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Infested Planet Update 10 is Out!

This patch marks a milestone, of a sorts. The campaign is finally complete! I will probably be tweaking missions all the way up to release, but nothing too drastic. I hope that all of you check out the final mission and let me know what you think of it.

Since I finished the bulk of the level design, I had time to do some fixes and improvements on the game. Small things that you've been asking for and were bugging me - this patch has a bunch of them

Here are the changes for version 0.79:

Major

  • Added final campaign mission
  • Added endgame slideshow epilogue
  • Changed Virulence mutation to send clone strike teams; renamed to "Hunters"
  • Mutation icons are now different for each mutation
  • Took out shield bullet reflection and ai hesitation to shoot at shields
  • Added Terminus mode to custom skirmish
  • Added malicious mutations mode to custom skirmish settings

Minor

  • Necrophage mutation now only works on player marines
  • Gave fusion shotguns a knockback
  • Reworked the way knockback works slightly
  • Made special attacks be cancelled if the mutation is disabled
  • Made marines in protect mode counter-attack when hurt
  • Made it harder to kill bunkers in mission 8 with scouts
  • Added script short-circuiting to weapons tutorial
  • Added another way to recycle (through weapon menu) to weapons tutorial
  • Combat tutorial now has a "how to spawn marines" section
  • Made the marine tab ui expandable
  • Added item cost to its title on build menu
  • Added exit button to main menu
  • Added auto-login for last used profile
  • Added fire puffs to burning human buildings
  • Restored damage effects to prop structures
  • Added blood puff impact to bullets
  • Added blood puff velocity to create better aoe death animation
  • Added swirling to most fire puffs

Bug Fixes

  • Fixed "getting stuck in walls" issue
  • Fixed recycle script bug in structures tutorial
  • Fixed human path aborting if bumped into something (was breaking clone strike)
  • Fixed some high resolution fullscreen ui issues
  • Reworked entity shaders to use latest OpenGL standards
  • Fixed issues if window size is different than the game asked for
  • Made the directional formation move less sensitive

Miscellaneous

  • Revised hive boss god mode
  • Added ability to load extra lua scripts; now used for hunters mutation
  • Updated ui text for virulence mutation to new hunters text
  • Updated ui text for minigun and reinforcements tech
  • Made weapon crate give more detailed info notice
  • Changed title of shotgun class from "FUSION" to "SHOTGUN"
  • Added "marine cost" note to that ui element
  • Made mouse grab sensitive to window focus
  • Added 4 more mutation spaces to the UI
  • Made text fields in main and profile menus clear when first key is pressed
  • Added username back to main menu and made the game title slide in
  • Disabled profiler in release mode