Hi, I hope you enjoyed your recent power fantasy, but I’m afraid it has to end here now.
For whatever reason, the HP values for some enemies got cut in half, so I restored those values. I suspect it’s Windows 11 being Windows 11 and bugging out USB ports, and I just so happen to like storing some stuff on an external HDD…
Yes, I do make digital backups too hence how I was able to restore the stuff that bugged out.
I also included other fixes below:
Reworked the enemy idle state so that when they’re off-screen and in their idle mode, they almost entirely do not consume any CPU or GPU power.
Further optimization to the navigation mesh of the Fungal Grove.
Fixed a bug where, if an enemy had another enemy cached as its current target priority but went back to idle mode, it would never aggro if you went near it. I’ve realized this system is a bit busted, so that will be something I fix before leaving the demo behind for good after Steam Next Fest.
Made the ring of the Coagulator no longer render on top of the player. It’s still rendering in an odd way, but at least it’s no longer distracting. I’ll investigate this further before Steam Next Fest.
Fixed a rare crash related to infighting.
Certain ammo pickup graphics have been downscaled to be less prone to blindsiding you in heated combat. Let me know if that still happens.
Further lighting optimization.
Made some new changes listed here:
The slasher mushroom monsters no longer knock you back, and their HP has been reduced as well.
Dish heads got their HP toned down by a smidge.
Buffed the machine gun fire rate. Piss away your ammo!
Changed up the encounter at the end of the demo just a bit.
Burst rifle deals more damage. I feel this, along with the change above, will make them more noticeable in terms of what their roles stand for (spoiler: one is CC and one is more target priority).
Brand new message at the end of the demo.
Alright, that should do it. I will only push further updates if something important breaks.
