Intro
Hi again to our Early Access Club! We've just now released our latest Update for Clandestine, v. 0.3 Hooray!
Check out this quick summary video on youtube and read the detailed description of the update below:
Video Link
Here are some of the exciting things we have included in this latest update:
Visual Improvements
We’ve done some exciting things to visually improve Clandestine:
-Rim Lighting has now been added to the character clothes as well as their skin (oooh shiny)
-Character Eyes have an additional illumination to avoid the horrifying undead look in the dark
-Blood decals on characters - if killed, enemies now display a blood spray decal on their face.
-Increased screen-space ambient occlusion, meaning that the darker areas of the map have a bit more contrast and shadow definition, instead of just being generally dark.
Armor Improvement
-Wearing Armor as Katya now provides damage reduction as opposed to increasing health, this fixes an issue we had where spawning in the Low Profile outfit would start the player with “yellow” health.
Crouched Movement Improvement
-We sped up the animation and added a new crouched idle animation (Katya will take a knee when idle in crouch).
Email Client improvements
-Spy can now access the PC Login interface by using a PC in the game world.
-Camera Shoulder Switch if you would like to have the camera switch shoulders while you are aiming - press “Climb” (Default “Spacebar”).
AI improvements
New AI Awareness System: There are three awareness zones that will increase awareness (based on visual stimulus) at different rates. Awareness is now sustained for 5 seconds after breaking line of sight and the detection meter is hidden when line of sight is broken.
Each of the zones have a different effect on the rate of detection increase and these rates can be modified by various factors, but the basic rates are:
Detection Diagram
In Zone “A” The rate is slow
In Zone “B” The rate is medium
In Zone “C” The rate is fast
There are various modifiers that can affect the rate of awareness including:
AI behavioural states (patrol, investigate, combat)
Player outfit
Note: when wearing the low profile outfit in a public space, the AI will not pay attention to you unless you have your weapon drawn or attack them.
Player stance and movement (idle, crouched, walking, running, sprinting, unholstered weapon, aiming weapon)
There are some events in which the AI will become instantly aware of the player:
seeing a player after lost target awareness and still investigating
hearing a gunshot fired by the player
seeing a friendly AI in combat with the player
getting shot by the player
Decreased investigation behaviour duration (from 5 mins to 1 min.)
Added Look Ahead animations for AI, which are used by the AI to focus their attention in the direction of their curiosity. They also look in the direction they are walking when they hear a noise.
Partial Awareness reaction: when the AI has 50% awareness they will turn in the direction of the player.
Implemented AI pain sensor, this forces the AI into combat when they get shot (hopefully reducing the number of macabre body piles)
AI spawn with the G17 instead of the Mk23 (less powerful, less accurate pistol than before)
The AI can now hear Grenade explosions
Changed AI reaction to “Alarming Noises” (gunshots). If a friendly AI fires their weapon, the listening AI will now respond to the location of the noise and then do a coordinated investigation of the area, if the player makes the Alarming Noise the AI will go straight to combat.
General Noise reaction has changed so that that the AI will now turn towards the source of the noise and play a looking animation in that direction, this can be interrupted and updated in the case of a moving target (like a running player).
Takedown time constraint, takedowns can only be performed if the AI has not seen the player for 3 seconds (time to get sneaky spies!).
There is an animation added for the AI being shot when out of combat.
Tactical Map Enemy Icons Change
White: Patrolling/Idling
Yellow: Investigating
Red: in Combat
Improved Throw Aiming
More precise aiming when throwing objects and players are now able to throw a higher arch while looking upwards.
Interpol Challenge Map
Modified the AI patrol patterns and added some stationary guard posts. (Good luck!)
Bug Fixes
-Fixed a bug where the AI would be unresponsive if they had only 1 way point.
-Fixed Katya being able to take down two guards with one takedown animation
-Fixed non-lethal ammo from killing enemies
-Fixed AI bug that caused them to shoot instantly when the player became visible
-Fixed typed-out PC node passwords being rejected on Windows
-Fixed the rotation of grenade explosion effects
-Fixed fragmentation grenades
-Fixed grenade networking
-Fixed: Katya's name missing from overheard conversations
-Fixed: When the E-mail client is visible controls are disabled
Known Issues
-Sometimes your magazines will be depleted after respawning.
-Tutorial_1 network nodes sometimes flicker when playing in Coop.
-Objective markers for Smash’n’Grab will sometimes be invisible after respawning in Coop.
-Hacking E-mails as a Hacker in Coop prevents you from using Local Assets for the rest of the mission.
-Interpol Map: The tactical map markers for PCs are all shown on the ground floor, although some PCs are still located on the 3rd floor.