Hello, while I said last time would be the last update, I figured no one would mind if I reworked the lock-on to be more responsive and updated this build with it now, wouldn’t it?
So yes, the common complaint was that sometimes the lock-on would fail even if you were point-blank looking at an enemy. That was because previously it would only lock on if the RayCast (picture it as an invisible raygun) didn’t hit a piece of level geometry. Of course, when combat is much more vertical, that caused problems. I am so sorry if that caused some frustration at times.
ANYHOW, the new system is based on whether the target is in front of the player camera. This way, it doesn’t matter where you’re looking as long as there is a visible pixel of the enemy. The only caveat is that it will pick whichever target is closest to where you’re looking, but that’s why there’s a target switch mechanic. Yeah, it was always there. I thought it would be something players would stumble upon on their own, but nope, not really. Anyway, I added that tidbit in the tutorial zone.
Also, this update comes with other changes, so here is a quick rundown:
Rebalanced every single fungal enemy
Yellow suit enemies have their HP toned down just a smidge
Tripod enemies have their HP toned down just a smidge
More readable main menu with an adjusted logo
Ammo pickups have been resized to be more visible at a glance
Added even more monsters to the Fungal Grove
Geometry fixes to the Fungal Grove
In theory, I fixed a bug that allowed you to noclip with the mushroom slashers
Brand new tree prop, oh wow
Anyway, this should be the last update until Steam Next Fest unless there’s an easy-to-replicate crash.
Bye!
