In this update (v0.8.77) Character Abilities have finally been made into effect. Operator "Drake Woods" & "Rex" have been made temporarily unlocked without criteria for playtesters. The recon drone has been made exclusive to Rex, with the exception of finding new Drone Stations where any operator can launch and operate a drone. A new mechanic; Airstrike Request has been added as a unique ability for Drake Woods. The experimental Zipline Device have been made exclusive for Duchess.Platforming have been made smoother with amenities such as coyote time, improved ladder movement & snapping, and jump from crouched position.
Players now have to be super careful minimizing collateral damage, with Civilians added to Mission 2: Operation Sandcat. Killing a civilian will immediately result in mission failure. Precision shots > Spray 'n' Pray.
Mission 1: Arctic Strike has received improvements in regards to level design, accommodating the new playstyles depending on character, as well as guiding new players with improved labels, and a new guidance mechanic; an arrow UI pointing players toward the direction of nearby key items & objectives. Facility Maps have also been improved, with UI elements displaying objective locations (Primary and certain secondary objectives).
v0.8.77 Changelog:
Added Offset FX to Options Screen-buttons
Made Flame Particles despawn in water w/ hissing SFX and damp FX
Made ordnance collide with water and sink slowly
Restricted Incendiary Grenade from spawning flames when detonating in water
Restricted Player speed in water
Weapon Selection; Added "Rocket"-Ammo Type UI icon
Recon / Airstrike Feature
Recon Binoculars; center camera and browse enemies in sector for airstrike eligibility
Implemented Civilians
Shooting civilian results in Game Over
Currently 3 visual variations
Civilians are instructed to crouch by aiming at them
Added tutorial pop-up tutorial text for civilians
Minor changes to String_action
Optimized screen VFX's, unified overlays
More work on Tank Unit code
Added Red Nuke as an Enemy Unit type (WIP)
Mission 2 Briefing; Desertian Prince artwork (WIP)
Optimized code; Enemy Unit assigment on initialization
New Screen Overlay: Recon Goggles
Accomodated Obj_gunfire for airstrike projectile
New variables for Obj_gunfire:
X_origin / Y_origin
Distance_travelled
Distance_max
Removed bullet despawn boundaries tied to window/viewport, changed to distance travelled
Level design improvement (Mission 1: Operation Arctic Strike)
Added a broken Lockdown Door for world building and player introduction (Foyer)
Added path to circumvent lockdown door (Foyer)
Added path to circumvent elevator behind Level 2-Door (Facility Entrance West)
Added path to circumvent Krynkel in stairs (Foyer)
Made door one-way accessible without keycard (Hangar)
Moved Fast Travel Vent one floor up (East Entrance / Security Annex)
Added ladder to circumvent elevator (Hangar)
Change to ventilation (Foyer)
Drone Storage (Electrical / Data Archives)
Made elevator "out of order" in Hangar connecting to Crew Quarters, with contextual assets, and a zipline only accessible by Operator "Duchess"
Catwalk pillars in garage (Facility Entrance West)
Outside ladder, west wall (Electrical / Data Archives)
Improved terrace aesthetics (Facility Entrance West)
Added sign indicating importance of Admin Archive / Databank (Primary objective)
Subtle "shining"-animation for Fast-Travel Vent
Bugfix; Applied lamps destroyed by ordnance to Array_enrivo (level memory)
Optimized code related to ordnance effect on lamps, excluding EMP grenade
Gave Ceiling Sentry gunfire a slight chance of missing
Made Ceiling Sentry disabled from EMP grenade (Simple Solution, to be expanded on)
New Guidance mechanic: Arrow UI show nearby key items & objectives
Lockdown door audio
Looping hydraulic SFX for Blast/Lockdown Door
Impact SFX
Corrected animation hotspot offset on Lockdown door
Corrected alpha channel on light
Asset production:
Broken elevator set pieces; plastic cone, etc.
Made a ice frost decaled version of BG Wall (Snotikia)
Added Character Ability icons, accomodated the Recon Drone Slot
Drone table
Applied updated tan color to KEV-42 (TAR-21) with silencer
Corrected color fault on revolver "Anaconda" (Magnum .44)
Office DMA flag
Navigation Signs; (Snotikia Foyer & Subpen)
New Animation: Binoculars (for Airstrike)
Renovations to UI_map
"All Objectives Clear" UI
Variables tracking "Objectives completed" / Total Objectives, Obj_objectives_anchor
Animation work
Streamlined conventional animations (Drake Woods, Rex, Duchess, & Zargasso)
Applied Heal_syringe & Heal_traumakit animations (Drake Woods, Rex & Duchess)
Ledge grab (Duchess)
Back arm updated; Rocket Launcher & Ordnance Throw (Drake Woods, Rex & Duchess)
Death animation (applied to Drake Woods)
Facility Map for Zargate, Unloading Bay (Mission 3)
Character ability parameters
Increased starting ammo & capacity for Drake Woods
Flattened weight rating at 3 (heavy guns) for Drake Woods (Total potential rating = 6)
Restricted Door Breach ability to Rushaug
Made DMR/Single-Fire weapons multiply damage with 1.9 for Rex
Made zipline exclusive to Duchess, and added UI indications
Made applicable weapons affected by character abilities display colored stat on Weapon Selection
Proper script sequencing for Mission 2: Operation Sandcat/Desertia
Input Legend for ladder
Coyote Time added
Bugfixes to Drone
Freezed movement and input during game pause
Fixed faulty game states when loading save / changing frame while in Drone Mode
Detonate Drone when player is killed
Added "bobbing" movement to ladder climb
Ladder foley SFX
Changes to climbing mechanic; Player will snap to ladder while "Up Key" is pressed
Gamepad bugfixes
Made icecones obstruct crosshair
Corrected animation direction/display in accordance with character
Corrected gun not firing in idle quick fire, characters besides Rushaug
Added following status effects to save/load data
Defense Effect (Kevlar Plates)
Damage Effect (HP Rounds)
Bleeding Effect
Changed back to jump from crouch instead of stand up
Prevented crouch jump input when player would be obstructed in standing position
Bugfix; Player stuck in ground after Krynkel cutscene
Set all traditional doors to be closed when loading/reloading area
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