches as a quick fix so please try that out and tell us what you think!
I'm sorry to hear that. We were building Mac versions from windows just hoping it'd work. It was a poor choice as we don't have any way to test the build.
So we'll releasing just Windows and Linux versions for now.
Mac version will come back asap when we have Mac machines to be able to test our builds.
Hello! I apologize for the late reply. Unfortunately we do not have any MAC to test our builds (despite being able to build MAC ver. from Windows), We plan to be able to test MAC(and Linux) as soon as possible. I'm sorry for the trouble and if you don't mind, please give our next build a try, which will be released in about a month!