v0.8.74 (nicknamed "Ember") Changelog:
- Fire mechanics (introduced in last bugfix update, but expanded upon) 
- "Last Save" made default option on Game Over Screen 
- Bugfix: Player throwing ordnance while climbing ladder 
- Enemy Ticket System, adding a new layer to Alert Mode 
- Updated missing animation of Enemy Captain Unit (Death Animation 1 & 2, Crouch Walking) 
- Prevented Player from bleeding out while consuming healing item 
- Added contextual UI for interacting with keycard door without sufficient keycard level 
- Updated sprites - Base Layout Map (in-game object) 
- Ledge Grab animation 
- Weapons - AVGR-7 (Galil inspired) 
- CHC33 (QJY-88 inspired) 
 
 
- (Mission 1:) Replaced BG color inside base from pure black (RBG 0 0 0) to slight blue tint (RGB 12 15 22) 
- Cleaned up redundant assets not visible to player 
- Bugfix: Corrected missing wall in Security Annex (Mission 1) 
- Added an UI FX for when the alarm is triggered 
- Weight Rating System added 
- Keycard Door panels have been optimized, level 0 (no keycard) buttons are introduced 
- Bugfix: fixed bug causing keycard door panel to not properly animate in certain instances 
- More scripted encounters with Krynkel added 
- Changes to Mission 1 Level Design - Added a (secret) corridor with a connection to armory 
- Added a ventilation shaft connecting floor 1 & 2 above hangar 
- Added a Ceiling CCTV near save station in Electrical / Archives 
- Slightly raised the roof at jumping point inside ice cave 
 
- Added ignited Gasoline Tanks to memory array, not to respawn when reentering area 
- Integrated Exploding Barrels into Gasoline object as a variation for streamlined & optimized coding 
- Made ammo a potential loot drop from enemies (currently equipped guns determine ammo type) 
- Created collectible/item sprites for all ammo types 
- Minor adjustments to Item Feed UI 
- Made CCTV objects destructible from explosive blasts 
- Bugfix: Fixed bug causing Mounted Sentry to fire endlessly when reloading save 
- Significant improvements to Dialogue System (Box UI & code) 
- Made healing animation cancel when taking damage 
- Made player able to cancel healing animation 
- Adjustments to Ceiling CCTV; added two new animation frames, slowed turn-rate to allow longer window for player to sneak past 
- Work on Mission Selection Screen - "Yes/No" prompt for launching mission 
- Checkmark to enable/skip mission briefing 
- Adjustable image windows for Mission Briefing 
 
- Mission Briefings added 
- Bugfix: Prevented dropped loot from enemies from being stuck inside walls 
- (Mission 1:) Made enemies open front gate when detected outside entrance 
- Added option to jump to title screen at "Created by Tobias Edvardsen" by pressing Escape 
- Cleaned up some messy code 
- Properly labeled some nameless assets 
- Bugfix: Volume not mixing correctly for War Room/Briefing ambience 
- (Mission 2:) Renamed sector "Red Valley" to "Wadi Rouge" 
- Bugfix: Mission Start UI FX lingering on screen if leaving sector prematurely 
- Improved Cutscene Skip UI 























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