[Squad] Riptide V1.0.3

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Xenesis
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[Squad] Riptide V1.0.3

Postby Xenesis » Sun Apr 22, 2018 12:40 pm

This squad is now a stable release!

Riptide
This squad is based around pushing and pulling units around - it was originally designed as a Force Amp based squad, but it was hilariously OP with Force Amp.

Download - Requires Mod Loader
Current Release:
Version 1.0.3
GitHub Repository

Mechs
Image Image Image
Image Image Image

Achievements
Image Image Image
Reeled In - Launchpad - Eye of the Storm
Lemonymous wrote:To check on status of Achievements, check under Mod Content and select Achievements.


Clear Tracking
The squad now tracks your clears like the vanilla game, using the Achievement API, including whether you've got a win on the highest of Easy, Normal and Hard.
Image Image Image

And a bonus tracker for the high score nuts :)
Image

Options
•The weapon of the Whirlpool Artillery can be selected between:
---Vortex Artillery - Clockwise (Default)
---Vortex Artillery - Anticlockwise
---Crush Artillery (The WIP1 artillery of the squad)

•Options to add Prime Harpoon, Kick-off Charge and Vortex Artillery to the shop.
•Option to add the Vortex Artillery - Anticlockwise to the shop.
•Option to add the Crush Artillery to the shop.

Preview of the Optional Weapons:
Image Image

Comments
Please tell me if any achievements bug out, but I've tested them and hopefully they should all work reliably!

Thanks:
•Djinn for the excellent unit sprites
•Lemonymous for coding support and APIs
•kartoFlane for the modloader, coding support and APIs
•tosx and NotSoLoneWolf for coding support

Older Releases:
Final:
Version 1.0.2
Version 1.0.1
Version 1.0.0
WIP:
WIP V3 with Squad Art by Djinn
WIP V3
WIP V2
WIP V1

Version Updates

Code: Select all

Release 1.0.3:
•Fixes to be compatible with the new version of Into The Breach (1.2.21) and the Mod Loader (2.5.1). These are now the minimum versions for the releases of this mod going forward, and for compatibility/bug reporting.
•Added a missing description.
•Updated the Mod Icon to feature all three mechs.

Release 1.0.2:
•Fixed an issue causing the mod to un-load when you unlocked "Riptide Complete" without re-loading the game and then went to the modloader options. (Thanks narD)
•Updated some text and layout in Mod Options.
•Added mirrored Vortex Artillery graphics for the counter-clockwise version to make them easier to tell apart.

Release 1.0.1:
•Added an option to reverse the direction of the Vortex Artillery. Pick from the mod options "Clockwise" or "Anti-Clockwise".
•Combined the option to use the "Crush Artillery" with the direction option.
•Cleaned up some Vortex Artillery code.

Release 1.0:
•Vortex Artillery - "Centre Smoke" upgrade changed to Smoke = true/Centre Damage = 0 from Smoke = true/Centre Damage = 1
•Added mod option to use the beta Vortex Artillery weapon design from WIP1. Renamed the beta weapon "Crush Artillery"
--Note that this weapon is a little unpredictable and comes as-is
•Unit weapons graphics added
•Artillery shot graphic added
•Artillery shot explosion graphic added
•New spear and artillery animations
•Achievement support:
--3 Squad Achievements
--3 Victory Achivements to track clears like the base game
--1 Perfect Score Achievement
•Added mod option to add the squad weapons and the crush artillery to the item drop pool
•Added a BONUS. Clear the squad achivements and win the game at least once to see!

WIP3 with squad art:
•Djinn's Unit Graphics Added

WIP3:
•Updated logic of Prime Harpoon to prevent an unexpected case when both a collision and a death would happen.
•Updated Prime Harpoon animation in logic.
•Fixed Kick-Off Charge not gaining a bonus when kicking off Mountain tiles.

WIP2:
•Increased damage of Prime Harpoon upgrade.
•Kick-Off Charge now inflicts +1 damage when kicking off Cities and Pawns.
•Kick-Off Charge upgrades now "1/Building Kick-Off" and "2/+2 Kick Damage".
•Vortex Artillery firing design changed.
•Vortex Artillery centre now inflicts 1 damage.
•Vortex Artillery upgrades changed to "2/+2 Outer Ring Damage" and "2/Centre Smoke".

