Alpha 5

was an update released on February 3rd, 2016. As far as it is known, this is the first update to have a changelog. It implemented core game mechanics and ideas such as levelling and Disaster Levels, along with various new Mission types.

= Big Features =
 * Added various related pieces of UI: Traits menu, on-screen Traits display, Skill Points meter

Experience, Leveling

 * Added Experience system. Player is awarded skill points for various actions.  Upon gaining a level and reaching the end of the floor], player is given a choice of Traits that improve the character.

Disaster Levels
Added “Level Challenges”, that currently occur every third level (though this will change in the future):
 * Riot!
 * Periodic outdoor Radiation Blasts
 * Bombs are dropping
 * Find and disarm all Hidden Bombs before time runs out
 * Killer robot hunts you down (sadly didn’t quite make this build, I need to put in graphics)
 * Added Killer Robot character class

New Quest Types
Added support for new quest types (though most do not appear in-game yet, I need to add them to existing content):
 * Operate switch
 * Operate multiple switches
 * Destroy multiple objects
 * Destroy an object and retrieve an item from it
 * Give a person a status effect
 * Plant an item

= Partially Implemented, but don’t appear in this build =
 * Added new level generation method to create new “dungeon-like” levels to add variety
 * Added support for levels with giant holes instead of Border Walls
 * Added scripting controls for Cinematics
 * Added scripting for Tutorial
 * Added scripting for triggering Unlocks
 * Added various Unlock menus
 * Added some small features to the Home Base

= Performance =
 * Dozens and dozens of optimizations to make the game run better! Severely cut down on stuttering!
 * Fixed some nasty memory leaks and made memory usage more efficient.
 * Alphas will be built for 64-bit Windows from now on

= Other Additions and Changes =

Graphics

 * New environment art added (shown below)
 * Added dizzy stars when person is knocked out
 * Improved fire effect
 * Added flamethrower effect
 * New teleportation particle effect
 * Improved explosion effect
 * Improved melee hit particle effect
 * Improved blood particles
 * Improved object destruction particles
 * Improved bullet hit particles
 * Certain particle effects are now capable of scaling up or down
 * Screen shake for melee hits is now based on the strength of the hit
 * Bouncer now wears a plum-colored suit

UI / Controls

 * Added scroll bar to stats screen
 * Added level title animation
 * Added yes/no prompt when choosing to reset control bindings
 * Added yes/no prompt when switching between keyboard and gamepad for player 1
 * Added “Protip” text
 * Added link to Devlog on Main Menu
 * Added tooltips instructions for combine-able items
 * Added “Optional” text to optional missions on quest sheet
 * New animation for opening Mission interface
 * Added more Protips
 * Changes to item descriptions to make it more clear what they do
 * Rearranged some of the information in the stats screen

Combat

 * Melee combat works a bit differently: People are pushed slightly forward when performing most melee attacks, but their mobility is limited during the attack
 * Added ‘freeze frames’ during combat to emphasize impact of hits

Level Generation

 * Level generator finds more varied quests for the player

Sound

 * Added ducking effect to explosion sound effects (preliminary)

Gameplay

 * Using more tranquilizer darts on someone reduces the time until they pass out
 * Breakable items like Syringes only break when hitting people and not walls/objects
 * Some people may be constrained to a smaller area when wandering around their property
 * All locked doors can now be opened from the inside
 * People are knocked back further when they die from gunshots
 * When a melee weapon breaks, the player will not automatically switch to a projectile weapon
 * Player can operate objects while under cardboard box
 * People can now walk through small chairs.  They also take less damage to destroy.
 * Workers have lower chance of wearing Hard Hat
 * ‘Follow Me’ is now the first command on people’s context menus after you tell them to stand guard

