Alpha 1.15 - Aesthetics focused update
Developer commentary:
This update was developed very over the course of a few very hectic months of my life. I don't want to get into the details, but in short my living situation became uncertain. If you're reading this, that means I've successfully finished what I would consider a major update and pushed it live, yayyyyyy
The general focus for this update is supposed to be aesthetic improvements, but in reality it's more of a hodgepodge of random stuff. HOWEVER I do believe a lot that random stuff is quite cool and great additions to the game. I'm quite satisfied with how a lot of it turned out. The new bloom and lighting effects are probably the highlight (lol) of the update, but my personal favorite change was the addition of these new fighting move icons that show up in the move map editor and in game next to the sector indicator.
-Dan
Combat
Visual
-Added icons next to sector indicator in game to indicate which moves are currently seleted to execute
-There is a glow behind the icon. Blue means ready to use, red means not enough energy
-Decreased ragdoll velocities on death
-Damage particle actually goes in the direction associated with the hit instead of a random one
-Intimidation success no longer wins the level immediately, but rather has all enemies run away and stop spawning
-Health and energy bars now glow according to how high the values are
Functional
-Lifesteal buffed from 0.75%+0.25(LVL-1)% to 1%+0.5(LVL-1)%
-Blocking
-Should now only affect the direction the fighter is facing
-Block damage mitigation buffed from 50% to 66%
-Knockback is now reduced by the same percentage that damage was reduced, for any reason.
-Block perviously reduced knockback by a flat 66%
-Wing Chun invulnerability previously did not reduce knockback at all
-Added blocked damage floaty text color (grey)
-Fixed jab attack area direction and position
-Previously was too high angle and spawned too far forward
-Updated animations: push kick, flying kick, knife slash, knife stab
-Slightly increased staff thrust attack area size
-Enemies
-Nerfed monster HP from 3000 to 1500
-Nerfed heavy boss HP from 1500 to 1000
-Both those enemies just took way too long to kill
-Heavy boss AI tweaked to use more slams if the player is close and more strikes if the player is far
-Jab now has slightly less range, and the attack location is more standardized
Lighting
-Slightly darkened global lighting so light effects can be visible
-Added slight bloom to everything but UI
-Added lighting effects to:
-Gunshots
-Most particles
-Attack areas
-Enemy attacks now slightly glow.
-The more powerful the attack, the stronger the glow
-Reduced saturation for all enemy colors
-If they're too bright, they'll start glowing due to the new lighting.
Audio
-Fixed hit sound effects only sometimes playing
-Multiple new tracks
-OST are on the Youtube channel
-Added some previously unused OST to the game
-Adjusted main menu track
Misc visual stuff
-Added a casual running/walking animation for when there are no more enemies
-Added a background for security room/keycard room
-Changed floaty text font and styles
-Adjusted map node info display
-Added icons in the style select screen editing menu
-Updated fonts for most text assets
-Updated generic lab hallway parallax background
-Fleshed out descriptions for all player stats
-When something is not unlocked, added text to show how far you are into the unlock
-Added some link buttons to the main menu
Bugfixes
-Fixed arcade mode win infinite loop
-Fixed enemy walking animation glitch where their legs would stretch really far
-Should have fixed arcade mode sometimes having enemies hit you in the checkpoint screen
-Removed intimidation check from happening in arcade mode
-Fixed update log text going into the header
-Fixed combat stim effect having double its intended particle count
-Should have fixed the monster and heavy boss AI
-If after this I still get reports of them standing around doing nothing, I'm just straight up rewriting that thing
-Fixed fighter particle system sometimes jumping around the screen
-Elbow no longer attacks twice
-Pressing ESC on main menu now closes submenus
-Gene mods now properly add levels when getting them as a reward after the first
-Enemy fighter render layers should be more properly sorted