Hi everyone,
This is the first update ever for Gunswitch. We've fixed a bunch of things and added a few little features. The most important part was the updated spawn system. I changed the balance of the game while I was at it to make the start a little bit easier, and pawns(teammates) got a little lift me up to alleviate the pain of losing one... Tell me what you think.
Bug Fixes:
- The game used to get stuck on the 1st wave on different occasions, mostly when you first launched the game.
- Dialogue UI failed to show up during extractions where characters explain that you can run away or stay and fight.
- Incineration map had a few parts where AI could not walk on. Fixed the floor panel which broke pathfinding.
- Tiny spiders used to get stuck on some terrain in Biosquare. That's because their squad leader used the wrong settings, which should be fixed.
- Lootboxes offered the same loot in succession too often, we've fixed how drop rates work.
- Fixed an issue where switching characters during the intro video crashed the game.
Changes:
- Regular walking speed is faster. So it should not force players to sprint as often, and pawns can follow you better.
- Spawns system and how it chooses open doors is changed. Now there is a chance it can select a single door for a whole wave. It can makes the game easier and I will probably raise its chance to open more doors on a later update.
- Next wave timers are now 10 seconds from 5. Because some players seemed like they needed more time to loot.
- Pawns now cost 1000, reduced from 10000. Because losing one hurt too much and broke the metal hearts of their robot families.
- Enemy health is reduced on normal levels.
- Rotation with a controller is faster.
- Loot enemies (Blue for modules, Red for weapons, gold for pawns) now only appear at the end of a wave. So you don't have to loot during a fight.
- The number of blue enemies, who drop guaranteed modules on a wave, is decreased from 6 to 3 but now they appear each 2 waves instead of 3. This was also a change to reduce the decision-making time between waves.
- Yellow enemies, who drop pawn pods, now appear each 3 waves instead of 5.
- Modules have more descriptive names and new icons.
New Features:
- Pawns now try to position in front of your character.
- Pawns drop their weapons when they die.
- Fullscreen options are back. I mean back for us, you guys never had them, sorry about that.
- Weapons unlock with profile rank. The game now starts with a regular set of weapons and the rest unlocks later. It should prevent the newcomers to get a more "weirder" weapon right at the start of the game. Sadly, there isn't any UI to see your unlocks yet.