= Bug Fixes =

UI / Controls

 * Fixed issue where controls would stop functioning after entering menu on some PCs (#%#@ this one)
 * Fixed issue where right-clicking might activate the wrong item slot (#%#@ this one too)
 * Gamepad is more responsive when using right-trigger attacks
 * Accept button on character select screen is a slightly different size
 * Inventory items no longer being placed in toolbar slots at times when they shouldn’t be
 * Player can no longer try to combine objects in chests using gamepad
 * Camera no longer makes unnecessary movements when opening quest sheet from questgiver
 * NPC shop inventory is no longer partially blocked by tooltip when using gamepad
 * Pressing ‘Q’ on the character select screen no longer causes the selection box to disappear
 * Fixed issue where interacting with signs would sometimes open and close the text very quickly
 * Clicking Read This background no longer closes this screen
 * If the player is holding down a direction and opens a menu, menu won’t immediately select in that direction
 * Menu animations play more smoothly
 * Gamepad selection boxes now disappear while interface animations are playing
 * Fix for graphical glitches when closing quest sheet
 * Text now fades in and out when opening and closing Sign UI
 * ‘Completed’ text on Missions screen now has proper lime color
 * Item slot “white flash” animations now appear behind tooltips
 * Fixed issue where tooltip would flash for a second after throwing an item and re-entering inventory with gamepad
 * Changed proportions of tooltip titles so that they could fit better
 * Fixed issue on Character Select where player 1 couldn’t select a character that player 2 had chosen

Graphics

 * Fix for object shadows not always appearing on the correct side
 * Animation for people growing or shrinking plays more smoothly
 * Screen shakes properly on shotgun deaths
 * Objects stop “lighting up” once you interact with them
 * People have correct leg color instead of all legs being grey
 * When doors are destroyed by fire, they no longer leave a shadow in their wake.
 * Rate of “red flashing” on items/objects like grenade has been slowed a bit
 * Items no longer spin briefly when knocked around

Playfield Objects

 * If a door is opened while on fire, it will be destroyed
 * Gas can no longer affect people through walls

Items

 * Armor now stays on player after they have died
 * Melee Durability Spray’s effect is no longer negated when picking up a new weapon
 * Can no longer combine silencer and Tranquilizer Gun
 * Melee durability loss is affected by the size of the person
 * Player no longer takes off Cardboard Box when left-clicking outside of inventory
 * Active traps are no longer set off by dead bodies
 * Using chloroform hankie or sticky glove on sleeping people no longer hits the bed as well
 * Cigarettes no longer appear in reward chests
 * Boombox and Friend Phone are now stackable items

Status Effects / Traits

 * Putting acid in air vents no longer causes dead people to spout a geyser of blood
 * Acid status effect text has been corrected
 * Status effects caused by gas from air vent and syringe now cause the syringe to be identified
 * Fixed issue where player could gain status effect permanently by exiting a level with 0 time left
 * No longer possible for attacks to do 0 damage.  Must do at least 1
 * Acid status effect text does not remain on the screen anymore

Gameplay

 * Correct dialog appears when player can’t open a door
 * Can now end the game while invincible

Quests

 * Fix for quest rewards sometimes disappearing if player has full inventory.
 * Correct player is awarded item when completing quests through questgiver
 * Improvement to how items that the player must retrieve are distributed on quests
 * Improvement to randomness in quest generation

Artificial Intelligence

 * People return to their buildings properly after being gassed if the player is far away
 * Fix for people not always getting angry when you hit them
 * Fix for people running to windows after a door was opened
 * Fix for people not always being able to follow the player through locked doors
 * Fix for people staying outside their home after fire had gone away
 * Fixed issue where clones of the player sometimes wouldn’t have a working brain
 * Knocking on doors no longer wakes up sleeping people in other apartments or houses
 * Fix for slaves not always following directions from the player
 * Fix for party members sometimes refusing to knock on people’s doors when commanded to attack
 * Fix for errors occurring with party members when player fights someone behind a locked door
 * Fixed edge case where people might not notice that you attacked an aligned person if you knocked them out of view quickly
 * Fixed issue where people might think you were inside a building if you got close to the window

Level Generation

 * Objects that could block the player’s path are no longer spawned
 * Slaves can traverse between levels
 * When bringing followers to a new level, they no longer spawn directly on top of you
 * Fix for freeze if the player died immediately after entering a level
 * Added a system that prevents weird issues from occurring when upgrading to new versions of the game.