Hello, robot fans. This week's build comes with all of Slash's quests implemented, fixes for some big bugs, plus a very needed review of some interfaces.
As usual, we will be uploading Linux and Windows builds today, and Mac builds during the week.
SLASH QUESTS IN THE CITY/SEWERS
The first iteration of Slash quests is now complete. There are four new quests in the City/Sewers, which will help Heart win Slash's trust. They include some funny moments and tough battles, but it will all be worthy.
As part of this, we have now separated the weapons from the Factory and the City/Sewers. The Factory will only provide lower level weapons now, which you will be able to replace with stronger ones after you reach the second level.
PICKUP MENU REVIEWED
We have changed the menu for selecting what to do when picking up a new weapon or body part. The main difference is that you can now scrap new parts right away. This brings the health recovery mechanism to the front, which we hope will make people aware of this possibility.
The body parts and weapons buttons have been separated, so players can easily check what they have equipped, and what they are going to replace. Navigation through the menu has been improved, too.
We have also added information on what each button does, so learning and deciding what to do are now easier.
MINIMAP ICONS
The minimap has received some love lately. We have added new icons, the most important being quests indicators. These icons appear and disappear dynamically, as quests are activated, or items picked up. The player location has been integrated with these icons, so it is now possible to know if there is equipment left in the room you're currently in.
The change in how these icons behave has also been reflected in the Explorer Hat, which now has a useful third upgrade.
We love how these icons look and animate now, but let us know if there's anything wrong.
Enemy memory use reduction
This is a behind the scenes improvement, but still significant. Framerate and CPU/memory consumption should improve now, since enemies use unified textures and way less materials now. This means that fighting big amounts of enemies is a little less taxing now. It might not look like much, in real life, but it is a step in improving the game performance.
BUGFIXING
And the list of fixes:
- A weapon might not be spawned in factory first room
- Create a hint for parries
- [Baelmung] Enemy in armor cannot use his chainsaw weapon
- [Baelmung] Weapon bug with Beat Stick
- [Baelmung] Weakness exploiting combos stop damaging after several hits (partly fixed, it is now harder to trigger it)