Additions:
- New Procedural Guns! - The old guns would only have randomized stats in the form of stat "Bonuses". This lead to visually identical guns with wildly different stats. We decided that guns should be made up of parts with their own stat multipliers. This makes it so guns with very different functionalities would also happen to look very different from one another. - Previously, to add a new gun, we would have to model it, texture it, animate it, and then set it up. That would add ONE new gun to use. Now, if we wanted more variety, we could model and texture one single part of a gun. One part can add many, many new gun combinations. - This update only includes procedural assault rifles. future sets are to come. (with only rifles, there are still ~1200 unique part combinations so far)
- New projectile types - Laser: slower projectile with no gravity. Bright and hot. - Plasma Ball: An even slower projectile with no gravity. Has a larger radius, making shots more likely to connect. - Rail: A projectile fired from a railgun. It moves so fast that it meets its target almost instantaneously. The impact leaves a metal rod impaling the target.
- New screen overlay FX for being damaged, being on fire, becoming irradiated, and suffocating in the fog.
- DEATH. Players can now die after not being revived soon enough in the downed state, or while being downed in singleplayer.
- After all players have died in a session, the game will return to the main menu lobby.
- Spectator mode is in! Players that are either joining the game late or are dead will be in spectator mode.
- New Merchants - Money can be earned by looting enemies or by selling items to the merchant. - Merchants spawn in their own shop building. - They sell randomly generated weapons and items in their display. - Weapon buy/sell price is based on the rarity of the weapon and the bonuses on it.
- New enemy: Exploder - This hunched creature has a seemingly slow movement speed at first. However, if you get close enough, it will let out a scream and run towards you at full speed. - Its main (and only) attack is to explode violently, damaging players and enemies within its range. - The crystals on this zombie's back react to gunshots and will explode if hit with a killing blow.
- New prototype shotgun-wielding bandit
- New model and animations for the "Thumper" AKA the assault shotgun (not procedural).
- New "Breakpoints" - Breakpoints are locked gates you can come across that block your path forward. You must manage to open its door and proceed while also defending yourself from waves of zombies.
- Enemies will now be "gibbed" when they are dealt a large amount of damage in proportion to their HP. Large enemies are less likely to be gibbed when killed, but weaker enemies can explode into bloody chunks when hit with some huge damage.
- Added some new difficulty-related commands.
- New large bandit-inhabited tiles for the ravine biome.
- Bandits, Zombies, and the player have new SFX/voicelines.
- Shamblers have had their attack animations greatly improved - They now have wind-ups to all of their attacks, making them telegraphed and dodgeable.
- New UI effects and sounds for gaining XP and leveling up.
Changes:
- Removed weapon levels. - The point of weapon level was to force the player to pick up new guns. The problem with weapon level was that weapons had to keep getting better, adding a layer of arbitrary scaling.
- In place of weapon level, we added weapon Durability. - Durability decreases as you use the weapon. When durability reaches 0, the weapon breaks, and can no longer be used. - Durability forces the player to make choices about when to pick up a new weapon without making old weapons completely obsolete. - With durability, the idea for picking up new guns is that you must weigh risk/reward, rather than new guns always being favorable. - We plan on weapons being repairable (for a cost, and only a limited number of times).
- Removed the ability to open the crafting table anywhere. - Crafting is now only possible when interacting with workbenches located in merchant buildings.
- Chest effects and sounds have been overhauled. - They now have a lightly pulsing light to ease in location. - Chests also now emit a constant shimmering noise to make it easy to locate chests you can't see. - The chest opening sound has been greatly improved. It's now much more engaging and a little less boring. - Chests now award XP when opened, to reward players for searching for them.
- Enemy spawn amounts are greatly lowered, difficulty also tweaked.
- The start area has been greatly simplified. Before, it was pretty much impossible to tell where to go in order to actually play the game.
- Players who are downed are invincible until they are revived or their revive timer expires (they die if this happens).
- Ambient forest noise improved
- Zombies can now leap great distances. They will do this when they have no other way to pathfind to you. Be careful around Exploders!
- Player movement speed and jump height reduced.
- Bandits now have armor and other accessories (visual only right now).
- Player and bandit walk animations improved.
- Enemy flinch animations greatly improved - The amount of flinch is based on the damage taken. Doing a lot of damage all at once can make a melee enemy miss their attack!
- Enemy death ragdolls have been improved. Enemy velocity, hit bone, and damage all effect the resulting ragdoll now.
- Our procedural screen shake for recoil is continuous, rather than random per shot.
- The player's arms in the viewmodel have received new and improved textures.
- The crosshair now follows your gun's visual rotation. We are currently testing this, so it can be optionally turned off with a console command (type "help" in console).
- The 3rd hotbar slot is now a dedicated slot for melee weapons.
- Autocollect now has dedicated UI to the left of the hotbar.
Fixes:
- Fixed bullet trails sometimes lingering
- Fixed lots of Floating Origin bugs
- Fixed difficulty jumping on uneven surfaces.
- fixed the player being about 25% shorter than they should be. The world will feel smaller now.
- Various other bug fixes
