|
Alpha 66 was an update released on December 13th, 2018. It contained balance changes and full text translations into other languages.
Localization[]
- Translations added for all text in the game
- Fixed a number of text sizing issues in non-English languages
Graphics[]
- Fix for visual special abilities (such as Water Cannon) on custom characters not appearing properly on multiplayer clients
- Fix for Leafblower particles not appearing the correct size
- Fix for Diminutive characters not always appearing as diminutive on multiplayer client
- Fix for issue where certain objects’ sprites can appear higher than they are supposed to if the player keeps playing for a long time, such as Vendor Cart
UI / Controls[]
- Loadout selection can be re-rolled at a cost of 5 nuggets
- Loadout selection is saved between games
- If the player chooses a loadout item, that item will be replaced in the loadout selection the next time he enters the Home Base
- Fix for “Connecting” screen taking a split second to appear when the player starts hosting a match
- Fix for slow motion not occurring as player uses Augmentation Booth
- Attribute upgrades at the end of levels typically appear at the top of the list instead of the middle
- Created alternate and more efficient solution for displaying lines on minimap
- Fix for starting player info buttons sometimes appearing on levels where they weren’t supposed to in local coop mode
- Fix for timer sometimes showing incorrect times between levels
- Fix for timer not disappearing when the player enters Home Base
- Fix for timer stopping when first player exits the level in a coop game. The timer now only stops when both players have exited the level
- Camera switch from full-screen to split-screen will always be immediate when a player teleports to another player
Playfield Objects[]
- It is now possible to traverse broken windows at the expense of health
- ATM can now hold up to 5 items
- Lockdown Walls are only triggered when law enforcement gets hostile toward the player, and not NPCs
- Lockdown Walls come down after a shorter amount of time
- Items in Loadout Machine are sold at a discount
- Goodie Dispenser base price is a bit lower
- Sell-O-Matic limit increases as you progress through the game
- Using the Augmentation Booth to swap “positive” traits costs significantly less than swapping negative ones
- An alarm sounds when Computer is destroyed
- Fix for Trap Doors spawning over conveyor belts and remaining permanently
- Fixed issue with ATM button costs not always appearing correctly in Sandbox mode
Items[]
- Reduced value of Oil Container from $100 to $70
- Increased value of Rage Poison to $75
- Increased value of Quick Escape Teleporter from $20 to $30
- Hacker now starts with Quick Escape Teleporter
- Kill Profiter has a cap of $100 per floor
- Cologne’s effect on the player’s electability has been lessened
- Shurikens added to pool of potential in-game rewards
- Reduced the base cost of the Hiring Voucher
- Researching takes less time with the Scientist’s Research Gun
- Leafblower is capable of slowing down bullets
- Cube of Lampey now has limited uses, but Lamps will sometimes drop items and higher amounts of money
- Fud Processor and Ammo Processor now have limited uses
- Gas Mask offers general protection for your head in addition to protecting you from gas
- Placed a limit on how much armor can be lost on a single depletion event
- Cigarettes appear in trash cans less often
Status Effects / Traits / Special Abilities[]
- Trait upgrades have a chance to appear as choices at the end of every third level gained
- Special ability-related traits should appear more commonly at the end of every third level gained
- Traits at the end of levels will remain the same in different games if the same seed and character are used
- Bunch of other small adjustments to end-level Trait selections
- Reduced Character Creation cost of Moocher
- Reduced Character Creation and Unlock costs of Promise I'll Return It!
- Reduced Character Creation cost of Graceful
- Wall Walloper can only be used when holding a melee weapon
- Wall Walloper + re-added to the game
- Knocking down walls with melee weapons depletes the weapon’s durability by 40%, including with Wall Walloper
- Slippery Target + no longer causes enemies to have a 0% chance of aiming correctly at you
- Lock and Load no longer gives the player full ammo in their guns
- NPCs will not assume that players with “Scorching Savior” started a fire unless they actually see them do it
- Juggernaut causes the player to lose less health while charging, rather than making them completely invulnerable
- Tackler does not cause as much damage to enemies as before
- Bloody Mess appears only in character creation, and does not appear as an end-of-level reward
- Sleep Killer removed from the game, though it will still appear on custom characters who previously had it. I don’t think anyone will miss it much since Backstabber makes it pretty much irrelevant.
- Block Bullets removed from the game, though it will still appear on custom characters who previously had it. While I like the idea of it, it’s a bit too hard to get this working effectively and in a way that feels satisfying
- Moocher allows players to borrow money at a better interest rate
- Ideological Clash allows you to retaliate without facing repercussions from the Cops
- Class Solidarity makes people of your class Friendly toward you if they are initially Neutral
- Killer Thrower (Consumable) does 100 damage instead of 200
- Low-Cost Jobs is more effective
- Fix for weird stuff happening if Shapeshifter possessed a custom character clone in local coop or online multiplayer
Sound[]
- Fix for “jump” sound effect playing when players become a ghost
- Fix for menu sound effect not playing when starting or joining online games
Stats / Unlocks[]
- Firefighter unlock requirements can be satisfied by putting out fires in objects such as flaming barrels
- Player receives the same skill points for knocking out a rival as they do for killing a rival (150 for both)
- Player receives 75 skill points for knocking someone out instead of 100
Mutators[]
- SpeedRun Mode added - Places a timer on by default, loadout items cannot be brought into a speed run, Loadout Machines cannot be used, ATMs cannot be used to store or retrieve items
- Time Limit mutators now factor in the number of required missions
Level Generation[]
- Lots of changes to RNG to ensure that many more elements are generated the same when loading a saved game or using a seed. If you spot any elements of levels that are not being generated the same way, please let me know
- Fixed an instance where objects spit onto a conveyor belt did not reach the hole
Artificial Intelligence[]
- Killer Robot and Cop Bot explode when they die (how did I not think to add this earlier?)
- Followers are better at determining when it’s appropriate to fight on your behalf
- Fix for NPCs not helping friends who are being bitten by a Vampire
- Fix for cases where owners would chase a Thief out of a building and he would keep returning to that building
- Fix for NPCs not always going back to what they were previously doing after failing to Bite, Cannibalize or Pickpocket
Text[]
- Firefighter Big Quest description specifies that the fires must be extinguished with a Fire Extinguisher
Multiplayer[]
- Changes to how objects are destroyed on the client at the end of levels
- Fix for multiplayer clients who exited levels as ghosts appearing in the next level for the host before they had actually spawned
- Fix for potential networking issue if the player canceled out of creating or joining a game before the loading screen appeared
- The cost to revive other players is affected by the current level
- Fix for various errors when multiplayer client parries an NPC
Subpatches[]
Alpha 66b[]
- Fix for game sometimes not proceeding to the next floor after closing stats screen
- Fix for some of the Game Over screen text appearing too small and in the wrong position when using gamepad