Overview of Changes
The big thing for this build is the tutorial. Much of the programming team’s time this week was spent integrating the tutorial, as well as fixing tons of bugs and polishing/tweaking gameplay.
Things To Look At
TUTORIAL
+Players can now access the prologue (tutorial) by starting a new game.
This prologue serves as an introduction to the gameplay and the story. This tutorial takes place in a new area - the med labs, which will later be revisited as a procedural dungeon later in the game.
+Outskirts Intro
The outskirts intro of the game has been adjusted based on feedback from PAX South.
+Encounters
More ammo crates have been placed in encounters.
Length of initial urban hub encounter has been decreased.
Enemy and soldier AI has been improved, which makes for more dynamic encounters.
Things to Avoid/Bugs We’re Aware Of
+Mac version has odd flashing effect on the edges of the screen in menus if not using a 16:9 display.
+Zooms in on enemies in certain encounter endings where it isn’t appropriate to do so.
+Some areas around the safehouse have buggy cover placement.
+Certain weapons float in front of the character when reloading.
+Some missing colliders in the urban hub.
+The floating revived dudes bug has reared its ugly head again.
+Outskirts map isn’t finalized.
Detailed Changelist
+Added correct models for M60, Mk43 Mod 0, and SVD. These guns were added to the loot table, which will increase possible drops for players.
+Lowered reload speed and damage for all sidearms. This was done based on player feedback as sidearms play an important role in the game’s intro.
+Adjusted accuracy for all guns: a pass was made on all guns to try and make firing while stationary a more valid tactic. This was required to make positioning more useful.
+Fixed a bug where player soldiers would deviate from a vision cone set by the player.
+Soldiers now move at speeds based on their speed stat, which is increased as they level up.
+Ordering a unit to aim/fire while moving (sweep) in command mode no longer causes a directionally based movement penalty (walking backwards is just as fast as walking in any other direction).
+Soldiers no longer require specific perks/skills to use breach charges or lockpicks. This was causing player confusion.
+The player can now reload while aiming - this was requested on the Steam community.
+Guns now reload automatically when they hit the last bullet in the magazine.
+Fixed bugs that prevented some doors from being breached.
+Choosing to sweep (strafe and aim) along a path now causes the soldier to smoothly rotate to the player’s specified vision cone.
+Fixed a bug where the game would totally break if the guy you were giving orders to died.
+Fixed a bug where soldiers would stop following you as you switched between squad members.
+Fixed a critical bug in the rusher AI that would cause it to stand in place and not move towards the player.
+Fixed bug where the aiming reticule sometimes stayed on screen after leaving command mode.
+Fixed bug that prevented the suppression tactic from working properly.
+Dead enemies whom are offscreen no longer cause enemy icons to show up.
+Soldiers now have significantly improved target acquisition AI.
+Minimap markers for quest objectives now don’t show for inactive or completed quests.
+Fixed door prompts to always show the appropriate text and for the breach charge option to be positioned correctly.
+If a door option is not currently allowed, it now shows as grayed out, rather than with red text, to make it more clear the user can not do the action.
+Fixed camera positioning of some starter weapons that were not displaying correctly in menus.
+Added a background behind the guns during class selection in squad creation, to make the guns stand out more.
+Soldier preview now changes when the mouse hovers over a portrait in squad creation.
+Fixed the lighting quality setting in the main menu options not being clickable.
+Removed the ultra-repetitive slow down when you kick in doors.
+Suppress tactic now only shoots a max of 50 bullets to prevent it from going on too long with guns that hold a lot of ammo. This needed to occur to fix an issue with the tutorial.
+Changing view angles for previously positioned movement nodes is now more intuitive.
+Changed "Tactics Full" text during command mode to show "Queue Full" instead to make it more clear that the tactics queue is full and no more commands can be queued.
+Loot items can now be picked up from within command mode.
Reduced length of encounter outside of Pegram’s Public House based on player feedback.
+Pulled in boundaries of the encounter outside of Pegram’s Public House so players can no longer attempt to enter the pub before the encounter has completed.
+Added new, more prominent, barrier effects for encounters in the Urban hub.
+Added more ammo crates in the early portions of the Urban hub to help reduce the chance of people running out.
+Increased shotgun ammo gain from ammo crates by 10%.
Disabled entrance to the Sewer since it’s currently inaccessible.
+Finished first pass on the prologue tutorial mission.
+Adjusted encounters in the Outskirts and fixed collisions based on PAX feedback.
+Added an additional encounter to the Outskirts.
+Fixed the missing material (pink spot) on the Main Menu.
+Art pass on Med Lab tutorial scene. Including lighting, new meshes, texture swap, effects, etc.
+Added glowing beakers of liquid to the Med Lab that match the color coded zombies. For light sources and foreshadowing of the various zombie types.