This update primarily features massive improvements and changes to the Zone Patrol mode as well as a fair bit of new content!
However, there's also been a good amount of bug fixes and polish for the Campaign and new player experience in general.
All and all, its a big one and the change log is not entirely comprehensive; a lot of changes end up getting made and then not properly recorded simply because there's so many and most are very subtle.
In addition: I'm beginning to be able to nail down a more specific release window, likely July.
And ADACA will also very likely be joining a pretty massive itch.io bundle this June if all goes well. But more on that when I have things confirmed for myself.
Until next time!
Change log:
Beta: 0.14.4:
New Features:
-Improved Main Menu.
-New Sub-menus for Campaign and Zone Patrol.
-You can now begin a new Campaign at any time from this menu.
-Complete overhaul of Zone Patrol Quest System.
-New Patrol quests and dungeons.
-Added Mission Debriefs when returning to the Hub level after completing Conscript Missions.
-New conscript mission that can be unlocked in Zone Patrol.
-New weapons, anomalies, and enemies in general.
Bug Fixes:
-Fixed a bug where AI would sometimes ignore enemies if other friendly NPCs were nearby.
-Fixed bug that was causing highlight effect not to work on Op Earhorn.
-Fixed objective indicator in Op Earhorn to not show several decimals when displaying its health.
-Fixed bug where the leaves of some trees could block bullets on Rail Head.
-Fixed bug where the compass was still visible when ‘Naturalist’ is active.
-Made it so that props on levels like ‘Gas’ and ‘The Breach’ should no longer disappear or act strangely when bringing them between different locations.
-Made it easier to move metal sheets in the underwater portion of ‘Tunnel Vision’.
-The Shard Rifle should now be able to damage power cores in power sockets.
-Fixed bug where NPCs would constantly speak their agro lines when unable to see their target.
-Fixed bug where some NPCs would leave their hats/hair floating above the ground when their rag-doll despawned.
-Fixed issues where terminals could sometimes be difficult to use.
Changes & Tweaks:
-Overall improvements to AI awareness.
-”Conscript Missions” is now referred to as “Zone Patrol” in all menus.
-You can now reset your Zone Patrol progress from the start menu rather than the terminal in the Hub level.
-Complete redesign on the ‘Custodian’ Quest.
-Change to how ‘Operation ArrowHead’ is unlocked: It is now a separate quest.
-Changed a quest step for ‘Vault No. 8’ to remove dependencies from other quests.
-Added a way to get into the secret room in Undermined.
-Removed Random objectives from Zone-Patrol and reintroduced them as short quests or as more organic discoveries.
-Various polish and improvements to Ep 2 levels like ‘The Zone’ and ‘Cathedral’.
-Adjusted enemy and event spawn rates in Zone Patrol.
-Removed the ATV from Op Earhorn. (It was unpolished and added little to the experience.)
-Changed how the grenade boxes work.
-Changed the ‘HedgeHog’ Anomaly’s name and attack.
-Made Operation Earhorn objective scale better with difficulty and added more health.
-Props affected by ambient Poltergeist forces now emit effects in the hopes that they will no longer be mistaken as a glitch…
-Various improvements to Poltergeists in general.
-Improved detail on Zone Patrol Map.
-New bullet pass sounds for plasma and shard projectiles.
-Various other changes and polish to weapon sounds.
-Various polish and improvements to PFX and their systems.
Misc:
-Added a photosensitive seizure warning after start-up splash screens.
-Improved Quest tracking and saving systems so that the Zone Patrol save file should no longer get corrupted between updates.
-Added better tutorialization of certain mechanics in Ep 1.
-Many, many other changes and improvements that I forgot to write down…
THANK YOU ALL <3
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