WIP1:
•Initial Release.
Last edited by Xenesis on Thu Apr 23, 2020 3:47 am, edited 15 times in total.
Captain Trek
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Joined: Fri Feb 20, 2015 5:17 am

Re: [Squad] Riptide

Postby Captain Trek » Fri Apr 27, 2018 6:28 am

This squad feels balanced and nice to play, and is easily the closest in feeling to the eight "vanilla" squads of any mod squad so far. Its weapons are potent without being overbearing (especially as part of using them to their fullest possible potential involves damaging yourself in the process), and their upgrades flow naturally with the pace of the game and feel impactful, but not overbearing (aside from Center Smoke, which feels like a waste of cores). It's also nice to have the building kick-off as the "obvious" one-core upgrade you buy first, as this is another parallel this squad has with the vanilla ones (as most of those also posses such an upgrade). I would say that kicking off is more situational than I would like, but the mech functions satisfactorily even as a pure positioner, so as a gimmick I would call it adequate. The Vortex Artillery definitely steals the show, however, as it offers quite unexpected gameplay opportunities and its playstyle fundamentally changes with the +2 outer ring damage. If nothing else, it's a damn-side better than the almost worthless Vortex Fist from the base game...

Overall, I give this squad a B-. Though it lacks the sheer uniqueness of certain other mod squads, it has excellent potential as a baseline for other mod squads to measure themselves against, and with custom spritework could easily become a true stand-out.
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Xenesis
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Re: [Squad] Riptide

Postby Xenesis » Sat Apr 28, 2018 2:32 pm

The feedback's greatly appreciated (both in your review here and on the Discord) - I've still got some refining to do but it's good to hear that the core of the squad is in a good place right now. :)

I've updated to V3 in the main post with the following changes:

Code: Select all

--Version Notes--

WIP3:
-Updated logic of Prime Harpoon to prevent an unexpected case when both a collision and a death would happen.
-Updated Prime Harpoon animation in logic.
-Fixed Kick-Off Boosters not gaining a bonus when kicking off Mountain tiles.
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Djinn
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Re: [Squad] Riptide

Postby Djinn » Fri Feb 15, 2019 6:42 pm

Image
Added sprites to Riptide! Unofficial link here: https://www.dropbox.com/s/nqiann5wa3qim ... e.rar?dl=0
Robert Scythe
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Re: [Squad] Riptide

Postby Robert Scythe » Fri Mar 15, 2019 11:14 pm

Djinn, I am having trouble with your link. It states that The archive is either in unknown format or damaged. I really want to play this squad but I prefer to use your sprites for that original look and feel.
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Djinn
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Re: [Squad] Riptide

Postby Djinn » Thu Mar 21, 2019 11:48 am

Robert Scythe wrote:Djinn, I am having trouble with your link. It states that The archive is either in unknown format or damaged. I really want to play this squad but I prefer to use your sprites for that original look and feel.


Try this one: Riptide
Robert Scythe
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Joined: Mon Feb 18, 2019 7:00 pm

Re: [Squad] Riptide

Postby Robert Scythe » Sun Mar 24, 2019 7:36 pm

Thanks, Djinn, that link seems to work just fine.
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Xenesis
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Re: [Squad] Riptide

Postby Xenesis » Sat Nov 16, 2019 12:09 am

I've mirrored the version with the sprites on my webspace, it's now edited in the first post too.

So hopefully it shouldn't get lost :D
narD
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Joined: Thu Sep 27, 2018 3:19 am

Re: [Squad] Riptide

Postby narD » Tue Dec 17, 2019 1:56 pm

Love your Mod.

Especially "Kick-off Charge"'s mechanism is the best in this mod.
Here is my play video. Thanks to making a nice mod.

Default Weapons Only, Hard 4 Island Perfect Run. :)
https://www.youtube.com/watch?v=yQbwKc3NC_c
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Xenesis
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Re: [Squad] Riptide

Postby Xenesis » Sun Jan 12, 2020 10:44 pm

I've updated the squad to version 1.0.0

Yes, that means what you think this means! This squad is no longer a WIP and now a release squad :D

There's a huge amount of new things, I've updated them in the first post.

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