The End is Nigh
(In game that is)
It's finally here! The finale, the ending to the story, a new level, environment, boss, gun, attachment, and melee weapon. And new unlockable cosmetics.
New
A new Level
A new boss fight, and bonus area.
A new special gun.
2 new attachments, homing bullets MKII and single fire trigger mod MKII.
A new melee weapon.
(Full Patch Notes Below)
So what's next?
Now that the game is in a fully finished state, I plan to mostly move onto developing a new game; however, I plan to still fix bugs and add quality of life changes when found. And who knows, I may pop by with a random content update here or there. No promises though. A huge thank you to everyone who's played. I hope you enjoy the finale!
Changes
I have done some rebalancing in an attempt to eliminate one shot, or extremely fast kill time enemies. They are still very deadly, but hopefully won't take you out before you can react.
Nerfed shotgunners, minigunners, and aliens a bit.
Heavily buffed cluster bullets.
Buffed heavy mag.
Buffed alien SMG, and gave an additional mod slot.
Buffed alien shotgun.
Heavily buffed consumable grenades.
Buffed spinup mod.
Buffed heavy rifle MKII.
Added a small amount of air control to improve player controller feel.
Enabled low quality shadows on lowest graphics settings.
Reworked parts of the tutorial to make more sense to players, and improve player onboarding.
Made level 5 go back directly to hub, as it was a bit of a long sequence.
Made level 6 slightly easier on normal difficulty.
Changed objective text to appear earlier, for player to read.
Improved visual readout for ammo on mission completion screen.
Improved the visibility of the capture blue glow on some missions.
Improved visibility underneath radar dishes.
Improved visibility on some doorways on buildings.
Improved visibility on dying text.
Fixes
Added in a safety catch all for more glitches on the elevator... hopefully.
Added a safety check to hopefully prevent rare occurrences of missing colliders, *Shakes fist at Unity3D*
Improved performance when lots of ammo and money drops are on the ground.
Fixed a glitch that would prevent reloading when switching from melee to an empty weapon with auto reload on.
Fixed an issue with selecting your aiming mode on the tutorial. It didn't use to work... I'm sorry.
Fixed a missing mesh collider on a rock. Yes a rock.
Fixed missing snow texture issue on level 9.
Fixed an issue that could glitch hardmode enemies out of the map on level 2.
Fixed an issue when aiming down for a while that would cause the Knight to point instead of aim. Where would he get that?
