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Numantian Games  [developer] Jun 21, 2019 @ 4:01am
About anti over-kill targets issues
Hi!

Some players have complained that in the new version the units waste shots attacking the same target that is going to be killed by another unit.

We were surprised because that part of the AI ​​has not been modified in 1.0 so they should work the same. We have done tests and sometimes it is true that some shots are wasted.

We have been investigating what has happened and we already know what happens. In V.1.0 we have improved the reactivity of the AI ​​of the units so that they react much faster to the enemies. Well it turns out that they react so fast that now it can happen that several units decide their actions exactly at the same time (TAB uses multicore) so they shoot at the same time and effectively some shot is wasted.

For version 1.0.6 we have added a small random offset (<1ms) to the reaction time for the AIs to react more neatly and avoid this problem.

Version 1.0.6 is active in the Test branch that you can activate from Steam. We would like you to have your feedback here and comment us if it actually works better now.

Thank you!
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Showing 1-15 of 20 comments
splendid!
Salesbook Jun 21, 2019 @ 4:09am 
Awesome, I really hope that fixes it. Then I'd love to play the game again. Thanks for addressing the issue!
Andrewbh2003 Jun 21, 2019 @ 6:30am 
wow that was fast i did not even notice lol
Based Balkan Dad Jun 21, 2019 @ 6:46am 
Will 1.0.6 also be the same patch that fixes zombie kill count on campaigns to count towards achievements?
Numantian Games  [developer] Jun 21, 2019 @ 7:33am 
Originally posted by Bergstein McShekelnose:
Will 1.0.6 also be the same patch that fixes zombie kill count on campaigns to count towards achievements?
Yes, it is the one on the test version.
Based Balkan Dad Jun 21, 2019 @ 8:05am 
Originally posted by Numantian Games:
Originally posted by Bergstein McShekelnose:
Will 1.0.6 also be the same patch that fixes zombie kill count on campaigns to count towards achievements?
Yes, it is the one on the test version.
Cheers! that was a quick inclusion!
Baron Jun 21, 2019 @ 8:38am 
I just played one mission with the new test branch update and can say that the difference was significant. Especially the soldiers fired much (much!) more efficiently. The whole mission went a lot smoother since clearing the roaming infected did not drag so much anymore.

Effectively this made the mission so easy that I had to double check if I was still on the same difficulty level (I... might have failed it a few times before^^).
I guess this could solve a lot of the issues that people are having with difficulty, especially swarm missions. Have not tried since I have no time now, but maybe this is a breakthrough.
I hope I am not just imagining this.
To think that so much of the anger about difficulty might have been due to a silly little bug:stress:

Btw, the achievement counters also work for me now.
Numantian Games  [developer] Jun 21, 2019 @ 8:48am 
Originally posted by Baron:
I just played one mission with the new test branch update and can say that the difference was significant. Especially the soldiers fired much (much!) more efficiently. The whole mission went a lot smoother since clearing the roaming infected did not drag so much anymore.

Effectively this made the mission so easy that I had to double check if I was still on the same difficulty level (I... might have failed it a few times before^^).
I guess this could solve a lot of the issues that people are having with difficulty, especially swarm missions. Have not tried since I have no time now, but maybe this is a breakthrough.
I hope I am not just imagining this.
To think that so much of the anger about difficulty might have been due to a silly little bug:stress:

Btw, the achievement counters also work for me now.

Great, thanks for the feedback! We will publish this version today.
Mr. Nugget Jun 21, 2019 @ 10:01am 
Hi Numantian Team!

Am I correct to understand, that you are making the AI more retarded?:)

"thanks to those who complained :-("

Just kidding lol :)
Mr. Nugget Jun 21, 2019 @ 10:02am 
Originally posted by andrewbh2003:
wow that was fast i did not even notice lol

I am amazed how fast Numantian collects, analyzes the feedback and rolls out an update. It's the 2nd update since release. Amazing response.
Gramarye Jun 21, 2019 @ 11:18am 
I'm still noticing significant overkill on Rangers, but it seems to be because of the delay between their shot and the arrow hitting the zombie. For example, a zombie that's almost dead, a Ranger fires the killing shot, but before it hits a few other Rangers fire at the same zombie.

I don't remember them being that way before - are Rangers supposed to be this way now?
Andrewbh2003 Jun 21, 2019 @ 11:19am 
Originally posted by Gramarye:
I'm still noticing significant overkill on Rangers, but it seems to be because of the delay between their shot and the arrow hitting the zombie. For example, a zombie that's almost dead, a Ranger fires the killing shot, but before it hits a few other Rangers fire at the same zombie.

I don't remember them being that way before - are Rangers supposed to be this way now?
its a bug will be fixed soon
Pudding Jun 21, 2019 @ 11:26am 
Well that issue with aiming is there since way before 1.0 and many players complained about it as it was way harder to clean map after that change, I think it happend when you made some changes with snipers being too strong :/ Anyway if you guys fix that I'll be really happy and I will very likely give a retry to the campaign :)
Last edited by Pudding; Jun 21, 2019 @ 11:26am
Blowfeld Jun 21, 2019 @ 12:04pm 
There is also a problem with the sound effects. Especially noticable in hero missions, when 2 soldiers fire simultaniously with your heroine, the sound effects of the gun shots cancel each other out, interrupting each other or mute them completely.
Salty Justice Jun 21, 2019 @ 1:15pm 
I can confirm that the target issue is fixed and thus probably closer to the expected difficulty.

I did the 600-runner swarm mission on 1.00 and just did it again on 1.06.

On 1.00, I had 71 soldiers and 1 ranger (odd numbers...) both times. My strategy was to put them all in a circle around the tower and put them on "Hold Position" so they'd fire faster.

On 1.00, I won the mission and lost about 20 soldiers.
On 1.06, I won the mission and *not one soldier even got hit*.

I assume that many of the more difficult swarms will now be more manageable since your units can kill stuff reliably now. It is no longer vital to rush straight for Lucifers.
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Date Posted: Jun 21, 2019 @ 4:01am
Posts: 20