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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[]
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.